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About Dovanik WhiptailGunslinger (Gulch Gunner) 10/ Ranger (Yokai Hunter) 8/ Grand Marshal 2 Racial Features:
Type: Humanoid (Ratfolk)
-2 Str, +2 Dex, +2 Int. Darkvision: 60 ft. Tinker: +2 racial bonus to Craft (alchemy), Perception, and Use Magic Device checks. Rodent Empathy: +4 racial bonus to Handle Animal checks made to influence rodents. Cornered Fury: When reduced to half or fewer hit points, and has no conscious ally within 30 feet, gains a +2 racial bonus on melee attack rolls and to Armor Class. Speed: 30 ft. (+1 RP) +10 ft. (Boots of Striding and Springing) Curiosity: +4 to Diplomacy when gathering information; Knowledge (Local) and Knowledge (History) are always class skills; If a class already has these as class skills, +2 racial bonus to those skills instead. (+4 RP) Traits:
Defense:
HP: 120 (Max HP of 10d10 + 20(Con. Bonus)) AC: 26, Touch: 19, Flat-Footed: 18
Initiative: +14 Saves: Fort: +9 (+1 vs drugs or poisons), Ref: +12, Will: +7 (+1 vs. mind-affecting effect) Combat Maneuvers
Armor
------------------------------ Offense:
BAB: +12|+7
Melee:
-------------------- Masterwork Sap
Ranged:
Crit: 19-20/x4
-------------------- Wondrous Items:
Head: Buffering Cap (2000 gp; .25 lbs.) Headband: Eyes: Neck: Gravewarden Pendant Shoulders: Chest: Endless Bandolier (1500 gp; .5 lbs.) Body: Belt: Beneficial Bandolier of +2 Dexterity (5500 gp; .25 lbs.) Wrists: Sleeves of Many Garments (200 gp; .25 lbs.) Hands: Apprentice's Cheating Gloves (2200 gp) Feet: Boots of Striding and Springing (5500 gp; .25 lbs.) Rings: - - Slotless:
-------------------- Other Equipment:
- 90 Firearm Bullet(s) (crafted) (9 gp)^ - 80 Black Powder Doses (crafted) (80 gp)^ - 90 Alchemical Cartridges (crafted) (540 gp)^ - 5 Adamantine Bullets (crafted) (30.5 gp)^ - 15 Silver Bullets (crafted) (37.5 gp)^ - Traveller's Outfit ( - gp; 1.25 lbs.) - Gunslinger's Kit: (21 gp; 7.25 lbs.)* - - Bedroll - - Belt Pouch - - Flink & Steel - - Gunsmith's Kit^ - - Mess Kit - - Rope (Hemp; 50 ft.) - - Torches (10) - - Trail Rations (5 Days) - - Waterskin - Ioun Torch (75 gp; - lbs.) - Climber's Kit (80 gp; 1.25 lbs.)* - Healer's Kit (10 uses)(50 go; 1 lbs.)* - Journal (10 gp; 1 lbs.)* - Ink (8 gp)* - Inkpen (1 sp)* - Masterwork Manacles (Superior Lock) (150 gp; 2 lbs.) - Superior Lock Key - Spell Component Pouch (5 gg; .5 lbs.) *- Placed in Haversack, Ignore weight.
