Mage Slayer

Hunter William's page

245 posts. Alias of DoubleGold.


Full Name

Hunter William

Race

Human

Classes/Levels

Guntank Gunslinger 4: Init:4, Spd:20, HP: 40/40, AC:20(22 with shield), FF:18(20), T:12. Fort:7, Ref:7, Will:3, Perception:10, Grit:4/4

Gender

Male

Size

Medium

Alignment

Chaotic Good

Languages

Common

Strength 16
Dexterity 17
Constitution 14
Intelligence 10
Wisdom 14
Charisma 10

About Hunter William

Abilities:

At Level 4, I increased my Dex by 1.

Favored Class Bonus is HP four times.

Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
Picked Strength and Dexterity

Proficient with all armor, simple and melee weapons and all firearms and shields.

Gunsmith
At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. 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. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.

Gun Tank’s Resolve (Ex)
At 1st level, the gun tank can shrug off the most serious of attacks. When the gun tank is wearing medium or heavy armor and is subject to a critical hit or sneak attack, she can spend 1 grit point as an immediate action to attempt to negate the critical hit or sneak attack damage. At 1st level, she has a 25% chance of doing so. At 10th level, the chance increases to 50%. At 15th level, the chance increases to 75%. While a gun tank’s resolve does not stack with the fortification armor special ability, it does work in concert with that armor special ability or similar effects, so a gun tank can use this ability even after the armor of fortification has failed to negate the critical hit or sneak attack damage.
This deed replaces the Gunslinger’s Dodge deed.

Bullet Deflection (Ex)
A gun tank is adept at modifying and using her armor to stop firearm attacks. Starting at 2nd level, a gun tank wearing medium or heavy armor gains half the armor’s bonus plus the armor’s enhancement bonus (if any) as a deflection bonus against any non-siege firearm or splash weapon attack (including the alchemist’s bomb class ability; Advanced Player’s Guide 28). This ability has no affect on spells, spell-like abilities, or supernatural abilities that make a touch attack.
This ability replaces nimble.

Armor Training (Ex)
At 4th level, a gun tank learns to be more maneuverable while wearing armor. Whenever she is wearing armor, the armor check penalty is reduced by 1 (to a minimum of 0) and the maximum Dexterity bonus allowed by her armor increases by 1. Every four levels thereafter (8th, 12th, and 16th), the bonus increases by 1, to a maximum of a –4 reduction of the armor check penalty and a +4 increase to the maximum Dexterity bonus allowed. This ability stacks with the fighter class ability of the same name. If the gun tank has both class features, she takes the most advantageous benefit of the two class features.
This ability replaces the bonus feats the Gunslinger gains at 4th level and every four levels thereafter.

Grit (Ex)
A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. 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). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. 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. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit.

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. 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 the gunslinger’s character level to 0 or fewer hit points does not restore any grit.

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.

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.

Feats and Traits:

1. Trait: Defender of the Society: +1 to AC when wearing medium or heavy armor.
2. Trait: Heart of Clay: +1 Fort Saves
3. Campaign Trait:
Level 1: Quick Draw: Free action to draw a weapon
Level 3: Extra Grit: 2 Extra Grit points

Skills:

Class Skills
The gunslinger’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.

1. Acrobatics: 4 points, 3 Dex, 3 trained: 10
2. Climb: 4 points, 3 str, 3 trained: 10
3. Craft Alchemy: 1 point, 3 trained: 4
4. Knowledge Local: 3 point, 0 int, 3 trained: 6
5. Perception: 4 points, 2 wis, 3 trained: 10

Abilities:

Favored Class Bonus is HP four times.

Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
Picked Strength and Constitution

Proficient with all armor, simple and melee weapons and all firearms and shields.

Gunsmith
At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. 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. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.

Gun Tank’s Resolve (Ex)
At 1st level, the gun tank can shrug off the most serious of attacks. When the gun tank is wearing medium or heavy armor and is subject to a critical hit or sneak attack, she can spend 1 grit point as an immediate action to attempt to negate the critical hit or sneak attack damage. At 1st level, she has a 25% chance of doing so. At 10th level, the chance increases to 50%. At 15th level, the chance increases to 75%. While a gun tank’s resolve does not stack with the fortification armor special ability, it does work in concert with that armor special ability or similar effects, so a gun tank can use this ability even after the armor of fortification has failed to negate the critical hit or sneak attack damage.
This deed replaces the Gunslinger’s Dodge deed.

