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About Grace Flickerdescription:
Roughly 2ft 6’ tall makes Grace on the tall end for a grippli, her skin is a mottled brown with green spots though she just as often appears to be a comely halfling. Her garb changes as she desired (favoring yellow and black) but when adventuring she wears a pancho that hides her chain shirt, a holstered pistol and her hip and holy symbol that looks like 3 outward pointing daggers with a color shifting gem in the center. BAB +10/+5 CMB +8 CMD +23 HP 70
Feats: Gunsmithing, Agile tongue, Weapon Finesse, Point Blank Shot, Precise Shot, Rapid Reload, Rapid Shot, Deadly Aim
Spells:
Spells per day (Cleric)
0- 4 (typically create water, detect magic, dancing lights, guidance) 1- 5+1 (typically prot from law, aspect of the nightingale, bless, sanctuary, forbid action, entropic shield) 2- 5+1 (typically invisibility, Cat’s Grace, Hold Person, Lesser Angelic Aspect, Shard of Chaos, Cure moderate Wounds) 3- 4+1 (typically non detection, archon’s aura, channel vigor, magical vestments, Dispell magic) 4- 3+1 (typically confusion, summon monster 4, Holy Smite, Airwalk) 5- 2+1 (typically false vision, insect plague, true seeing) Melee +15/+11 +1 Agile Cutlass with a prominent yellow gem in the hilt (Topaz) 1d6+5
Equipment:
Icelink Chainmail (15,100gp) Onyx (10,000gp) (factored an extra 100gp for gem) Topaz (8,300) (factored an extra 100gp for gem) Amulet of Natural Armor +1 (2,150) (factored an extra 100gp for gem and it’s the holy symbol) Quick Runner’s shirt (1k) Sleeve’s of many garments (200gp) Traver’s Any Tool (250) Headband of mental prowess (Cha/Wis) +2 (10k) Belt of incredible Dexterity +2 (4k) Knight Inheritor’s ring (3k) Cloak of Hedge Wizard (2.5) Transmutation Hat of Disguise (1.8k) Eyes of the Eagle (2k) Light combat trained horse (110gp) Gunslinger’s kit (26gp) Riding Saddle (50gp) Courtesan’s kit (10gp) Trickster’s kit (474gp) Bards kit (44gp) Campsite kit (12 gp) Disguise kit (50gp) Wand of Cure Light Wounds (50 charges) (750GP) 73 gp left over Deeds:
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. 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. 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. Utility Shot (Ex): At 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot. Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her 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: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her 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, she damages the object normally. Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleedcondition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally. Dead Shot (Ex): At 7th level, as a full-round action, the gunslinger can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the gunslinger’s single attack is considered to have hit. For each additional successful attack roll beyond the first, the gunslinger increases the damage of the shot by the base damage dice of the firearm. For instance, if a 7th-level gunslinger firing a musket hits with both attacks, she does 2d12 points of damage with the shot, instead of 1d12 points of damage, before adding any damage modifiers. 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, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The gunslinger only misfires on a dead shot if all the attack rolls are misfires. She cannot perform this deed with a blunderbuss or other scatter weapon when attacking creatures in a cone. The gunslinger must spend 1 grit point to perform this deed. Startling Shot (Ex): At 7th level, a gunslinger with least 1 grit point can spend a standard action to purposely miss a creature that she could normally hit with a firearm attack. When she does, that creature becomes flat-footed until the start of its next turn. Targeting (Ex): At 7th level, as a full-round action, the gunslinger can make a single firearm attack and choose part of the body to target. She gains 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 she targets. 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 Domain Powers:
Touch of Chaos (Sp): You can imbue a target with chaos as a melee touch attack. For the next round, anytime the target rolls a d20, he must roll twice and take the less favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Racial Abilities:
Ability Score Racial Traits: Gripplis are nimble and alert, but spindly. They gain +2 Dexterity, +2 Wisdom, and –2 Strength. Size: Gripplis are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks. Type: Gripplis are humanoids with the grippli subtype. Base Speed: Gripplis have a base speed of 30 feet and a climb speed of 20 feet. Languages: Gripplis begin play speaking Common and Grippli. Gripplis with high Intelligence scores can choose from the following: Boggard, Draconic, Elven, Gnome, Goblin, and Sylvan. See the Linguistics skill page for more information about these languages. Jumper Gripplis with this trait are always considered to have a running start when making Acrobatics checks to jump. This racial trait replaces camouflage.
Background:
For the beginning of her career, Grace was perfectly content to run a whorehouse. She was the madam, bouncer, and sometime courtesan. She had a good income, was able to read on a wide array of subjects and she enjoyed her co-workers (preferring females of any race to males of her own race.) It was a job she loved! Until an Inquisitor of Asmodeous named Silas turned the town against her and her ladies. In reality it was a holy war as her house was also a shrine to Callistra and Asmodeous had designs on the town, but the townspeople became pawns and law was used as a weapon. Ultimately the whores tried to defend their house but were outnumbered and out magiced by the potent Inquisitor and his cleric allies. Most of the ladies were slain and the house burned. Grace became like a spirit of vengeance for wronged women. Repaying most of the townsfolk that participated in the ruin of her house (though she’s never been able to locate and face off against Silas.) She sometimes gets vengeance for the wronged by trickery and pranks, sometimes by the gun but she fights for the under trodden, particularly those the law has failed. Her clothing and face can change at a whim, her lies sound like truths, and her magic backs her up. |