About Kara GiantbaneBotting Kara:
Kara prefers to find from a distance, using her trusted crossbow. She reloads her crossbow as a move action. Reloading does not provoke if she has at least 1 grit. She does not have precise shot (yet) and will maneuver to get the best shot without taking cover penalties. If there is a situation in which she can not take a 5 foot step to a place where she can safely shoot without provoking she will use her waraxe or switch to morningstar if the opponent has DR vs piercing If Kara is at full grit she will expend one use of grit to shoot her next bolt vs touch AC. She will expend other grit points if opponents are very well armored and her party members have a hard time hitting. I won't mind if she expends all her grit in one combat, feel free to use it Kara regains one grit point in the following situations:
Kara has expendables, but is not quick to hand them out. She expects that everyone should be able to fend for themselves. If the need is obvious she will share, lecturing the party member in question that he should be better prepared next time. Kara normally uses cold iron bolts, but switches to silver and adamantine if someone says that that it better against the current target or she experiences that her bolts do not work as good as expected. She tries to retrieve all her missed bolts. Dice blocks
[dice=Heavy Crossbow attack Point Blank Range (30')]1d20+9+1[/dice]
[dice=Dwarven Waraxe Attack]1d20+4[/dice]
[dice=Morningstar Attack]1d20+4[/dice]
[dice=Fort save (add 3 vs spell, spell-like and poison)]1d20+8[/dice]
[dice=Perception (add 2 for unusual stonework)]1d20+10[/dice]
Character Sheet:
Kara Giantbane Female dwarf fighter 1/gunslinger (bolt ace) 3 (Pathfinder RPG Advanced Class Guide 94, Pathfinder RPG Ultimate Combat 9) NG Medium humanoid (dwarf) Init +8; Senses darkvision 60 ft.; Perception +10 (+12 to notice unusual stonework) -------------------- Defense -------------------- AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge) hp 39 (4d10+11) Fort +8, Ref +8, Will +5; +2 vs. poison, spells, and spell-like abilities, +1 trait bonus vs. spells, spell-like abilities, and poison Defensive Abilities defensive training, nimble +1 -------------------- Offense -------------------- Speed 20 ft. Melee dwarven waraxe +4 (1d10/×3) or . . morningstar +4 (1d8) Ranged +1 heavy crossbow +9 (1d10+1/19-20) Special Attacks deeds (gunslinger initiative, gunslinger's dodge, pistol-whip, sharp shoot, shooter's resolve, vigilant loading), grit (3) -------------------- Statistics -------------------- Str 10, Dex 18, Con 14, Int 10, Wis 16, Cha 8 Base Atk +4; CMB +4; CMD 19 (23 vs. bull rush, 23 vs. trip) Feats Point-Blank Shot, Precise Shot, Rapid Reload Traits glory of old, reactionary Skills Acrobatics +1 (-3 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Climb +1, Handle Animal +3, Intimidate +3, Knowledge (dungeoneering) +4, Knowledge (engineering) +4, Knowledge (local) +5, Knowledge (nature) +4, Perception +10 (+12 to notice unusual stonework), Survival +8 (+10 to track vs. humanoids of the Giant subtype); Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework Languages Common, Dwarven SQ crossbow maven, giant hunter[ARG] Combat Gear cold iron crossbow bolts (47), oil of bless weapon (2), oil of daylight, potion of spider climb, scroll of lesser (x5) restoration, wand of cure light wounds (50 charges), acid (2), alchemist's fire (2), alkali flask[APG] (2), antiplague[APG] (2), antitoxin (2), holy water (2), liquid ice[APG] (2), smelling salts[APG] (2), stillgut[ARG], vermin repellent[UE] (10), wismuth salix[UE] (2); Other Gear chain shirt, darkwood buckler, +1 heavy crossbow, adamantine (10), dwarven waraxe, morningstar, silver (10), cloak of resistance +1, handy haversack, wayfinder[ISWG], belt pouch, earplugs[APG] (10), grappling bolt[UE] (2), smoked goggles[APG], mule, backpack, bedroll, bit and bridle, blanket, cork vest, feed (per day), flint and steel, mess kit, pot, riding saddle, saddlebags, silk rope (50 ft.), soap, torch, trail rations, waterskin, 259 gp, 7 sp -------------------- Special Abilities -------------------- Crossbow Maven A bolt ace is proficient with all crossbows instead of all firearms and begins play with a masterwork crossbow of her choice. This ability alters the gunslinger's weapon proficiencies and replaces gunsmith. Darkvision (60 feet) You can see in the dark (black and white only). Deeds Use Grit to perform special abilities with your firearms. Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype. Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants. Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones. Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow. Nimble +1 (Ex) +1 AC while wearing light or no armor. Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Precise Shot You don't get -4 to hit when shooting or throwing into melee. Rapid Reload (Heavy crossbow) You can reload fast with one type of Crossbow or Firearm. Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet. Mule:
Mule CR – Mule N Medium animal Init +1; Senses low-light vision, scent; Perception +5 -------------------- Defense -------------------- AC 11, touch 11, flat-footed 10 (+1 Dex) hp 13 (2d8+4) Fort +5, Ref +4, Will +0 -------------------- Offense -------------------- Speed 40 ft. (30 ft. in armor) Melee 2 hooves +2 (1d3+1) -------------------- Statistics -------------------- Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4 Base Atk +1; CMB +2; CMD 13 (17 vs. trip) Feats Endurance, Run [b]Skills Acrobatics -2 (+2 to jump with a running start), Perception +5 Other Gear backpack, bedroll, bit and bridle, blanket[APG], cork vest[ACG], feed (per day) (2), flint and steel, mess kit[UE], pot, riding saddle, saddlebags, silk rope (50 ft.), soap, torch (10), trail rations (5), waterskin -------------------- Special Abilities -------------------- Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running. Scent (Ex) Detect opponents within 15+ ft. by sense of smell. Consumables used / bolt lost:
4 bolts 2 readings scroll of lesser restoration |