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About Huck Le BerryAasimar 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):
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
Non-Class Common Skills -2 Climb -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
Also gains "Gunsmithing" as a bonus feat. Lucky
Grit (Ex)
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
Killing Blow with a Firearm
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
Crafting Ammunition
Restoring a Broken Firearm
Special: Gunslinger
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
Misc Gear
Currency PP:
Combat Stats:
Medium Outsider (Native) / Humanoid (Human) HP: 22 (d10)
Speed: 30'
Space: 5' / Reach 5' Spell-Like Abilities
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