Captain Josper Creesy

Harvey Dagger's page

141 posts. Alias of Krumthi.


Full Name

Harvey "Sharpshooter" Dagger

Race

Human

Classes/Levels

Gunslinger (Buccaneer) 6 Perception +10, AC 19, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 deflection) hp 40 (6d10) Fort +5, Ref +8, Will +2; +2 trait bonus vs. curse, fear, and emotion effects while wi

Gender

M

Size

M

Age

35

Alignment

CN

Deity

Besmara

Location

Shipbound

Occupation

Gunslinger ( Former Ships Captain)

Strength 11
Dexterity 18
Constitution 10
Intelligence 14
Wisdom 11
Charisma 16

About Harvey Dagger

Harvey Dagger
Male Human Gunslinger (Buccaneer) 6
CN Medium humanoid (human)
Hero Points 1
Init +5; Senses Perception +10
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 deflection)
hp 40 (6d10)
Fort +5, Ref +8, Will +2; +2 trait bonus vs. curse, fear, and emotion effects while wielding a firearm
Resist electricity 2
--------------------
Offense
--------------------
Speed 30 ft.
Melee cutlass +6/+1 (1d6/18-20)
Ranged +1 pistol +7 (1d8+2/×4) and
. . pistol +6 (1d8+1/×4) and
. . pistol +10 (1d8+1/×4)
--------------------
Statistics
--------------------
Str 11, Dex 18, Con 10, Int 14, Wis 11, Cha 16
Base Atk +6; CMB +6; CMD 20
Feats Far Shot, Gunsmithing, Point-Blank Shot, Precise Shot, Rapid Reload, Sea Legs, Two-weapon Fighting
Traits besmara's blessing, black powder fortune
Skills Acrobatics +11 (+7 jump), Bluff +5, Climb +8, Craft (firearms) +9, Handle Animal +9, Intimidate +14, Knowledge (local) +8, Perception +10, Profession (sailor) +10, Sleight of Hand +9, Swim -1
Languages Common, Orc, Sahaugin
SQ deed: deadeye, deed: gunslinger initiative, deed: gunslinger's dodge, deed: pirate's jargon, deed: seadog's gait, deed: utility shot, exotic pet, grit, hero points, liquid courage
Combat Gear potion of barkskin +2, potion of cure light wounds (2), potion of invisibility, potion of water breathing, liquid blade; Other Gear +1 eel hide studded leather, +1 pistol, cutlass, firearm bullet (50), silver firearm bullet (5), pistol, pistol, ring of protection +1, backpack, bandolier, bandolier, bedroll, flint and steel, gunslinger's kit, gunsmith's kit, powder horn, waterskin, 2,565 gp
--------------------
TRACKED RESOURCES
--------------------
Besmara's Blessing (1/week) - 0/1
Firearm bullet - 0/50
Firearm bullet, silver - 0/5
Grit (3/day) - 0/3
Grog - 0/2
Liquid blade - 0/1
Liquid Courage - 0/0
Potion of barkskin +2 - 0/1
Potion of cure light wounds - 0/2
Potion of invisibility - 0/1
Potion of water breathing - 0/1
--------------------
Special Abilities
--------------------
Besmara's Blessing (1/week) Reroll a Profession (sailor) check and take the higher result.
Black Powder Fortune When wielding a firearm, +2 to saves vs. curse, fear, and emotion effects.
Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Deed: Gunslinger Initiative (Ex) While have Grit, can use a free hand to draw a non-hidden firearm as part of the initiative check.
Deed: Gunslinger's Dodge (+2 AC) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack.
Deed: Pirate's Jargon (DC 16) (Ex) Target must save or become confused for one round.
Deed: Seadog's Gait (Ex) Spend 1 grit point to ignore difficult terrain until end of turn.
Deed: Utility Shot While have grit, gain a variety of useful tricks with a firearm.
Energy Resistance, Electricity (2) You have the specified Energy Resistance against Electricity attacks.
Exotic Pet (Ex) Gain evasion when pet is within 30 feet.
Far Shot Halve the range increment penalty for extended range.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Liquid Courage Gain grog points that can be used in place of grit points.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Reload (Pistol) You can reload fast with one type of Crossbow or Firearm.
-------

Background:

Born on a pirate ship. Raised by Jackson "white beard" Dagger, and mother Jackie "loose goose" Dagger. White beard was a lesser known pirate who for years before having his own ship worked for some of the fiercest pirates of the Shackles. From the age of 12 he was exclusively on pirate ships. He spent many of years in the rigging and swabbing the deck. He was taught the ways of the gun by his dad's ship's gunner Jakes Magpie. He was one of the best gunners in the shackles. After his father was killed he lead the ship for a while. His mother became ill and he gave the ship off to his first mate Crowly Yanker. He spent 3 years at his mothers side while she was ill. After his mother died he went back out to sea to find his ship. While on a raiding party the ship that he was on was attacked by the Smiling Bastard. his ship quickly over powered our little crew and he press ganged us into service.

Before the mutiny happened he made some really close friends and helped out with that mutiny .
5 first level NPC crew members
-----
Roger "Tall Tide" Timbers Elf Rogue (Pirate) 1 ---expert---
Mazie "One-Eyed" Gummo Gnome Alchemist 1 ---expert---
Jonas "Bearded Beast" Jinx Dwarf Cleric 1 ---adept---
Tris "Loud Limey" Shiver Half-Elf Wizard 1 ---expert---
Mary "Jolly Roger" Tripps Human Fighter (Archer) 1 ---warrior---


Jackson the Monkey:

Jackson
Male Monkey
N Tiny magical beast (animal)
Init +2; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 natural)
hp 17 (1d8)
Fort +4, Ref +6, Will +2
--------------------
Offense
--------------------
Speed 30 ft., climb 30 ft.
Melee bite +9 (1d3-4/×2)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5
Base Atk +5; CMB +5; CMD 11
Feats Weapon Finesse
Tricks Break Out [Trick], Burglar [Trick], Come [Trick], Fetch [Trick], Maneuver [Trick] (Steal), Seek [Trick], Sneak [Trick]
Skills Acrobatics +18, Climb +18, Handle Animal +0, Intimidate +2, Perception +9, Sleight of Hand +7; Racial Modifiers +8 Acrobatics
SQ break out, burglar, hero points, improved evasion, sneak
--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Break Out [Trick] Chews through bars and bindings restricting itself or indicated creature.
Burglar [Trick] An animal trained as a burglar knows the come, fetch, maneuver (steal), seek, and sneak tricks. You can order it to steal a specific item you point out.
Climbing (30 feet) You have a Climb speed.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Sneak [Trick] Creature stays hidden.

FOR Later:

Clinging Climber Combat Str 13, Climb 3 ranks As a move action while climbing, you can cling to your climbing surface with your legs by succeeding at a Climb check (DC = the DC to climb the surface as a move action). If successful, you can make attacks with a two-handed ranged weapon and reload ranged weapons until you resume climbing. The GM may rule that this feat doesn't work on certain climbing surfaces.

Covering Fire Combat Point-Blank Shot You can use the aid another action with a ranged attack against an opponent, regardless of whether the opponent threatens an ally. RTT

Gunslinger Wayfinder

Gifts:

Harvey, you now have the ability to cast the spell Alter Wind four times a day, with a caster level equal to your character level. In addition, you also have a +4 deflection bonus to AC versus ranged attacks, as you are now able to control the wind around you to deflect airborne threats. You may use this wind once a day to stop a melee attack, but doing so removes your +4 to ranged AC for 24 hours.

You also gain a permanent feather fall ability.

You also gain a permanent +2 to dexterity.