Shieldmarshal

Huck Le Berry's page

129 posts. Alias of Kal Davis.


Full Name

Huck Le Berry

Race

Aasimar (appears Human)

Classes/Levels

Gunslinger, Level 3 HP 22 | Init +3(+5 GS Init) | AC 17 (T 13 / FF 14) | Fort +3 / Ref +6 / Will +2 | Perc +7 | Sense +1 | Darkvision 60'

Gender

Male

Size

Medium

Age

50

Special Abilities

Glitterdust (Sp) 1/day (DC 17)

Alignment

Chaotic Good

Deity

n/a

Location

Kintargo

Languages

Common, Elven

Occupation

Gun for hire, avid tea drinker

Strength 7
Dexterity 16
Constitution 10
Intelligence 12
Wisdom 10
Charisma 20

About Huck Le Berry

Aasimar Racial Traits:

Azata-Blooded (Musetouched) Heritage
Alternate Ability Modifiers: +2 Dex / +2 Cha
Alternate Skill Bonuses: +2 Diplomacy / +2 Perform
Alternate Spell-Like Ability: Glitterdust 1/day

Scion of Humanity (Alternate Racial Trait): An Aasimar with this tracial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Darkvision: Aasimar have darkvision 60 ft

Traits:

Trustworthy (Social Trait):
Gain a +1 trait bonus on Bluff checks made to fool someone. Gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

Urban Sleuth (Campaign Trait):
I have long been fascinated with the local urban legends and historical rumors that plague Kintargo. Specifically I'm intrigued by what it was that caused Professor Mangvhune of the Alabaster Academy to become the city's most infamous serial killer.

As such, I gain a +1 trait bonus to Knowledge: Planes. Once per day whenever I make a Knowledge: Planes check, I can roll 2d20 and take the higher result.

Skills:

6 Ranks/Level (4 +1 Int +1 Favored Class)

+9 Acrobatics 3 Rank, 3 Trained, 3 Dex
+12 Bluff 3 Rank, 3 Trained, 5 Cha, 1 Trait
+5 Craft: Gunsmith 1 Rank, 3 Trained, 1 Int
+5 Craft: Alchemy 1 Rank, 3 Trained, 1 Int
+16 Diplomacy 3 Rank, 3 Trained, 5 Cha, 2 Class, 1 Trait, 2 Feat
+9 Handle Animal 1 Rank (Bonus), 3 Trained, 5 Cha
+5 Knowledge: Engineering 1 Rank, 3 Trained, 1 Int
+7 Knowledge: Planes 2 Rank, 3 Trained, 1 Int, 1 Trait
+3 Perception 3 Rank, 3 Trained
+5 Use Magic Device 1 Rank, 5 Cha

Non-Class Common Skills

-2 Climb -2 Str
+7 Perform 5 Cha, 2 Class
+0 Survival 0 Wis
-2 Swim -2 Str

Gunslinger: Mysterious Stranger Archetype:

Weapon and Armor Proficiency
Proficient with all simple and martial weapons, and with all firearms.
Proficient with all light armor.

Gunsmith
At 1st level, gain one firearm of my choosing (I choose Pistol). This starting weapon is battered and only I know how to use it properly. Anyone else trying to use this weapon treats it as if it had the broken condition. This weapon can be sold for scrap (it's worth 4d10gp).

Also gains "Gunsmithing" as a bonus feat.

Lucky
Gain a +1 luck bonus on Will Saves. This increases by +1 for every four levels above 2, max of +5 at level 20. This ability replaces the Nimble ability.

Grit (Ex)
Instead of using Wisdom to determine the number of grit points gained at the start of each day, a Mysterious Stranger uses Charisma.

At the start of each day a gunslinger gains a number of grit points equal to the Cha modifier (minimum 1). Grit goes up or down throughout the day, but usually cannot go higher than the Cha modifier. There are feats and magic items that may affect this maximum. Grit is used to accomplish deeds, and is regained in the following wasy.

Critical Hit with a Firearm
Each confirmed critical hit with a firearm attack during combat I regain 1 grit point. Confirming a Crit on a helpless or unaware creature or on a creature who has fewer Hit Dice than half my level does not restore grit.

Killing Blow with a Firearm
Whenever I reduce a creature to 0 or fewer hit points with a firearm attack during combat, I regain 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 my level does not restore grit.

Deeds

Deadeye (Ex): At 1st level, I can resolve an attack against touch AC instead of normal AC when firing beyond my firearms first range incriment. This deed costs 1 grit point per range increment beyond the first. Still take -2 penalty on attack rolls.

Gunslinger's Dodge (Ex): At 1st level, whenever a ranged attack is made against me, I can spend 1 grit point to move 5' as an immediate action; granting me +2 bonus to AC against the triggering attack. This movement provkes an attack of opportunity. Alternatively, I can drop prone and gain a +4 bonus to AC against the triggering attack. This can only be done in medium or light armor, and while carrying a light load.

Focused Aim (Ex)(Mysterious Stranger): At first level, as a swift action, I can spend 1 grit point to gain a bonus on all firearm damage equal to my Charisma modifier until the end of my turn. At 7th level, when using the Dead Shot Deed, I multiply this bonus by the number of hits made while rolling the Dead Shot attack.

