The Scribbler

Danh Long's page

37 posts. Alias of cuatroespada.


Full Name

Tran Danh Long

Race

Human

Classes/Levels

Gunslinger 1/ Cavalier 10 | HP: 99/99 | AC: 23 T: 14 FF: 20 | CMD: 31 T: 28 | Fort/Ref/Will: +15/+13/+8 (+11 vs charm/compulsion effects) | Init: +6 | Perception: +19 | Sense Motive: +0 | Status: Blessing of Fervor (+2 Attack, +2 AC/Reflex)

Gender

Male

Size

M

Age

23

Alignment

CN

Deity

Sun Wukong

Location

Tian Xia

Languages

Common

Strength 20
Dexterity 14
Constitution 12
Intelligence 8
Wisdom 10
Charisma 14

About Danh Long

Human (Tian-Dan) Gunslinger (Mysterious Stranger) 1 / Cavalier (Luring Cavalier Musketeer) 10
CN Medium human
Init +6; Senses low-light vision; Perception +19

DEFENSE
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AC 23, touch 14, flat-footed 20 (+8 armor, +3 Dex, +1 natural, +1 deflection)
hp 99 (11d10+29)
Fort +15, Ref +13, Will +8 (+3 bonus vs charm and compulsion effects)

OFFENSE
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Speed 30 ft.
Melee +1 keen nodachi +16 (1d10+19/15-20)
Ranged +1 merciful pistol +15 (1d8+1d6+8/x4)
Space 5 ft.; Reach 5 ft.

STATISTICS
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Str 20 (22), Dex 14 (16), Con 12 (14), Int 8, Wis 10, Cha 14 (16)
Base Atk +11; CMB +17; CMD 31
Traits Irrepressible, Reactionary
Feats Dazzling Display, Deadly Aim, Friendly Fire Maneuvers, Gunsmithing, Gun Twirling, Paired Opportunists, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Rapid Reload, Rapid Shot, Weapon Focus (Pistol)
Skills Acrobatics +17, Climb +10, Craft (alchemy) +3, Intimidate +17, Perception +19, Swim +10
Languages Common
SQ heart of the fey (low-light vision, +1 racial bonus on reflex and will saves), irrepressible (use cha instead of wis for will saves against charm and compulsion effects), order (order of the cockatrice)
Combat Gear paper cartridges (100); Other Gear amulet of natural armor +1, belt of physical perfection +2, boots of speed, cloak of resistance +3, +2 mithral breastplate, explorer's outfit, eyes of the eagle, headband of alluring charisma +2, ioun stone (cracked dusty rose prism; +1 initiative), ioun stone (cracked pale green prism; +1 attack rolls), ioun stone (cracked pale green prism; +1 saves), noble's outfit (w/jewelry and signet ring), +1 keen nodachi, +1 merciful pistol, ring of protection +1 [49 lbs.]
Wealth 285 gp

SPECIAL ABILITIES
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Challenge (Ex) 4/day: A luring cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The luring cavalier’s ranged attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the luring cavalier’s level. The luring cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Furthermore, once per day, the luring cavalier may spend a use of his far challenge ability to double the potential extra damage of his ranged attack. Before making the attack roll, he can choose to spend a use of his challenge to deal twice his cavalier level in extra damage on a successful hit instead of just his cavalier level in extra damage. If the attack misses, the use of the challenge is wasted.

Challenging a foe requires subtle deceits and strategies. The cavalier must make it look like he is a soft target. The subject of the far challenge gains a +4 bonus on attack rolls made against him. This challenge remains in effect until the target is dead or unconscious, until the target hits the luring cavalier with a melee attack, or until the combat ends. If this challenge ends because the target hits the luring cavalier with a melee attack, this challenge changes to the effects of the normal cavalier challenge, and gains any order benefit the luring cavalier has.

Normally, the cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level, and the cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.

The challenge remains in effect until the target is dead or unconscious or until the combat ends. Whenever an order of the cockatrice cavalier issues a challenge, he receives a +1 morale bonus on all melee damage rolls made against the target of his challenge as long as he is the only creature threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.

Tactician (Ex) 3/day: At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.

Greater Tactician (Ex): At 9th level, the cavalier receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The cavalier can grant this feat to his allies using the tactician ability. Using the tactician ability is a swift action.

Gifted Firearm (Ex): At 1st level, a musketeer is gifted by his order with a firearm (either a pistol or a musket). This weapon is both a symbol of the cavalier’s duty and a focus for much of his talent. He cannot sell this weapon. He also gains the Gunsmithing feat. Beginning at 8th level, the musketeer can focus himself when wielding his gifted weapon. As a standard action, he can focus himself to gain a number of benefits for 1 minute per cavalier level. The musketeer can use this ability twice per day, plus one additional time per day for every four levels beyond 8th, to a total of five times per day at 20th level.

At 8th level, the cavalier gains the benefit of the Improved Critical feat. At 11th level, he can reduce the misfire chance of his weapon by 1 (to a minimum of 1, and at 17th level, the musketeer can double the range increment of his weapon. These abilities do not stack with the magical weapon special abilities that they duplicate. Finally, at 20th level, during a period of such focus, the musketeer can engage in a flurry of gunfire. The cavalier can expend one of his daily challenges to make a full attack with his firearm. The musketeer ignores the normal load times for his weapon, but must still expend enough doses of powder and enough bullets to complete each attack.

If the musketeer’s gifted firearm is destroyed, the cavalier loses this ability for 30 days while a replacement weapon is crafted for him. During this 30-day period, the musketeer takes a –1 penalty on weapon and damage rolls.

Grit (Ex): A gunslinger makes his 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 mysterious stranger gains a number of grit points equal to his Charisma modifier (minimum 1). His grit goes up or down throughout the day, but usually cannot go higher than his Charisma 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, he 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, he 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. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of his 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.

Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond his firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when he performs this deed.

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, he 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.

Focused Aim (Ex): At 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to his Charisma modifier (minimum 1) with all firearm attacks he makes until the end of her turn. At 7th level, when he uses the dead shot deed, he multiplies this bonus by the number of hits she made while rolling the Dead Shot attack.

Braggart (Ex): At 2nd level, the cavalier can spend a standard action to extol his own accomplishments and battle prowess. He receives Dazzling Display as a bonus feat. He does not need a weapon in hand to use this ability. The cavalier receives a +2 morale bonus on melee attack rolls made against demoralized targets.

Careful Aim (Ex): At 3rd level, when a luring cavalier makes a ranged attack with his highest base attack bonus, he can ignore the penalties for firing up to three range increments away. If he is using a firearm, he can target touch AC up to two range increments away. This effect stacks with effects that allow the cavalier to make ranged attacks farther without penalty or that allow him to target touch AC with a firearm beyond the first range increment.

Swift Powder (Ex):At 4th level, the musketeer gains Rapid Reload (musket) or Rapid Reload (pistol) as a bonus feat. At 14th level, each time the musketeer issues a challenge, he may reload a wielded firearm as a free action.

Banner (Ex): At 5th level, a cavalier’s banner becomes a symbol of inspiration to his allies and companions. As long as the cavalier’s banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the cavalier or his mount to function.

Steal Glory (Ex): At 8th level, the cavalier can steal the glory from another creature’s successful strike. Whenever a creature other than the cavalier scores a critical hit against a target that the cavalier is threatening, he can make an attack of opportunity against the same target.