Dice

Hecate, Quiet Techslinger's page

357 posts. Alias of Rednal.


Full Name

Hecate

Race

Human

Classes/Levels

Gunslinger (Techslinger) 6 | HP: 66/66 | AC: 19, T: 17, FF: 12 | Fort: +6, Ref: +10, Will: +5 | BAB: +6, CMB: +6, CMD: 24 | Init: +13, Perception: +12 |

Strength 11
Dexterity 20
Constitution 13
Intelligence 13
Wisdom 16
Charisma 7

About Hecate, Quiet Techslinger

Hecate

Appearance

Female human gunslinger (techslinger) 6
LG Medium humanoid (human)
Init +13; Senses Perception +12
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Defense
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AC 19, touch 17, flat-footed 12 (+2 armor, +6 Dex, +2 dodge)
hp 66 (6d10+6)
Fort +6, Ref +10, Will +5
Defensive Abilities nimble +2, immune blind, dazzled
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Offense
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Speed 30 ft.
Ranged
[Normal Attack] mwk desert eagle +9/+9/+4 (2d8+9/19-20/×4) (w/ Deadly Aim, Point-Blank Shot, and Rapid Shot)
[At Enemies More than 30 Feet Away] mwk desert eagle +8/+8/+3 (2d8+8/19-20/×4) (w/ Deadly Aim and Rapid Shot)
[Without Abilities] mwk desert eagle +12/+7 (2d8+4/19-20/×4)
Special Attacks deeds (covet charge, gunslinger initiative, gunslinger's dodge, pistol-whip, reliable, utility shot), grit (4)
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Statistics
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Str 11, Dex 22, Con 13, Int 13, Wis 16, Cha 7
Base Atk +6; CMB +6; CMD 24
Feats Deadly Aim, Gunsmithing, Improved Initiative, Point-blank Shot, Rapid Reload, Rapid Shot
Traits hermean paragon (steaming sea), reactionary
Skills Acrobatics +13, Bluff +3, Climb +5, Craft (alchemy) +5, Craft (mechanical) +7, Heal +8, Intimidate +3, Knowledge (engineering) +9, Perception +12, Profession (soldier) +7, Sleight of Hand +10, Stealth +6, Survival +10
Languages Common, Elven
SQ gunsmith, neraplast armor, technic training
Other Gear neraplast armor, 50ae caliber (188), mwk desert eagle with 188 50ae caliber, optical turrets, battery (5), bedroll, canteen, gunsmith's kit, masterwork backpack, miniature 3D printer (serves as tools/lab for technological crafting), trail rations (5), 323 gp, 4 sp
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Special Abilities
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Covet Charge (Ex) At 1st level, a techslinger can spend 1 grit point to use 1 charge fewer than normal when firing a technological weapon (minimum 0), as long as the weapon has enough charges remaining to be fired at least once. This deed replaces deadeye.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Grit (4/day, Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
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.
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.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Hermean Paragon (Steaming Sea) You gain a +2 trait bonus on Initiative checks.
Neraplast armor (24 charges) This lightweight, formfitting bodysuit features a variety of pockets, straps, and a built-in interface for automatically adjusting the various colors and patterns on its fabric. Selecting a color or pattern is a full-round action that consumes 1 charge and gives a +3 competence bonus to Stealth checks.
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 and two-handed firearms deal 1d10 points of damage. 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.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Reload (Desert Eagle) You can reload fast with one type of Crossbow or Firearm.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Reliable (Ex) At 1st level, a techslinger can spend 1 grit point as a free action to prevent a timeworn firearm from glitching. This deed replaces quick clear.
Technic Training +6 (N/C) (Ex) May choose to ignore glitch with chosen firearm. (Not Chosen - no Technological Weapons)
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.

Utility Shots:
-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 bleed condition 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.

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Hecate is a professional soldier and the daughter of a military family - as such, she's grown up her entire life expecting to fight in various situation. Advanced technology is rampant on her homeworld, and while magic still exists - mainly in the hands of a number of ancient bloodlines carefully preserved over the years - it's just not the main choice in most people's lives. Hecate is like many people of her world in that she sees magic as little more than a tool to supplement technology - though she won't hesitate to take advantage of it if it's available, especially in the form of magical gear.

In combat, Hecate's reflexes are through the roof - on her worst day, she's still considerably faster off the mark than the average person, and she's deadly accurate with her gun of choice, a Desert Eagle pistol she sees as her most reliable partner.

That said, she's hardly a perfect person. Hecate's technological society isn't known for its social activities - in fact, most people of her world communicate mainly through technology. While Hecate isn't exactly ugly, this upbringing has stunted her social skills, and those from more people-oriented societies often find her attitude and behavior a little uncomfortable.

On the bright side, she's extremely loyal to her allies, seeing them as fellow soldiers in her 'unit'. She expects others to behave appropriately - such as not backstabbing the group - and will go to great lengths to support them as long as they match her expectations.

Quiet, loyal, and deadly - these are the traits that define Hecate.