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About Clak-Clik#150786-19
CN Male Tengu Gunslinger(Bolt Ace) 2
DEFENSE
Fort +2 (+3 gunslinger -1 Con)
Defensive Abilities
OFFENSE
Melee
Ranged
+1 for 30' or less (Point Blank Shot)
Grit: 3 of 3 remaining STATISTICS
SKILLS 8 (4 +0 Int/4)
COINS
EQUIPMENT
Light: 43 lbs. or less Med: 44–86 lbs. Heavy: 87–130 lbs.
FEATS
TRAITS
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
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
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.
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
BACKGROUND
BOONS
You Be Goblin! (01-2) +2 bonus to all Bluff, Diplomacy, Intimidate and Sense Motive against goblins. HISTORY
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.
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 —
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