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About Clementine Black----------
Senses; Perception +12
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
Ranged
FEATS AND TRAITS:
Traits Stargazer (Campaign) Feats
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
Background Skills
Languages
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
The gunslinger also gains Gunsmithing as a bonus feat. Grit (Ex)
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
Daring Act
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
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
Frantically Nimble (Ex)
Out for Blood (Ex)
Run Like Hell (Ex)
Deeds
Nimble (Ex)
Bonus Feats
Technic Training (Ex)
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. 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
Offense Racial Traits
Feat and Racial Traits
Senses Racial Traits
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EQUIPMENT AND GOLD (DETAILED):
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