![]()
About MapsPFS#: 7162-5
Normal Statblock: AC 25 [F 17 T 19] | CMD 28 | F+11 R+16 W+6 | Init +10| Perc +11/+16
Description: Maps is tall man with a thin dour face. He wears a long gray coat over a chain shirt, and a bandolier fitted with a few daggers and a starblade. Occasionally, the hilt of a finely carved firearm peeks from the folds of his coat. In his hand he carries a dark iron-bladed guisarme. With the exception of his face, tattoos of exotic maps cover his skin, peeking out from under clothing, giving the impression that his whole body might be decorated with them. RACE: Human
STR 14 DEX 20 (22) CON 12 INT 12 (14) WIS 14 CHA 7 (Lvl 4 & 8 bonus to Dex) BA +7 CMB +9 CMD 28
SKILLS: 6
FEATS: gunsmithing, point blank shot, deadly aim, extra bombs, throw anything, rapid reload (pistol), quickdraw, two-weapon fighting, extra grit
Grit 4/4 remaining PREPARED EXTRACTS
Formula Book
SCENARIO and PRESTIGE:
CHRONICLES Frostfur Captives - 1xp/2pp/502gp +10gp DJ = 512gp
WEALTH and EQUIPMENT:
Starting Wealth + Scenario Gold: 52,333.5gp Money Accounting:
Frozen Fingers of Midnight
Icebound Outpost
Infernal Vault
Blakros Matrimony
Quest for Perfection III - Defenders of Nesting Swallow
Quest for Perfection II
Among the Gods
Before the Dawn I
The Rebel's Ransom
The Technic Siege
Beacon Below
Returned to Sky
Total Spent: 32385.2gp
Gunslinger Abilities:
Up Close and Deadly (Ex): At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. She must choose to spend the grit point before she makes the attack roll. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level. This precision damage stacks with sneak attack and other forms of precision damage. This deed replaces the deadeye 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. 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. Utility Shot (Ex): At 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot. • Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell. • Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot's origin. On a miss, she damages the object normally. • Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally. Gun Training (Ex): Starting at 5th level, a gunslinger can select one specific type of firearm (such as an axe musket, blunderbuss, musket, or pistol). She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of firearm. Furthermore, when she misfires with that type of firearm, the misfire value of that firearm increases by 2 instead of 4.
Alchemist Abilities:
Tentacle (Ex): The alchemist gains a prehensile, arm-length tentacle on his body. The tentacle is fully under his control and cannot be concealed except with magic or bulky clothing. The tentacle does not give the alchemist any extra attacks or actions per round, though he can use it to make a tentacle attack (1d4 damage for a Medium alchemist, 1d3 damage for a Small one) with the grab ability. The tentacle can manipulate or hold items as well as the alchemist's original arms can (for example, allowing the alchemist to use one hand to wield a weapon, the tentacle to hold a potion, and the third hand to throw a bomb). Unlike an arm, the tentacle has no magic item slots. Boons:
(We Be Goblins!) You Be Goblin!: You have special insight into the distractible and sadistic mind of a goblin. You gain a +2 bonus on all Bluff, Diplomacy, Intimidate, and Sense Motive checks made against goblins. (Frosen Fingers of Midnight) The Yagevna family in Irrisen recognizes you as a close associate for freeing their daughter, Natalya, from her icy prison. When in Irrisen, you gain a +2 circumstance bonus on all diplomacy rolls when you mention the Yagevna family and how you assisted them. (Among the Gods) Harvestman's Bane: Word spreads of your involvement in the elimination of the cult of Zyphus in Taldor. You gain a +2 bonus on Intimidate checks against worshipers of Zyphus. (BtD - Bloodcove Disguise) The Favor of Cartahegn: While in a settlement of 5,000 people or more anywhere on the continent of Garund, you may purchse mundane equipment (bot not weapons or armor) through your favorable connections with House Cartahegn at a 10% discount. (Dawn of the Scarlet Sun) Resources of Redemption: For your aid, the Church of Sarenrae assists you in acquiring tools of the faith. Treat your Fame as 2 higher to determine your maximum item cost when purchaseingg any of the following: weapons with the bane undead, flaming, or flaming burst special ability; shields with the blinding special ability; crowns of blasting, necklaces of fireballs, phylacteries of faithfulness, staves of healing, or staves of illumination. (Thornkeep - Dark Menagerie) Millennial Lore: In return for her freedom, Melabdara promised you a future service. When you would fail to earn a Prestige Point at the end of a scenario, you may call upon Melabdara to provide you with long-lost information that might prove just as enticing to your faction as your assigned mission, and that earns you 1 Prestige Point as though you had completed the faction mission. This boon may only be used for faction missions, and may not apply to a scenario’s success conditions. When you use this boon, cross it off the Chronicle sheet.
|