Full Name |
Chhat Supureenta |
Race |
| HP: 45 / 45 | AC: 23 (T 22 / FF 17) CMD: 25 | F: +8, R: +12, W: +10 |
Classes/Levels |
| Speed 30ft / Climb 20ft | Grit 7 / 7 | Active conditions: None |
Gender |
Female CG Vanara Gunslinger (Black Powder Vaulter) 5 / Monk (Far Strike) 1 |
Size |
M: 4' 5", 100 lbs |
Age |
16 |
Alignment |
CG |
Deity |
Kofusachi aka The Laughing God |
Location |
Born & raised in Katapesh, trained in Tien, living in Society Lodges for now |
Languages |
Common, Vanaran, Tien |
Strength |
10 |
Dexterity |
18 |
Constitution |
12 |
Intelligence |
12 |
Wisdom |
20 |
Charisma |
7 |
About Chhat Supureenta
Offense
+1 Pistol +10 (1d8+11 * / x4), 20’ range
Ammentum +10 (1d6 / x2) Range 50’
Unarmed strike +5 (1d6 / x2)
BAB:+5
CMB:+5
Initiative +7 (+5 Dex, +2 Trait)
*Pistol assumes PBS and Deadly Aim (+5 BAB, +5 Dex, +1 magic, +1 PBS, -2 DA)
w/out them: +11 (1d8+6)
Defense
AC:23 Touch:22 FF:17 (Dex +5, Wisdom +5, Dodge +1, Natural +1, Deflection +1)
CMD:27
Fort +8 Ref +12 Will +10
Feats
Gunsmithing (G1)
Rapid Reload (Pistol): (1) The time required for you to reload your chosen type of weapon (Pistol) is reduced to a move action (for a one-handed firearm.) Reloading a crossbow or firearm still provokes attacks of opportunity.
Quick Draw: (M1) You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.
Point Blank Shot: (M1 Bonus) You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Deadly Aim: (3) You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn.
Shot on the Run: (Granted by deed w/ 1 grit in pool) As a full-round action, you can move up to your speed and make a single ranged attack at any point during your movement.
Precise Shot: (G4 Bonus) You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Extra Grit: (5) You gain 2 extra grit points at the start of each day, and your maximum grit increases by 2.
Skills
Acrobatics +16
Climb +12 (includes +8 racial bonus for 20’ climb speed)
Craft (Alchemy) +6
Escape Artist +11
Heal +9
Kn (Engineering) +6
Perception +14
Ride +9
Sense Motive +12
Sleight of Hand +9
Stealth +14
Survival +11
Swim +4
Class Features
Weapon and Armor Proficiency: In addition to the standard monk weapon proficiencies, a far strike monk is proficient with all thrown weapons. Gunslingers are proficient with all simple and martial weapons, and with all firearms. They are proficient with all light armor.
AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Unarmed Strike: (1d6) At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
Flurry of Blows (Ex): A far strike monk can make a flurry of blows as a full-attack action as long as he’s attacking with thrown weapons. He can’t make a flurry of blows with his unarmed attacks or any other weapons. A far strike monk’s flurry of blows otherwise functions as the standard monk class feature. A far strike monk can’t use Rapid Shot when making a flurry of blows with a thrown weapon. This ability alters flurry of blows.
Fast Thrower: At 1st level, a far strike monk gains Quick Draw as a bonus feat, even if he doesn’t meet the prerequisites.
Grit (Ex): At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (5) [Note, plus Extra Grit feat]. Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier, though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.
Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger's character level does not restore grit.
Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger's character level to 0 or fewer hit points does not restore any grit.
Deeds:
Mobile Reload (Ex): If a black powder vaulter has at least 1 grit point, she can reload a firearm as part of a move action to move, provided that the action to reload that firearm with that type of ammunition would normally take only a move action or swift action. At 3rd level, she can use this deed while also using the shot on the run deed. This deed replaces the deadeye deed.
Daring Vault (Ex): A black powder vaulter can spend 1 grit point as a swift action to increase her land speed by 20 feet (gaining the appropriate bonus on Acrobatics checks to jump) until the end of her turn. If the black powder vaulter jumps while affected by this deed, she can make a second jump while midair if she is adjacent to a wall, column, or other solid, permanent structure. The second jump counts as having a running start even if the direction is different from the first jump. This deed replaces the gunslinger’s dodge deed.
Quick Clear: At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.
Pistol Whip: At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm: one-handed firearms deal 1d6 points of damage. Regardless of the gunslinger's size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.
Utility Shot: Blast Lock, Scoot Unattended Object, and Stop Bleeding
Shot on the Run: At 3rd level, if the black powder vaulter has at least 1 grit point, she gains the benefits of the Shot on the Run feat. She gains this benefit only when making an attack with a firearm with which she is proficient. This deed replaces the gunslinger initiative deed.
Nimble (Ex): Starting at 2nd level, a gunslinger gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).
Gun Training (Ex): Starting at 5th level, a gunslinger can select one specific type of firearm (Pistol). She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of firearm. Furthermore, when she misfires with that type of firearm, the misfire value of that firearm increases by 2 instead of 4.
Racial Abilities & Traits
Normal Speed: Vanaras have a base speed of 30 feet and a Climb speed of 20 feet.
Low-Light Vision: A vanara can see twice as far as a human in dim light.
Acrobatic:: Vanaras have a +2 racial bonus on Acrobatics and Escape Artist checks. (Replaces Racial Ability: Nimble)
Prehensile Tail: A vanara has a long, flexible tail that she can use to carry objects. She cannot wield weapons with her tail, but the tail allows her to retrieve a small, stowed object carried on her person as a swift action.
Indomitable Faith: (Faith) You gain a +1 trait bonus on Will saves
Reactionary: (Combat) You gain a +2 trait bonus to Initiative checks
Languages: Common, Vanaran, Tien
Equipment
+1 Pistol
Ammentum (2@) (It’s a javelin wound with leather to give it some spin thus 50’ range, but makes it a martial weapon)
+1 Ring of Protection
Headband of Inspired Wisdom +2
Belt of Incredible Dexterity +2
Amulet of Natural Armor +1
Cloak of Resistance +1
Monk’s outfit & kit
Gunsmith’s kit
Powder horn
50’ silk rope
Ioun torch
Skeleton Key
Wand of Cure Light Wounds
Bandoleer with Alchemist’s Fire, Alkili Flask, Potion of Cure Light Wounds
+1 Holy Bullets (2)