Total Weight: 17.25 lbs Load:
Wealth:
--------------------
Ranger Spells:
Judgements 1/day:
- Bulletproof: Gain DR 1/— against ranged attacks. Starting at 4th level, this DR is equal to 1/2 the grand marshal's class level. Must be wearing armor or using a shield to use this judgment. - Destruction: Gain a +1 competence bonus on attack rolls with firearms or light blades, increasing to +2 at 5th level and +3 at 10th level. This bonus is doubled on critical hit confirmation rolls. - Evasive: Gain the evasion, uncanny dodge, and improved uncanny dodge abilities as a rogue of her class level. Stacks with rogue levels. - Justice: Gain a +1 bonus on damage rolls with firearms or light blades. Starting at 4th level, this bonus is equal to 1/2 the grand marshal's class level. - Lucky Dodge: Gain a +1 dodge bonus to Armor Class, increasing to +2 at 5th level and +3 at 10th level. This bonus is doubled against attack rolls made to confirm critical hits against him. - Quick Recovery: Recovers quickly from injury, gaining fast healing 1, increasing to fast healing 2 at 5th level and fast healing 3 at 10th level. - Sharpshooter: Ignore 1 point of any AC bonus granted by cover per grand marshal level. This does not allow the grand marshal to ignore total cover. - Sure Shot: Reduce miss chance with firearms due to concealment, blink, blur, or similar effects by 5% per two grand marshal levels (to a maximum reduction of 25% at 10th level). Must still target the correct square to hit a creature with concealment. This judgment can't decrease his miss chance to lower than 0%. -------------------- Class Features:
Gunslinger - Grit: Equal to Wis. Modifier - - Grit Regeneration: - - - Killing Blow: Enemy HD must be equal to or greater than 1/2 character's HD. - - - Daring Adjacent Shot: The first time each round making a ranged firearm attack against an adjacent foe and provokes an attack of opportunity, regain 1 grit point. Making an adjacent firearm attack against a helpless or unaware creature or on a creature that has fewer Hit Dice than half the character's level does not restore grit, nor do ranged attacks using some ability that prevents from provoking an attack of opportunity. - Deeds
- - Gunslinger's Dodge(Ex): When a ranged attack is made against the player, can spend 1 grit point to move 5 feet as an immediate action; doing so grants a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, can drop prone to gain a +4 bonus to AC against the triggering attack. Can only perform this deed while wearing medium or light armor, and while carrying no more than a light load. - - Quick Clear(Ex): As a standard action, can remove the broken condition from a single firearm currently wielded, as long as that condition was gained by a firearm misfire. Must have at least 1 grit point to perform this deed. Alternatively, if 1 grit point is spent to perform this deed, can perform quick clear as a move-equivalent action instead of a standard action. - - Gunslinger Initiative(Ex): Gain the following benefits. First, gain a +2 bonus on initiative checks. Furthermore, having the Quick Draw feat, free and unrestrained hands, and the firearm is not hidden, can draw a single firearm as part of the initiative check. Must have at least 1 grit point. - - Powder Burns: Upon successful hit of an adjacent foe with a ranged firearm attack, may spend 1 grit point to deal an additional 1d6 points of fire damage from the muzzle flash of the weapon. The target must also make a Reflex save (DC 10 + 1/2 the gulch gunner's level + the gulch gunner's Wisdom modifier) or catch on fire. - - Utility Shot: At least 1 grit required. - - - Blast Lock(Ex): Make an attack roll against a lock within the first range increment of the firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell. - - - Scoot Unattended Object(Ex): Make an attack roll against a Tiny or smaller unattended object within the first range increment of the firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot’s origin. On a miss, damage the object normally. - - - Stop Bleeding(Ex): Make a firearm attack and then press the hot barrel against self or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. Does not have to make an attack roll when performing the deed in this way; can instead shoot the firearm into the air, but that shot still uses up ammunition normally. - - Dead Shot(Ex): As a full-round action, shoot the firearm at a single target, but make as many attack rolls as possible, based on base attack bonus. Make the attack rolls in order from highest bonus to lowest, as if making a full attack. If any of the attack rolls hit the target, the single attack is considered to have hit. For each additional successful attack roll beyond the first, increase the damage of the shot by the base damage dice of the firearm. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, confirm the critical once using the highest base attack bonus –5. For each critical threat beyond the first, reduce this penalty by 1 (to a maximum of 0). Only misfire on a dead shot if all the attack rolls are misfires. Cannot perform this deed with a blunderbuss or other scatter weapon when attacking creatures in a cone. Spend 1 grit point to perform this deed. - - Startling Shot(Ex):Spend a standard action to purposely miss a creature that could be normally hit with a firearm attack. That creature becomes flat-footed until the start of its next turn. Must least 1 grit point. - - Targeting(Ex): As a full-round action, make a single firearm attack and choose part of the body to target. Gain the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 grit point to perform no matter which part of the creature is targeted. Creatures that are immune to sneak attacks are immune to these effects. - - - Arms: On a hit, the target takes no damage from the hit but drops one carried item of the gunslinger’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit. - - - Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect. - - - Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect. - - - Torso: Targeting the torso threatens a critical on a 19–20. - - - Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft. - - Bleeding Wound(Ex): When hitting a living creature with a firearm attack, can spend 1 grit point as a free action to have that attack deal extra bleed damage. The amount of bleed damage is equal to the player's Dex. modifier. Alternatively, \ can spend 2 grit points to deal 1 point of Strength, Dexterity, or Constitution bleed damage (player’s