![]()
About M.A.R.V.I.N.Tracking:
Grit 2/2 Called 1/1
Items
Experience Points: 3400
Stat Block:
M.A.R.V.I.N. Android gunslinger (musket master) 4 N Medium humanoid (android) Init +6; Senses Darkvision 60 ft., Low-light vision; Perception +11 -------------------- Defense -------------------- AC 18, touch 15, flat-footed 13 (+4 Dex, +3 armor, +1 dodge) hp 46 (4d10+4+4) Fort +5, Ref +8, Will +3; +4 vs mind-affecting effects, paralysis, poison, and stun effects Defensive Abilities constructed Immune disease, emotion-based effects, exhaustion, fatigue, fear, sleep -------------------- Offense -------------------- Speed 30 ft. Melee +4; Dagger +4 (1d4, 19-20/x2, 10ft., P/S) Ranged +8; Battered Musket +8 (1d12, x4, 40ft., 1-2(5 ft.), 1, B&P); Sling (Ordinary Stone) +6 (1d3, x2, 50 ft., B) Special Attacks nanite surge -------------------- Statistics -------------------- Str 10 (0), Dex 19 (+4), Con 13 (+1), Int 12 (+1), Wis 14 (+2), Cha 8 (-1) Base Atk +4; CMB +4; CMD 19 Traits Called, Paranoid, Never Stop Shooting, Tireless Logic Feats Deadly Aim, Gunsmithing, Point-Blank Shot, Rapid Reload (muskets), Rapid Shot Skills Acrobatics +11, Climb +4, Craft (Alchemy) +5, Disable Device +8, Knowledge (engineering) +5, Knowledge (local) +5, Perception +11, Sense Motive -2, Sleight of Hand +8, Stealth +5, Survival +6, Swim +4; Racial Modifiers Perception +2, Sense Motive -4 Languages Celestial, Common SQ emotionless Special Abilities:
Constructed (Ex): For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), androids count as both humanoids and constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects. Emotionless (Ex): Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks. Nanite Surge (Ex): An android's body is infused with nanites. Once per day as an immediate action, an android can cause her nanites to surge, granting a bonus equal to 3 + the android's character level on any one d20 roll; this ability must be activated before the roll is made. When an android uses this power, her circuitry-tattoos glow with light equivalent to that of a torch in illumination for 1 round. Combat Reference:
Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Early Firearms: When firing an early firearm, the attack resolves against the target’s touch AC when the target is within the first range increment of the weapon, but this type of attack is not considered a touch attack for the purposes of feats and abilities such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full range increment. Unlike other projectile weapons, early firearms have a maximum range of five range increments. If the natural result of your attack roll falls within a firearm’s misfire value, that shot misses, even if you would have otherwise hit the target. When a firearm misfires, it gains the broken condition. While it has the broken condition (any attacks made with the item suffer a –2 penalty on attack and damage rolls. Such weapons only score a critical hit on a natural 20 and only deal ×2 damage on a confirmed critical hit.), it suffers the normal disadvantages that broken weapons do, and its misfire value increases by 4 unless the wielder has gun training in the particular type of firearm (see Gunslinger). In that case, the misfire value increases by 2 instead of 4. 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. 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. Nimble (Ex): Starting at 2nd level, a gunslinger gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level). Fast Musket (Ex): At 3rd level, as long as the musket master has 1 grit point, she can reload any two-handed firearm as if it were a one-handed firearm. 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. Pistol-Whip (Ex): At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point. Stats:
Ability Scores Strength 10 (0) Dexterity 19 (+4) Constitution 13 (+1) Intelligence 12 (+1) Wisdom 14 (+2) Charisma 8 (-1) Saving Throws
AC: 18 = 10 + 4 [dex] + 3 [armor] + 1 [nimble (dodge)]
BAB: +4 = 4 [base]
Base Speed: 30 ft. = 30 [base]
Chosen Stat Increase: +1 Dex (4th)
Feats, Traits, Abilities:
Traits Called Tireless Logic Paranoid Never Stop Shooting Feats
Gunslinger (Musket Master)
Skills:
Skill Name: Total Bonus = Ranks + Ability + Misc Acrobatics`: 11 = 4 + 4 + 3 [class]
*trained only
Items:
Money: 8 gp --------------------
--------------------
--------------------
--------------------
--------------------
--------------------
Player Notes:
3rd: Rapid Shot 4th: Deadly Aim 5th: Precise Shot 7th: Weapon Focus (Musket)
11th: Signature Deed
|