This deed replaces the Quick Clear Deed

Gunslinger Initiative (Ex) So long as the gunslinger has at least 1 grit point, he gains the following benefits. First he gains a +2 bonus on his initiative checks. Furthermore, if he has the Quick Draw feat, his hands are free and unrestrained, and the firearm is not hidden, he can draw a single firearm as part of his initiative check.

Pistol-Whip (Ex) The gunslinger can make a surprise melee attack with the butt or handle of his firearm as a standard action. When doing so, he is considered proficient with the firearm as a melee weapon and gains a bonus on attack and damage rolls equal to the enhancement bonus on the firearm. The damage delt is of the bludgeoning type and is determined by the size of the firearm. One-handed firearms deal 1d6 damage and two-handed firearms deal 1d10 damage. The crit multiplier is 20/x2. If the attack hits, the gunslinger can make a CMB to knock the target prone as a free action. This deed costs 1 grit.

Utility Shot While the gunslinger has at least 1 point of grit, he can perform all of the following utility shots. Each can be applied to a single attack with a firearm, but the gunslinger must declare the utility shot before firing.

- Blast Lock - The gunslinger makes an attack roll against a lock within the first range increment of his firearm. A diminutive lock usually has an AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC based on its quality. A simple lock as a +10 AC, an average has a +15 AC, a good has a +20, and a superior has a +30. Arcane Lock grants an additional +10 to the AC bonus. On a successful hit, the lock is destroyed and the object can still be opened as if it were unlocked. On a miss, the lock is destroyed and the object is considered jammed. This can still be opened with a Disable Device or another Black Lock. This "jammed" condition adds an addition +10 to the DC or AC of the lock.

- Scoot Unattended Object - The gunslinger makes an attack roll against a tiny or smaller unattended object within the first range increment of his firearm. A tiny object has an AC 5, diminutive has an AC 7, and a fine object as an AC 11. On a successful hit, the gunslinger does not damage the object, but can move it up to 15' farther away from the shot's origin. On a miss, the object is damaged as if it were struck by the firearm's attack.

- Stop Bleeding - The gunslinger makes a firearm attack and then presses the hot barrel agains thimself or an adjacent creature to stop the bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. This does not require an attack roll when performing the deed in this way. She simply shoots into the air, using ammo.

Feats:

Gunsmithing I have access to a gunsmith's kit, can create and resotre firearms, craft bullets, and mix black powder for all types of firearms. I do not need to make a Craft check to create firearms and ammunition or to restore firearms.

Crafting Firearms
I can craft any early firearm for a cost in raw materials equal to half the price of the firearm. With the GM's permission, I can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting in this way takes 1 day of work for every 1000gp of the firearm's price.

Crafting Ammunition
I can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. Having Craft: Alchemy allows me to craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. With the GM's permission, I can craft metal cartridges for a cost of raw materials equal to half the cost of the cartridge. Crafting in this way take 1 day of work for every 1000gp of ammunition.

Restoring a Broken Firearm
Each day, with an hour's worth of work, I can repair a single firearm with the broken condition.

Special: Gunslinger
This feat allows me to repair and restore my initial, battered weapon. It costs 300gp and takes 1 day of work to upgrade it to a masterwork firearm of its type.

Rapid Reload: Pistol Reduces time required to reload chosen weapon type. Standard Action becomes Move Action.

Title Feat: Persuasive Grants a +2 bonus on Diplomacy and Intimidation checks. At 10 ranks in one of these skills, bonus increases to +4 in that skill.

Point Blank Shot Gain a +1 bonus on attack and damage rolls within ranged weapons at ranges up to 30'.

Gear:

Weapons
- MW Pistol (Misfire 1)
- Firearm Bullet x30
- Firearm Cold Iron Bullet x5
- Firearm Silver Bullet x5
- Firearm Alchemical Cart x10
- Rapier
- MW Hand Crossbow
- Bolts x20

Armor
- Chain Shirt

Misc Gear
- Gunslier's Kit Backpack, Bedroll, Belt Pouch, Flint&Steel, Gunsmith's Kit, Powder Horn, 50' Hemp Rope, 10 Torches
- Trail Rations: 5
- Traveler's Outfit

Currency

PP:
GP: 16
SP: 1
CP:

Combat Stats:

Medium Outsider (Native) / Humanoid (Human)

HP: 22 (d10)
Initiative: +3 (+5 w/ GS Init)
AC: 17 / Touch: 13 / Flat-Foot: 14
Fort: +3 / Ref: +6 / Will: +2
Resists: Cold 5, Acid 5, Electricity 5

Speed: 30'
Melee: Rapier +0 (1d6-2/18-20x2)
Ranged: MW Pistol +8 (1d8+1/x4)
- Misfire 1, 20' Range, B/P Damage
Ranged: MW Hand Crossbow +8 (1d4, 19-20)
- 30' Range, P Damage
CMB: -1 / CMD: 12

Space: 5' / Reach 5'

Spell-Like Abilities
1/day: Glitterdust CL1st, DC 17
- Range: Medium (100' +10/level)
- Area: 10' Radius Spread
- Duration: 1 Round/Level
- Will Save Negates
- On a failed save, creatures become blinded and outlines any invisible things during duration.