Lirianne

Catherine Black's page

47 posts. Alias of MPCampbell.


Full Name

Catherine Black

Race

INIT: +5, CMB: +3, CMD: 16

Classes/Levels

ATT: Rapier +1 (1d6+2) Kukri (1d6+2) OR Pistol +4 (1d8), Know: Local +5, Perception +6

Gender

1 Human Gunslinger, HP: 10/10, AC: 17/14/13, SV: 2/5/2,

Size

Medium

Age

26

Special Abilities

See below

Alignment

Lawful Good

Deity

Pharasma

Location

Ulastav

Languages

Common

Occupation

Mercenary

Strength 14
Dexterity 16
Constitution 10
Intelligence 10
Wisdom 14
Charisma 14

About Catherine Black

Feats & Abilities
ARCHETYPES: You have selected the following archetypes: - Gun Tank (Gunslinger)
GRIT: A gunslinger makes her mark upon the world with daring deeds. Grit is a fluctuating measure of a gunslinger's ability to perform amazing actions in combat. At the start of each day, a gunslinger gains 2
grit points. A gunslinger spends grit to accomplish deeds [PFUC 10]. (PFUC 9 - 10).
Deadeye (Ex): You can resolve an attack against touch AC instead of normal AC when ring beyond her rearm's first range increment. Costs 1 grit point per range increment beyond the first. Still take –2 penalty on attack rolls for each range increment beyond the rst. (PFUC 10).
Gun Tank's Resolve (Ex): You can shrug off the most serious of attacks. When you are wearing medium or heavy armor and are subject to critical hit or sneak attack, you can spend 1 grit point as an immediate action to attempt to negate the critical hit or sneak attack damage. You have a 25% chance of doing so. Your resolve does not stack with the fortication armor special ability. You may use this ability even after the armor of fortication has failed to negate the critical hit or sneak attack damage. (PFUC 50).
Quick Clear (Ex): As a standard action, you can remove the broken condition from a single rearm you are wielding, as long as that condition was gained by a rearm misre. You must have at least 1 grit point to perform this deed. Or spends 1 grit point to perform a quick clear as a move-equivalent action instead of a standard action
GUNSMITHING: You can create and restore rearms, craft bullets, and mix black powder for all types of rearms. You do not need to make a Craft check to create rearms and ammunition or to restore rearms. You can take time during a rest period to restore a broken rearm with this feat.
POINT-BLANK SHOT: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 ft.
TWO-WEAPON FIGHTING: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
NEVER STOP SHOOTING (Combat): Even when the chips are down, you keep on shooting. If your hit point total drops to 0 or lower but you are not dead, you may act as if disabled rather than dying (as if you possessed the Diehard feat). However, you can use your actions only to draw a rearm, reload a rearm, or attack with a rearm. If you have the Diehard feat, this trait also allows you to substitute your Wisdom score for your Constitution score for the purpose of determining the negative
hp total at which you die.
CHANCE SAVIOR: Your ability to think quickly on your feet has stayed with you, and you quite often feel that you’re in the right place at the right time. You gain a +2 trait bonus on Initiative checks.
PISTOL: The single-shot pistol is one of the most common rearms, although in most campaigns it is still rare enough to be an object of envy or curiosity to most. A pistol uses either a bullet and a singe dose of black powder or an alchemical cartridge as ammunition. [Weapon 1 (PFUC)]