choice) instead. Creatures that are immune to sneak attacks are also immune to these types of bleed damage. - - Expert Loading(Ex): Whenever a misfire with a gun that has the broken condition is rolled, can spend 1 grit point to keep the gun from exploding, though it retains the broken condition. - - Lightning Reload(Ex): Can reload a single barrel of a one-handed or two-handed firearm as a swift action once per round. With the Rapid Reload feat or if using an alchemical cartridge (or both), can reload a single barrel of the weapon as a free action each round instead. Furthermore, using this deed does not provoke attacks of opportunity. - Nimble +3(Ex): Gain a +3 dodge bonus to AC while wearing light or no armor. Anything that causes loss of Dex. bonus to AC also causes loss of this dodge bonus. - Gun Training (Pepperbox): Select one specific type of firearm. Gain a bonus equal to Dex. modifier on damage rolls when firing that type of firearm. Furthermore, when misfiring with that type of firearm, the misfire value of that firearm increases by 2 instead of 4. - Belly Shot(Ex): Upon successful hit against an adjacent target with a ranged firearm attack, she deals +1d6 points of damage. Ranger
- Favored Enemy(s)(Ex): +1 Fey, +2 Undead(Incorporeal); +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of selected type. Likewise, gets a +2 bonus on weapon attack and damage rolls against them. May make Knowledge skill checks untrained when attempting to identify these creatures. - Track(Ex): Add 1/2 ranger level to Survival skill checks made to follow or identify tracks. - Wild Empathy(Ex): Use Diplomacy to improve an animal's attitude (1d20 + Cha. Bonus). 30 ft. Range. - Combat Style: Two-Weapon Fighting(Ex) - Hunter's Bond(Ex): Companions: Spend a move action to grant half of favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear player. This bonus lasts for a number of rounds equal to the player's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher. - Yokai Sense(Ex): Can sense yokai that has identified with favored yokai ability as though having Blindsense out to a range of 60 feet. - Swift Tracker(Ex): Can move at normal speed while using Survival to follow tracks without taking the normal –5 penalty. Takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking. Grand Marshal
- Legal Judgment 1/day(Ex): Can pronounce legal judgment upon foes as a swift action, providing a bonus or ability based on the type of judgment made. Once activated, the ability lasts until the combat ends. If the player is dazed, frightened, panicked, paralyzed, stunned, unconscious, or otherwise unable to participate in combat, the effect does not end but provides no benefit until he is again able to participate in combat. As a swift action, can change his legal judgment to another type. This ability can be used once per day, plus once for every three levels beyond 1st. It is equivalent to an inquisitor's judgment ability for the purpose of feats, magic items, or other game effects that affect the judgment ability; however, levels in the two classes do not stack. - Danger Sense(Ex): Gain a bonus on initiative checks equal to 1/2 his level, and can always act during a surprise round even if unaware of opponents. - Gunmarshal(Ex): Gain deeds as a gunslinger of half his level. If he also has gunslinger levels, these levels stack. In addition, he gain a bonus on all Charisma-based skill checks equal to 1/2 his grand marshal level if he openly displays his grand marshal's badge.
Feats:
Gunsmithing: If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms. - Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day). - Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day). - Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat. - Special: If you are a gunslinger, this feat grants the following additional benefit. You can use this feat to repair and restore your initial, battered weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type. Rapid Reload (Pepperbox): The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow or one-handed firearm), or a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity. If you have selected this feat for a hand crossbow or light crossbow, you may fire that weapon as many times in a full-attack action as you could attack if you were using a bow. Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Two-Weapon Fighting: Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. Rapid Shot: When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot. Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued. Quick Draw: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat. Mobility: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses. Deadly Aim: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Weapon Finesse: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Snap Shot: While wielding a ranged weapon with which you have Weapon Focus, you threaten squares within 5 feet of you. You can make attacks of opportunity with that ranged weapon. You do not provoke attacks of opportunity when making a ranged attack as an attack of opportunity. Blind-Fight: An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however. You do not need to make Acrobatics skill checks to move at full speed while blinded. The Blind-Fight feat is of no use against a character who is the subject of a blink spell. Improved Two-Weapon Fighting: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty. Fast Empathy: Using Wild Empathy is a standard action for you. Enforcer: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt. Improved Critical (Pepperbox): When using the weapon you selected, your threat range is doubled. Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed. Improved Snap Shot: You threaten an additional 10 feet with Snap Shot. Point-Blank Mastery: (Pepperbox) Choose one type of ranged weapon. You do not provoke attacks of opportunity when firing the selected weapon while threatened. False Opening: (Pepperbox) Choose a ranged weapon or a thrown weapon. When you make a ranged attack using that weapon, you can choose to provoke an attack of opportunity from one or more opponents who threaten you. You gain a +4 dodge bonus against such attacks. An opponent that makes such an attack and misses you loses his Dexterity bonus to AC against you until the end of your turn.
Skills:
Max Ranks (HD): 10 Total Skill Points: 76+ 10(Favored Class Bonus) CL? TRAINED ONLY
CL? CAN USE UNTRAINED
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