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Clak-Clik's page

69 posts. Organized Play character for PJP.


Full Name

Clak-Clik

Race

Tengu

Classes/Levels

Bolt Ace (Gunslinger) 2 HP: 16/16 | AC: 18 (16 Tch, 12 Fl) | CMD: 18 | F: +2, R: +8, W: +3 | Init: +7 | Perc: +10, SM: +3 | Active conditions: none

Gender

Male

Size

Medium

Age

21

Alignment

Chaotic Neutral

Languages

Common, Tengu

Occupation

Mercenary

Strength 12
Dexterity 20
Constitution 8
Intelligence 10
Wisdom 16
Charisma 7

About Clak-Clik

#150786-19
XP 3 / PP 2 / FP 4

CN Male Tengu Gunslinger(Bolt Ace) 2
Faction Grand Lodge
Languages Common, Tengu
Initiative +7, Perception +9, Sense Motive +3

DEFENSE
AC 18 (+2 Leather +5 Dex +1 nimble Dodge), touch 16, flat-footed 12
CMD 18 (+2 BAB +1 Str +5 Dex)
HP 16 (10 -1 Con +1 Favored class/+6-1+1)

Fort +2 (+3 gunslinger -1 Con)
Ref +8 (+3 gunslinger +5 Dex)
Will +3 (+3 Wis)

Defensive Abilities
none

OFFENSE
Speed 30 ft
Base Attack +2; Melee Touch +3; Ranged Touch +7
CMB +3

Melee
Claw (2) Att: +3 (+2 BAB +1 Str) Damage: 1d3+1 - primary attack
Bite Att: +3 (+2 BAB +1 Str) Damage: 1d3+1 - primary attack

Ranged
MW Heavy Repeating Crossbow Att: +8 (+2 BAB +5 Dex +1 MW)
Damage: 1d10 P 19–20/×2 Range: 120 ft.
Tube Shooter Att: +7 (+2 BAB +5 Dex)
Damage: 1d10 P 19–20/×2 Range: 40 ft.

+1 for 30' or less (Point Blank Shot)
+4 Att while Prone (+4 AC ranged, -4 AC melee)
1 grit = touch AC instead of normal AC within 1st range increment

Grit: 3 of 3 remaining

STATISTICS
Abilities Str 12 (+1), Dex 20 (+5), Con 8 (-1), Int 10 (+0), Wis 16 (+3), Cha 7 (-2)

SKILLS 8 (4 +0 Int/4)
Acrobatics* +9 (1 rank +5 Dex +3 class)
Appraise +0 (+0 Int)
Bluff* -2 (-2 Chr)
Climb* +1 (+1 Str)
Diplomacy -2 (-2 Chr)
Disguise -2 (-2 Chr)
Escape Artist +5 (+5 Dex)
Fly +5 (+5 Dex)
Heal* +7 (1 rank +3 Wis +3 class)
Intimidate* +2 (1 rank -2 Chr +3 class)
Perception* +10 (2 rank +3 Wis +3 class +2 racial)
Ride* +5 (+5 Dex)
Sleight of Hand* +9 (1 rank +5 Dex +3 class)
Sense Motive +3 (+3 Wis)
Stealth* +12 / +13 (1 rank +5 Dex +3 class +2 racial +1 trait / +2 in hilly or rocky areas)
Survival* +7 (1 rank +3 Wis +3 class)
Swim* +1 (+1 Str)

COINS
PP 0
GP 1606
SP 0
CP 0

EQUIPMENT
Masterwork Heavy Repeating Crossbow (12 lbs, free)
Leather Armor (+2 AC, 15 lb, 10 gp)
Tube Arrow Shooter, Left (1/2 lb, 3 gp) +2 bonus on Sleight of Hand checks made to conceal a tube arrow shooter on your body
Tube Arrow Shooter, Right (1/2 lb, 3 gp)
Crossbow bolts (26) (3 gp, 3 lb.)
Bamboo shaft arrows (10) (1 gp, 1/2 lb.)
Wand of Cure Light Wounds (50 charges)

Light: 43 lbs. or less Med: 44–86 lbs. Heavy: 87–130 lbs.
Free purchase up to 150 gp 1 PP
Free purchase up to 750 gp 2 PP

FEATS
Point Blank Shot (1st level)

TRAITS
Highlander (Hills or Mountain): You were born and raised in rugged badlands or hills, and you've become something of an expert at evading the predators, monsters, and worse that haunt the highlands. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.

Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.

SPECIAL ABILITIES
The gunslinger's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Weapon and Armor Proficiency: Gunslingers are proficient with all simple and martial weapons, and with all firearms. They are proficient with all light armor.

Crossbow Maven: A bolt ace is proficient with all crossbows instead of all firearms and begins play with a masterwork crossbow of her choice. This ability alters the gunslinger’s weapon proficiencies and replaces gunsmith.

Grit (Ex): A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it's more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, 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 a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), 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 any kind of crossbow: Each time the gunslinger confirms a critical hit with a crossbow 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 any kind of crossbow: When the gunslinger reduces a creature to 0 or fewer hit points with a crossbow 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: Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed. A bolt ace can perform the following deeds with a crossbow instead of a firearm: gunslinger initiative, pistol-whip, dead shot, targeting, bleeding wound, death's shot, and stunning shot.

