Bloodstone Swords

Daniel "Sharpshooter" Morgan's page

253 posts. Alias of Atlas2112.


Race

Atk:+5/d10| Init: +7|CMD: 15 Perc: +3|FX: | SnkAtk +0d6

Classes/Levels

Slayer (Sniper) 1| |AC 19| F:+5 R+4 W+0| HP 12/12

Strength 10
Dexterity 17
Constitution 15
Intelligence 12
Wisdom 8
Charisma 6

About Daniel "Sharpshooter" Morgan

char pic!

-------------------------------------------------------

---===Statistics===---:

NG M Human
Init +3; Perception +
-------------------------------=DEFENSE=-------------------------------
AC: 19 (+6 armor, +3 Dex,), Touch: 14, Flat-Footed: 16
HP: [d10][8+2]{10+3+2Con/+6+1T+2con/lvl] [15+9+9+9+9+9] [+6 FC]

Reflex +5,{+2Base,+3Dex}
Fort: +4,{+2Base,+2 Con}
Will: +0 [+0 Base, +0 Wis]
-------------------------------=OFFENSE=-------------------------------
Base Atk: +1
Melee:+1{+1Base,+0Str}
Ranged:+4{+1Base,+3Dex}

--Melee:Dagger +1 [base 1

--Ranged:+5 [base 1+DEX 3+Focus 1]

Pepperbox rifle 7,000 gp 1d10 ×4 80 ft. 1–2 4

Double-barreled shotgun 7,000 gp 1d8 ×2 20 ft. 1–2 2 Scatter
When a scatter weapon attacks all creatures within a cone, it makes a separate attack roll against each creature within the cone. Each attack roll takes a –2 penalty

Advanced firearms resolve their attacks against touch AC when the target is within the first five range increments

Advanced Firearms: Advanced firearms are chamber-loaded. It is a move action to load a one-handed or two-handed advanced firearm to its full capacity.
-------------------------------=STATISTICS=-------------------------------

-------------------------=Traits=----------------------Background:
Armor Expert: You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. Your childhood armor wasn't the real thing as far as protection, but it did encumber you as much as real armor would have, and you've grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.

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.

----------------=Drawbacks=-----------------
---
Power-Hungry: You're addicted to power. You take a —2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power.
----------------=Race Traits=-------------------

Normal Speed

Civilized characters get a +2 bonus to one ability score of their
choice at creation to represent their versatile nature.

Educated: Gain 1 extra feat and 4 extra skill points

at 1st level, and 1 extra skill point at each additional level.

--------------=Feats=-----------------
H: Imp. Init. +4
1: Weapon Focus

---------------=Skills=- (0 points; 0 class, 0 INT)---------------

ACP

-=Non-Standard Skill Bonuses=-

-=Languages=- Common Languages:

---===Special Abilities===---:

Studied Target (Ex): A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack rolls and weapon damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can maintain these bonuses against only one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to the DCs of slayer abilities against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.

-------------------------------=SPECIAL/CLASS ABILITIES=-------------------------------

Sniper (Archetype)

Accuracy (Ex): At 1st level, a sniper halves all range increment penalties when making ranged attacks.

This ability replaces track.

Deadly Sniper (Ex): At 2nd level, when the sniper makes an attack against a target who is within his weapon's first range increment and completely unaware of his presence, that attack ignores the 30 foot range limit on ranged sneak attacks, and if it is a sneak attack, he adds his sniper level as a bonus on his sneak attack damage roll. After this first attack, the target is aware of the sniper's presence.

---===Skills===---:

-------------------------------=Skills=-------------------------------

Skills--total--ranks--class[y/n]--attribute

Acrobatics--+4[1+0+3]Dex Y
Appraise--0[0+1] --Int
Bluff----+2[1-2]Cha Y
Climb---4[6 w/gear] [0+1]--y--Str
Craft--+[+1+] y--Int
Diplomacy--+1 [1+0]--n--Cha
Disable Device--+ [] Dex N
Disguise--+[ w gear] []Cha Y
Escape Artist--+[] Y--Dex
Handle Animal-- --Cha
Heal--+ [] y--Wis+0
Intimidate--+1[1+0]--y-Cha
Knowledge – Arcana --Int
Knowledge – Dungeoneering--+5[1+1+3]Int Y
Knowledge – Engineering --Int
Knowledge – Geography--+5[1+1+3]Int Y
Knowledge – History: --n--Int
Knowledge – Local----+9[5+1+3]Int Y
Knowledge – Nature --Int
Knowledge – Nobility: --n--Int
Knowledge – Planes --Int
Knowledge – Religion---Int+1
Linguistics - --Int+1
Perception--+3 [1-1+3]-y--W
Perform -
Profession(sailor)-- --y--Wis+0
Ride--+7[1+3+3] y--Dex
Sense Motive--+8[5+0+3]--y--Wis+0
Sleight of Hand--+13[6+3+3+1] y--Dex (+6 more hiding on body)
Spellcraft-------Int 1
Stealth--+12[6+3+3] Dex Y
Survival--+7[2+0+3+2] Wis Y
Swim -+8[1+4+3] Str Y
Use Magic Device--- Cha

Languages:

-----------------------------=0th (at will)=--------------------------------

------------------------------=1st (0/day)=------------------------------

---===Gear/Possessions===---:

-------------------------------=GEAR/POSSESSIONS=-------------------------- -----
Clothing:
WORN:
Monk's Outfit (0 lb.)
& PICKPOCKET'S OUTFIT
Outfitted with concealed pockets, this clothing gives you a +2 bonus when hiding small objects on your person.
& POCKETED SCARF
This scarf grants you a +4 bonus on Sleight of Hand checks made to hide objects on your body.
& HOT WEATHER OUTFIT
The outfit provides a +2 bonus on Fortitude saves to resist warm or hot weather.
& FIRE-RESISTANT BOOTS
& REVERSIBLE CLOAK

in pack:
COLD-WEATHER OUTFIT
This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather.

Armor

MW Agile breastplate +6 +3 [–0] 25%
The armor check penalty for Climb checks and jump checks is only –1 (masterwork and mithral versions of this armor reduce this penalty as well as the normal penalty).
[so it's now -0]

[in pack:]
MW Chain shirt +4 +4 [-0] 20%

Weapons

Double-barreled shotgun 7,000 gp 1d6 1d8 ×2 20 ft. 1–2 2

Pepperbox rifle 7,000 gp 1d8 1d10 ×4 80 ft. 1–2 4

1000 bullets for each

Gear

explorers pack (a bedroll, a mess kit, a tinderbox, 10 torches, 10 candles, 10 days of rations, and a waterskin, 50 feet of silk rope)
bullseye lamp, 10 flasks of oil, 10 chalk, 10 paper
compass
crowbar
drill
glass cutter, 10 glue paper
steel mirror, whistle, silent whistle

MW Backpack

caltrops, marbles

belt pouch

MW Artisan's tools (Armorer and Weaponsmith)
Climber's Kit
Disguise Kit
Twirling stick...+2 bluff
Healer's Kit & Leeching Kit & Surgeon's kit
MW Thieves' Tools
Vet's Kit

-=Carrying Capacity=-
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
-==-

-=Money=- 19 GP 22 SP 15 CP
[sewn into a hidden pocket in his vest he has 1 5gp emerald]

---===(secret) Background===---: