| Race |
NG Male Human Bolt Ace 1 | HP 13/13 | AC:18 T:15 FF:13 | CMD 14 | Fort+4 Ref+7 Will+3 | Init +5 | Perception +6, Sense Motive +2 | Low-Light Vision |
About Dorn Holden
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MY STORY SO FAR
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Chapter 0: Backstory Soon! (150gp)
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INFORMATION
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Dorn Holden
Pathfinder Society# 291919-2
Liberty's Edge
Progression Slow
Medium Male Neutral Good Human (Human)
Levels Bolt Ace Gunslinger
Favored Class Gunslinger
-Level 1 FCB: +1 HP
Languages Common
Initiative +5
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STATS
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Strength 9
Dexterity 20
Constitution 14
Intelligence 8
Wisdom 14
Charisma 7
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DEFENSE
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AC 18, Touch 15, Flat-footed 13
HP 13
Fort +4
Ref +7
Will +3
CMD 14
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OFFENSE
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Speed 30 Feet / 6 Spaces
BAB +1
CMB -1
Ranged Masterwork Heavy Repeating Crossbow (+7 Attack), (1d8/ 19-20x2)
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INVENTORY
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Carrying Capacity
Light 0-38lbs.
Medium 39-76lbs.
Heavy 77-115lbs.
Current Load Carried Light 36lbs.
Total Career Wealth Acquired 150gp
Remaining Wealth 65 GP 3 SP 4 CP
Equipped Gear
Masterwork Heavy Repeating Crossbow (--gp, 12lbs.)
Crossbow Bolts x30 (3gp, 3lbs.)
Parade Armor (25gp, 20lbs.)
Items Carried:
Bell (1gp, --)
Candle (1cp, --)
Candle (1cp, --)
Chalk (1cp, --)
Charcoal (5sp, --)
Earplugs (3cp, --)
Fishhook (1sp, --)
Flint and Steel (1gp, --)
Lamp (1sp, 1lb.)
Lamp Oil (1sp, 1lb.)
Masterwork Tools of Stealth (50gp, --)
Parchment (2sp, --)
Parchment (2sp, --)
Parchment (2sp, --)
Parchment (2sp, --)
Parchment (2sp, --)
Sewing Needle (5sp, --)
Signal Whistle (8sp, --)
Tindertwig (1gp, --)
Trail Rations (5sp, 1lb.)
Wooden Holy Symbol (1gp, --)
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SKILLS
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Armor Check Penalty -1
Skill Ranks Per Level 3
Legend:
-*Armor Check Penalty Applied.
-Class Skills.
-Skill can only be used Trained.
Acrobatics* +4
Appraise -1
Bluff 2
Climb* -3
Craft -1
Diplomacy -2
Disable Device* +5
Disguise -2
Escape Artist* +4
Fly* +4
Handle Animal -2
Heal +2
Intimidate -2
Knowledge (Arcana) -1
Knowledge (Dungeoneering) -1
Knowledge (Engineering) -1
Knowledge (Geography) -1
Knowledge (History) -1
Knowledge (Local) -1
Knowledge (Nature) -1
Knowledge (Nobility) -1
Knowledge (Planes) -1
Knowledge (Religion) -1
Linguistics -1
Perception +6 (1 Rank)
Perform -2
Profession +2
Ride* +4
Sense Motive +2
Sleight of Hand* +4
Spellcraft -1
Stealth* +10 (1 Rank)
Survival +6 (1 Rank)
Swim* -3
Use Magic Device -2
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TRAITS AND FEATS
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Human Racial Traits
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Bonus Feat: Humans select one extra feat at 1st level.
Heart of the Fey: Fey-touched humans enjoy senses and reactions superior to those of their kin. These humans receive low-light vision, gain a +1 racial bonus on Reflex and Will saves, and treat Knowledge (nature) and Perception as class skills. This racial trait replaces skilled.
Background Traits
Highlander: You were born and raised in rugged badlands or hills, and you’ve become something of an expert at evading the predators, monsters, and worse that haunt the highlands.
You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.
Muscle of the Society: Your intense training has taught you how to infiltrate otherwise inaccessible ruins and extract their treasures without too much exertion.
You gain a +2 trait bonus on Strength checks made to break doors and lift portcullises, and you treat your Strength score as 2 higher for the purpose of determining your carrying capacity.
Feats
Point-Blank Shot: You are especially accurate when making ranged attacks against close targets.
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot: You are adept at firing ranged attacks into melee.
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
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SPECIAL ABILITIES
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Weapon and Armor Proficiency:
Gunslingers are proficient with all simple and martial weapons, and with all firearms. They are proficient with all light armor.
Crossbow Maven:
A bolt ace is proficient with all crossbows instead of all firearms and begins play with a masterwork crossbow of her choice.
This ability alters the gunslinger’s weapon proficiencies and replaces gunsmith.
Grit:
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 Crossbow: Each time the gunslinger confirms a critical hit with a crossbow 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 Crossbow: When the gunslinger reduces a creature to 0 or fewer hit points with a crossbow 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
The following method for regaining grit points requires a measure of GM judgment, so it is an optional rule.
Daring Act
Each time a gunslinger performs a daring act, she can regain grit. As a general guideline, a daring act should be risky and dramatic. It should take a good deal of guts, and its outcome should have a low probability of success. If it is successful, the gunslinger regains 1 grit point.
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:
Dares are similar to deeds in that they grant a gunslinger or a swashbuckler extra abilities based on either grit or panache, but unlike deeds, dares become active when a member of these classes runs out of her respective pool, and become inactive until the character regains points of their respective pool. They grant the character a benefit and a new ability to regain or increase the ability to regain either grit or panache.
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.
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 her 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.
Sharp Shoot (Ex) At 1st level, a bolt ace can resolve an attack against touch AC instead of normal AC when firing a crossbow at a target within its first range increment. Performing this deed costs 1 grit point. This deed’s cost cannot be reduced by any ability or effect that reduces the amount of grit points a deed costs (such as Signature Deed).
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.
Vigilant Loading (Ex): At 1st level, as long as a bolt ace has at least 1 grit point, she does not provoke attacks of opportunity when loading a crossbow.