Gunslinger's Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

Sharp Shoot (Ex): At 1st level, a bolt ace can resolve an attack against touch AC instead of normal AC when firing a crossbow at a target within its first range increment. Performing this deed costs 1 grit point. This deed replaces deadeye.

Vigilant Loading (Ex): At 1st level, as long as a bolt ace has at least 1 grit point, she does not provoke attacks of opportunity when loading a crossbow. This deed replaces quick clear.

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).

Tengu Racial Traits
+2 Dexterity, +2 Wisdom, –2 Constitution: Tengus are fast and observant, but relatively fragile and delicate.

Tengu: Tengus are humanoids with the tengu subtype.

Medium: Tengus are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Tengus have a base speed of 30 feet.

Senses: Tengus have low-light vision.

Sneaky: Tengus gain a +2 racial bonus on Perception and Stealth checks.

Glide: Some tengus can use their feathered arms and legs to glide. Tengus with this racial trait can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, a tengu may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet he falls. This racial trait replaces gifted linguist.

Natural Weapon: A tengu has a bite attack that deals 1d3 points of damage.
Claw Attack: Tengus with this racial trait have learned to use their claws as natural weapons. They gain two claw attacks as primary natural attacks that deal 1d3 points of damage, and are treated as having the Improved Unarmed Strike feat for the purpose of qualifying for other feats. This racial trait replaces swordtrained.

Languages: Tengus begin play speaking Common and Tengu. Tengus with high Intelligence scores can choose any languages they want (except for secret languages, such as Druidic).

Not yet:

Shooter's Resolve (Ex): At 3rd level, a bolt ace can spend 1 grit point when making a crossbow attack as a standard action and ignore the effects of concealment (though not total concealment) and cover (other than total cover) against that shot. This deed replaces utility shot.

Crossbow Training (Ex): Starting at 5th level, a bolt ace can select one specific type of crossbow, such as hand crossbow or heavy crossbow. She gains a bonus on damage rolls equal to her Dexterity modifier with that crossbow. Furthermore, when she scores a critical hit with that type of crossbow, her critical modifier increases by 1 (a ×2 becomes a ×3, for example).

DESCRIPTION
A large, black crow-like bird-man, wearing bandoliers and carrying a very impressive looking repeating heavy crossbow.

BACKGROUND
Clack-clik has no memory of his early childhood, and is not even certain he had one. Barely a tengu, Clak-clik more resembles a bird-like monster, deadly with a crossbow and using natural claws and beak when up close. His first memories were of being trained and experimented on by a nasty little gnome alchemist who kept speaking of his growing army. One day, while training atop a large tower, he decided to jump, prepared to end the misery, only to discover he was able to glide on his feather arms, safely away. Using his skills, he managed to make his escape, and bordered a boat to Absalom. Finding it difficult to work with stilted speech and poor charisma, he eventually found a home among the pathfinders, mostly as a soldier, but looking for a greater purpose to his life.

BOONS
Close association with Yagevna family (01-1) +2 circumstance bouns to Diplomacy when mentioning Yagevna family and how you helped them.

You Be Goblin! (01-2) +2 bonus to all Bluff, Diplomacy, Intimidate and Sense Motive against goblins.

HISTORY
01-1 Frozen Fingers of Midnight (+1XP/+1PP/+1FP/+467GP)
01-2 We Be Goblins Pregen Credit (+1XP/+1PP/+1FP/+500GP) - 1097gp ending
01-3 Among the Dead (+1XP/+2PP/+2FP/+509GP) - 1606 ending
Spent 2 PP on wand of CLW
Level 2 - added Bolt Ace 2

Planning:

S 2 12 +0
D 17 +2 20 +5
C 0 -2 8 -1
I 0 10 +0
W 5 +2 16 +3
Ch -4 7 -2

Need: Rapid Shot, Precise Shot?, Rapid Reload and then Crossbow Mastery. Deadly aim for more damage.
After 5 levels, switch to Emp. Sorcerer (Wis based) and Gravity bow

Unarmed Fighter (allows style to ignore prereqs) and Monkey Style? Rogue? Monk dip?

Crossbow, heavy 50 gp 1d8 1d10 19–20/×2 120 ft. 8 lbs. P —
Bolts, crossbow (10) 1 gp — — — — 1 lb. — —
Crossbow, light 35 gp 1d6 1d8 19–20/×2 80 ft. 4 lbs. P —
Bolts, crossbow (10) 1 gp — — — — 1 lb. — —
Crossbow, hand 100 gp 1d3 1d4 19–20/×2 30 ft. 2 lbs. P —
Bolts (10) 1 gp — — — — 1 lb. — —
Crossbow, repeating heavy 400 gp 1d8 1d10 19–20/×2 120 ft. 12 lbs. P —
Bolts (5) 1 gp — — — — 1 lb. — —
Crossbow, repeating light 250 gp 1d6 1d8 19–20/×2 80 ft. 6 lbs. P —
Bolts (5) 1 gp — — — — 1 lb. — —
Tube arrow shooter 3 gp 1d3 1d4 ×2 40 ft. 1/2 lb. P —
Bamboo shaft (10) 1 gp — — — — 1/2 lb. — —