About Daniel "Sharpshooter" MorganTheme song:
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---===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}
--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
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.
-------------------------=Traits=----------------------Background:
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=-----------------
Normal Speed Civilized characters get a +2 bonus to one ability score of their
Educated: Gain 1 extra feat and 4 extra skill points at 1st level, and 1 extra skill point at each additional level. --------------=Feats=-----------------
---------------=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
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:
Armor MW Agile breastplate +6 +3 [–0] 25%
[in pack:]
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)
MW Backpack caltrops, marbles belt pouch MW Artisan's tools (Armorer and Weaponsmith)
-=Carrying Capacity=-
-=Money=- 19 GP 22 SP 15 CP
---===(secret) Background===---:
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