Nurah Dendiwhar

Clementine Black's page

2 posts. Alias of TheoreticallyYours.


Full Name

Clementine Black

Race

HP: 41/41 |AC: 20 (tch 17, ff 16) | CMB: 2, CMD +16 | F: +6 R: +7 W: +5 | Init +4 | Perc: +12

Classes/Levels

| Spd: 20ft. | Active Conditions: None |

Gender

Female Halfling Gunslinger (Techslinger) 5

Size

Small Humanoid (halfling)

Alignment

CG

Strength 7
Dexterity 18
Constitution 12
Intelligence 12
Wisdom 16
Charisma 12

About Clementine Black

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BASIC STATS
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Clementine Black
Small Humanoid (halfling)
CG Female Gunslinger 5
Worships: Brigh
Str 7 (-2) | Dex 18 (+4) | Con 12 (+1) |
Int 12 (+1) | Wis 16 (+3) | Cha 12 (+1) |

Senses; Perception +12
Grit Points 3

DEFENSE:

Fort +6 (CON); Ref +7 (DEX); Will +5 (WIS)
Resistences: +2 against fear
Immune:
Conditional
HP 41 (HD: 1d10, +0 favoured)
AC 20, ff 16, touch 17; (+3 Armor, +4 Dex, +2 Dodge, +1 FCB x4, +1 size)
Studded Leather – 25gp | +3 AC | +5 DEX | -1 ACP | 15% | 20lbs

OFFENSE:

Init +4; Speed 20 ft.
BAB +5; CMB 2; CMD +16;

Melee
Dagger +3 (1d3 -2)

Ranged
Arc Pistol +9 (1d6 +4)

FEATS AND TRAITS:

Traits
Stargazer (Campaign)

Feats
BONUS Gunsmithing
1st Point Blank Shot (Combat)
3rd Precise Shot (Combat)
BONUS

Favoured Class Bonus Add +1/4 to the dodge bonus to AC granted by the nimble class feature (maximum +2) or +1/4 to the AC bonus gained when using the gunslinger’s dodge deed.

SKILLS AND LANGUAGES:

Bold are class skills; Italic means the skills can’t be used untrained.
( 4+INT | 2 BG | 1 FCB)

Adventuring Skills
Acrobatics (5) +14 (DEX) [+2 racial]
Bluff (5) +9 (CHA)
Climb (1) +4 (STR) [+2 racial]
Diplomacy (CHA)
Disable Device (DEX)
Disguise (CHA)
Escape Artist (DEX)
Fly (DEX)
Heal (1) +7 (WIS)
Intimidate (1) +5 (CHA)
Knowledge (arcana) (INT)
Knowledge (dungeoneering) (INT)
Knowledge (local) (3) +7 (INT)
Knowledge (nature) (INT)
Knowledge (planes) (INT)
Knowledge (religion) (INT)
Perception (4) +12 (WIS) [+2 racial]
Ride (1) +8 (DEX)
Sense Motive (WIS)
Spellcraft (INT)
Stealth (DEX)
Survival (1) +7 (WIS)
Swim (1) +2 (STR)
Use Magic Device (CHA)

Background Skills
Appraise (INT)
Craft (mechanical) (3) +7 (INT)
Handle Animal (CHA)
Knowledge (geography) (INT)
Knowledge (engineering) (5) +9 (INT)
Knowledge (history) (INT)
Knowledge (nobility) (INT)
Linguistics (INT)
Lore (INT)
Perform (CHA)
Profession (WIS)
Sleight of Hand (5) +12 (DEX)

Languages
Common, Halfling

CLASS ABILITIES (DETAILED):

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

Gunsmith
At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold).

The gunslinger also gains Gunsmithing as a bonus feat.

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 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.

Daring Act & Dares
The following method for regaining grit points requires a measure of GM judgment, so it is an optional rule.

Daring Act
Each time a gunslinger performs a daring act, she can regain grit. As a general guideline, a daring act should be risky and dramatic. It should take a good deal of guts, and its outcome should have a low probability of success. If it is successful, the gunslinger regains 1 grit point.

Before attempting a daring act, the player should ask the GM whether the act qualifies. The GM is the final arbiter of what’s considered a daring act, and can grant a regained grit point for a daring act even if the player does not ask beforehand whether the act qualifies.

