Jeb Graden

Huckleberry Buck's page

101 posts. Organized Play character for Codanous.


Race

HP: 12/12 |AC:17 T:14 FF:13,| CMD: 14 | Fort: +4, Refl: +6, Will: +2 | Perc: +6, Init: +4, Speed 30ft

Classes/Levels

2 of 2/day Grit left, CG Human Musket Master 1, Battered Rifle +6, 1d12 (20/x4)

About Huckleberry Buck

About Huckleberry Buck-60921-15

Huckleberry Buck AKA Buck
Varisian Sasquatch Looker(Musketmaster Gunslinger 1)
CG Medium Humanoid(Human)
Init: +4 Senses: Normal Vision, Perception +6 Grit 2/2 points a day
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Defenses:
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AC: 17, T:14 , FF: 13 (+3 armor, +4 Dex)
HP: 12
Fort: +4, Reflex: +6, Will: +2
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Offense
Speed 30 ft
Melee 1.) Battleaxe +2 (1d8+1 20/x3) or Kukri +2(1d4+1 18-20/x2)
Ranged 1.) Battered Rifle +5 vs Touch (1d12 20/x4), -1 to Attack, +2 to Damage with Deadly Aim.

Ammo
★ cold iron bullets (Standard action)
★ bullets (Standard action)
★ paper cartridge bullets (Move action)
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Statistics
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Str 12, Dex 18, Con 14, Int 7, Wis 14, Cha 12.
Base Atk +1; CMB +2; CMD 14
Feats Exotic Weapon Proficiency(2-Handed Firearms), Point-Blank Shot, Rapid Reload(Muskets), Gunsmithing, Deadly Aim

TraitsReckless Contempt(Ultimate Campaign), Regional Recluse(Varisia, Birthplace of Legends)

Skills Total Ranks: 4. Kn: Local +2, Survival +7, Perception +6, Craft(Alchemy) +2

Languages: Common, Varisian

Gear: Battered Rifle, Gunslinger’s Kit(26 gold): This includes a backpack, a bedroll, a belt pouch, a flint and steel, a gunsmith's kit, an iron pot, a mess kit, a powder horn, rope, torches (10), trail rations (5 days), and a waterskin. Studded Leather Vest(25gp), Battleaxe(10gp), Kukri(8gp), Explorer’s Outfit(Free!), Hillbilly Hat(2gp), bullets(48/50 bullets)(5gp/50sp), Alchemical Paper Cartridges(10 Cartridges)(60gp), Cold Iron Bullets(25 bullets)(5gp/50sp), 9 gp left.

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Special Abilities
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Human Favored Class Bonus: +1 skill rank( 1 FC so far)

Gunsmithing:
a musket master gains a musket. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. The gunslinger also gains Gunsmithing as a bonus feat.

Grit:
Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.
Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point.
Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point.

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.

Steady Aim (Ex)::
At 1st level, as long as a musket master has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet. This stacks with other abilities that increase her range increment.
This deed replaces the gunslinger’s dodge deed.

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.

______TRAITS:

Regional Recluse:
Regional Recluse: Your home community prides itself on remaining independent from Varisia’s city-states. Choose one of Varisia’s unaffiliated settlements from this list below. You gain a +1 trait bonus on Survival checks and one of the following benefits. "Turtleback Ferry: Gain a +1 bonus to damage on all attacks against creatures of the giant type."

Reckless Contempt:
You do not fear the threat of lesser
weapons. Whenever you provoke an attack of opportunity by firing a firearm, you gain a +1 trait bonus on the attack roll that provoked the attack of opportunity.