Valeros

John Dodger's page

1 post. Alias of dain120475.


Full Name

John "Johnny" Dodger

Race

Human

Classes/Levels

Gunslinger 1

Gender

Male

Size

Medium

Age

24

Alignment

LN

Strength 13
Dexterity 17
Constitution 12
Intelligence 12
Wisdom 14
Charisma 11

About John Dodger

Combat Bonuses:

Combat Bonuses
Type Base Ability Misc. Total
Melee 1 1 0 2
Ranged 1 3 0 4
CMB 1 1 0 2
CMD 11 4 0 15
Init. 0 3 0 3

Defense Bonuses
Armor Type AC Bonus
Armor Bonus : 3
Dexterity Mod : 3
Misc. Modifier :
Flat Footed : 10
AC : 16
HP : 11/
Grit Points : 2/___

Weapons/Damage

Weapon Attack Dam. Crit.
Pistol +4 1d8 20
Rapier +2 1d6 18-20
Dagger +2 1d5 19-20

Saving Throws:

Save Base Ability Misc. Total
Fort.....2....... 1....... 0....... 3
Refl.....2....... 3....... 0....... 5
Will..... 0....... 2....... 1....... 3

Skills:

Skills
Skill Name Total Rank Ability Mis
Acrobatics 7 1 3 3
Appraise
Bluff
Craft (Alchemy) 5 1 1 3
* Climb 5 1 1 3
Diplomacy
Disable Device
Disguise
* Escape Artist
Fly x
Handle Animal x
Heal 6 1 2 3
Intimidate
Know. Arcana
Know. Dungeon
Know. Engineer
Know. Geo.
Know. History
Know. Local
Know. Nature
Know. Nobility
Know. Planes
Know. Religion
Linguistics
Perception 6 1 2 3
Perform
Prof.: x
* Ride
Sense Motive
* Sleight of H.
Spellcraft
* Stealth
Survival 6 1 2 3
* Swim
Use Magic Dev.

Gear:

Gear

On Person

Name Weight Cost
Studded Leather 20 lbs 25 GP
Pistol 1 lbs X
Rapier 2 lbs 20 GP

Total Weight on Person

In Backpack
Scrivener's Kit 2 lbs. 1 GP
Gunslinger’s Kit 31 lbs. 26 GP

Empty

In Satchel

Gunsmithing Kit 2 lbs 15 GP
Healer’s Kit 1 lbs 25 GP
Add a +2 to “Heal Checks” – 10/__ Uses
Shaving Kit .5 lbs 15 SP
Pipe x 5 SP
Tobacco 1 lbs 5 SP
Journal 1 lbs 10 GP
Sawback Dagger 1 lbs. 7 GP

Remaining Gold 121 GP 5 SP out of 175 GP spent

Traits:

Traits

Indomitable Faith: Faith

You were born in a region where your faith was not popular, yet you never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive.

Benefit: You gain a +1 trait bonus on Will saves.

Feats:

Feats

Gunsmithing
You know the secrets of repairing and restoring firearms.

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

Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day).

Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).

Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.

Special: If you are a gunslinger, this feat grants the following additional benefit. You can use this feat to repair and restore your initial, battered weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type.

Point Blank Shot: +1 to hit and damage with ranged weapon if target is within 30 feet.

Precise Shot (Combat)
Benefit: Do not suffer the -4 penalty when shooting into melee combat.

Grit Abilities

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’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.
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.