Dares
Dares are similar to deeds in that they grant a gunslinger or a swashbuckler extra abilities based on either grit or panache, but unlike deeds, dares become active when a member of these classes runs out of her respective pool, and become inactive until the character regains points of their respective pool. They grant the character a benefit and a new ability to regain or increase the ability to regain either grit or panache.

A dare can be taken in place of one of the bonus feats a gunslinger or a swashbuckler gains at 4th level and every 4 levels thereafter. A gunslinger or a swashbuckler can choose to have multiple dares, but can only pick one to be active each time she reaches 0 grit or panache points. Once chosen, the active dare cannot be changed until the gunslinger or swashbuckler reaches 0 grit or panache points again.

List of Dares
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Desperate Evasion (Ex)
While this dare is active, you gain the evasion class feature. If you already have this class feature, while this dare is active you roll twice when making a Reflex saving throw and take the higher result. You regain 1 grit or panache point when you succeed at two Reflex saving throws while using this dare.

Frantically Nimble (Ex)
While this dare is active, you gain a +2 dodge bonus to AC. You regain 1 grit or panache point when any enemy making a ranged or melee attack against you misses you three consecutive times. The attacks need not come from the same enemy.

Out for Blood (Ex)
While this dare is active, your critical threat range with firearms (for gunslingers) or light or one-handed piercing melee weapons (for swashbucklers) increases by 1 (20/x4 becomes 19–20/x4, 19–20/x2 becomes 18–20/x2, and so on). This effect does not stack with similar effects that modify a weapon’s critical threat range.

Run Like Hell (Ex)
While this dare is active, your speed increases by 10 feet, and you retain your Dexterity bonus to your AC while running. You regain 1 grit or panache point the first time you are more than 100 feet away from your closest enemy.

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. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. 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.

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).

Bonus Feats
At 4th level, and every four levels thereafter, a gunslinger gains a bonus feat in addition to those gained by normal advancement. These bonus feats must be combat or grit feats.

Technic Training (Ex)
Starting at 5th level, a techslinger can select one specific type of advanced technology firearm (such as a laser pistol, mindrender, stun gun, or zero rifle). Thereafter, she gains a bonus equal to her Dexterity modifier on damage rolls when using that firearm. Furthermore, she treats all detrimental glitches of timeworn versions of her selected firearm as a result of no glitch. (She can retain the effects of beneficial glitches if she wishes.)

Every 4 levels thereafter (9th, 13th, and 17th), the techslinger selects another type of advanced technology firearm, gaining these bonuses for those types as well.

This ability replaces gun training.

DEEDS:

Covet Charge (Ex): At 1st level, a techslinger can spend 1 grit point to use 1 charge fewer than normal when firing a technological weapon (minimum 0), as long as the weapon has enough charges remaining to be fired at least once. This deed replaces deadeye.

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.

Reliable (Ex): At 1st level, a techslinger can spend 1 grit point as a free action to prevent a timeworn firearm from glitching. This deed replaces quick clear.

Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.

Pistol-Whip (Ex): 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 (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). 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 (Ex): At 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot.

  • Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.
  • Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot’s origin. On a miss, she damages the object normally.
  • Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally.
  • RACIAL ABILITIES:

    Standard Racial Traits
    Ability Score Racial Traits +2 DEX, +2 CHA, -2 STR
    Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
    Base Speed (Slow Speed): Halflings have a base speed of 20 feet.
    Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages.

    Defense Racial Traits
    Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
    Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

    Offense Racial Traits
    Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

    Feat and Racial Traits
    Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.

    Senses Racial Traits
    Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

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    EQUIPMENT AND GOLD (SUMMARY)
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    10, 500gp
    Studded Leather – 25gp | +3 AC | +5 DEX | -1 ACP | 15% | 20lbs
    Dagger – 2gp | 1d4 | 19-20/x2 | 10ft | 1lb | P or S
    Arc Pistol – 10,000gp | 1d6 elec | x2 | 50ft. | 2lbs | 10 usages | 1 shot/usage
    Batteries (x3) – 100gp | restores 10 charges

    EQUIPMENT AND GOLD (DETAILED):