Male Human Rifle Master Gunslinger 5
CG Medium Humanoid (Human)
Init +8/10; Senses; Perception +10
====================
Defense
====================
AC 24, touch 17, flat-footed 17
HP 55/55
Fort +6, Ref +11, Will +4
1/day Reroll a save
CMD 22
====================
Offense
====================
Speed 30 ft.
Melee
Sword Cane +7 (1d6+1/X2)
Range
Rifle +13 or +11/11 (1d10+5/X4)
BAB +5
CMB +6
Grit 3/3
====================
Statistics
====================
Str 12, Dex 22, Con 12, Int 12, Wis 15, Cha 9
Skills(ACP-0): Acrobatics +11, Climb +5, Craft(Alchemy) +5, Disable Device +11, Heal +7, Knowledge(Dungeoneering) +5, Knowledge Engineering +5, Knowledge(Local) +5, Perception +10, Sleight of Hand +13, Stealth +11, Survival +6, Swim +5
Feats: Gunsmithing, Rapid Reload(Rifle), Point Blank Shot, Precise Shot, Rapid Shot, Deadly Aim, Weapon Focus(Rifle)
Traits: Reactionary, Second Chance
====================
Special Abilities
====================
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.
Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her 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 she performs this deed.
At 1st level, as long as a musket master has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet. This stacks with other abilities that increase her range increment.
Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.
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.
Fast Musket (Ex) At 3rd level, as long as the musket master has 1 grit point, she can reload any two-handed firearm as if it were a one-handed firearm.
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).
Musket Training (Ex): Starting at 5th level, a musket master increases her skill with two-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a two-handed firearm, the misfire value increases by 2 instead of 4. Every four levels thereafter (9th, 13th, and 17th), the bonus on damage rolls increases by +1. At 13th level, a musket master never misfires with a two-handed firearm.
====================
Gear
====================
MWK Sword Cane(Hollowed Pommel/Metal Cartridge)
+1 Rifle
100 Firearm Bullets
5 Dry Load Cartridges
5 Adamantine Bullets
50 Cold Iron Bullets
20 Silver Bullets
+1 Buckler
+1 Mithril Chain Shirt
Bandolier
Gunsmithing Kit
Cloak of Resistance +1
Belt of Dexterity +2
Quick Runner’s Shirt
Gunslinger’s Kit
171.5
Appearance:
A shock of red hair appears over a dark cloth mask, likely once brown but now darkened with ash. Indeed, his dark clothes are all covered with soot, barring the gleaming bullets that adorn the bandolier crossing his chest. Across his back is slung a rifle, the outside carved to depict various imagery of lightning. His boots are clearly scuffed, but clean of dirt and grime.