Bullet Deflection (Ex)
A gun tank is adept at modifying and using her armor to stop firearm attacks. Starting at 2nd level, a gun tank wearing medium or heavy armor gains half the armor’s bonus plus the armor’s enhancement bonus (if any) as a deflection bonus against any non-siege firearm or splash weapon attack (including the alchemist’s bomb class ability; Advanced Player’s Guide 28). This ability has no affect on spells, spell-like abilities, or supernatural abilities that make a touch attack.
This ability replaces nimble.

Armor Training (Ex)
At 4th level, a gun tank learns to be more maneuverable while wearing armor. Whenever she is wearing armor, the armor check penalty is reduced by 1 (to a minimum of 0) and the maximum Dexterity bonus allowed by her armor increases by 1. Every four levels thereafter (8th, 12th, and 16th), the bonus increases by 1, to a maximum of a –4 reduction of the armor check penalty and a +4 increase to the maximum Dexterity bonus allowed. This ability stacks with the fighter class ability of the same name. If the gun tank has both class features, she takes the most advantageous benefit of the two class features.
This ability replaces the bonus feats the Gunslinger gains at 4th level and every four levels thereafter.

Grit (Ex)
A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. 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). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. 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. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit.

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. 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 the gunslinger’s character level to 0 or fewer hit points does not restore any grit.

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.

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.

Feats and Traits:

1. Trait: Defender of the Society: +1 to AC when wearing medium or heavy armor.
2. Trait: Heart of Clay: +1 Fort Saves
3. Campaign Trait: Ex-Asmodean: I gain a +1 trait bonus on attack rolls and weapon damage rolls against agents of House Thrune and worshipers of Asmodeus, including most (but not all) devils.
Gunslinger Feat: Gunsmithing
Level 1: Quick Draw: Free action to draw a weapon
Level 3: Extra Grit: 2 Extra Grit points

Skills:

Class Skills
The gunslinger’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.

1. Acrobatics: 4 points, 3 Dex, 3 trained: 10
2. Climb: 4 points, 3 str, 3 trained: 10
3. Craft Alchemy: 1 point, 3 trained: 4
4. Knowledge Local: 3 point, 0 int, 3 trained: 6
5. Perception: 4 points, 2 wis, 3 trained: 9
Armor check penalty is 5.

Equipment:

9000 Gold to spend
1. Free outfit: Heat Climates Clothing
2. Masterwork Banded Mail: 400 GP. AC 7. Max Dex 1. Armor check penalty 5. 35 LBS.
3. Masterwork Heavy Wooden Shield. 157 GP +2 AC. Armor check penalty of 1. 10 LBS.
4. +1 PepperBox: 5000 GP. 1d8+1 Dmg Blunt and Piercing. CritX4. Range 20. Misfire on a 2. Capacity 6. 5 LBS.
5. Pistol: Starting Gun. 1d8 dmg blutn and piercing. CritX4. Range 20. Misfire on a 1. Capaticyt 1. 4 LBS
6. 30 Bullets. 30 GP. .5 LBS.
7. 30 Doses of Black Powder: 300 GP
8. 3 Powder Horns: 9 GP. 3 LBS.
9. 6 Adamantine Bullets: 366 GP
10. Gunsmith's Kit: 15 GP
11. Masterwork Warhammer: 312 GP. 1d8+3 blunt dmg. Crit X3. 5 LBS.
12. Masterwork +3 Composite Longbow: 700 GP. 1d8+3 piercing dmg. Crit X3. Range 110. 3 Pounds
13. 20 Arrows and 3 Lodestone Arrows: 31 GP. 3 LBS
14. Masterwork Backpack: 50 GP
15. 2 Waterskins: 2 GP. 8 LBS
16. 5 Trail Rations and Bedroll: 3 GP. 10 LBS
17. 1631 Gold left over

attacks:

1. MasterworkWarhammer: +8 to hit. 1d8+3 blunt dmg. Crit X3.
2. MasterworkBow: +8 to hit. 1d8+3 piercing. Crit X3. 110 feet.
3. +1 Pepperbox. +8 to hit vs touch. 1d8+1 piercing and blunt. Range 20 CritX4. 20 feet.
I gain a +1 trait bonus on attack rolls and weapon damage rolls against agents of House Thrune and worshipers of Asmodeus, including most (but not all) devils.

backstory:

Hunter is a great gunslinger and great with all weapons. Although human, he looks a little orcish, though everyone can tell he is human. It must be his great grandparents who are orcs or at least one of them, cause all his family up to grandparents are humans. He believed his great gifts were from Asmodean. One day he snuck in and saw a secret activity cult of Asmodean and didn't like what he saw. He thought the Deity would give him power or did give him power, but he prefers the being good over the power.