Skywin Freeling

Ninra Vison's page

3 posts. Alias of KoolKobold.


About Ninra Vison

female halfling gunslinger (mysterious stranger) 1
NG Small humanoid (halfling)
Init +4; Senses Perception +7
DEFENSE
AC 18, touch 15, flat-footed 14 (+3 armor, +4 Dex, +1 size)
hp 12 (1d10 (10-1st level) + 1 (Con) + 1 (favored class))
Fort +5, Ref +7, Will +3 (+5 vs fear)
Defensive Abilities fearless, halfling luck
OFFENSE
Speed 30 ft
Melee shortsword +1 (1d4 - 1/19-20)
Ranged pistol +6 (1d6/x3)
Special Attacks deeds (deadeye, focused aim, gunslinger's dodge), grit (3/day)
STATISTICS
Str 8, Dex 18, Con 12, Int 8, Wis 12, Cha 16
Base ATK +1; CMB -1; CMD 13
Feats Deadly Aim, Gunsmithing (bonus)
Skills (3 ranks total)
Acrobatics +8 (1 [rank] + 4 [Dex] + 3 [csb])
Perception +7 (1 [rank] + 1 [Wis] + 3 [csb] + 2 [racial])
Swim +4 (1 [rank] - 1 [Str] + 3 [csb] + 1 [trait]
Languages Common, Halfling
SQ fleet of foot, gunsmithing, keen senses, weapon familiarity
ABILITIES

Abilities:
Deeds (class)-Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.
Deadeye (deed)-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.
Focused Aim (deed)-At 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn. At 7th level, when she uses the dead shot deed, she multiplies this bonus by the number of hits she made while rolling the Dead Shot attack.This deed replaces the quick clear deed.
Gunslinger's Dodge (deed)-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.
Fearless (racial)-Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Fleet of Foot (racial)-Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.
Grit (class)-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.
Mysterious Stranger's Grit-A mysterious stranger is a force to be reckoned with. Instead of using her Wisdom to determine the number of grit points she gains at the start of each day, she uses Charisma. This ability works in all other ways like the Gunslinger’s grit class feature.
Gunsmith (class)-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.
Halfling Luck (racial)-Halflings receive a +1 racial bonus on all saving throws.
Keen Senses (racial)-Halflings receive a +2 racial bonus on Perception checks.
Weapon Familiarity (racial)-Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

GEAR
300 gp
pistol (free)
shortsword (10 gp)
studded leather (25 gp)
gunslinger's kit (26 gp)
-backpack
-bedroll
-belt pouch
-flint & steel
-gunsmith's kit
-iron pot
-mess kit
-powder horn
-rope
-torches (10)
-trail rations (5 days)
-waterskin
explorer's outfit (free)

TRAITS
Athletic (Campaign)-Ninra was always a pro at athletics, even as a child. (Effect-Reduce your armor check penalty by a number equal to one-third your character level (minimum 1) for purposes of Acrobatics, Climb, and Swim checks, and you gain a +1 trait bonus to one of these three skills, chosen when you take this trait [Swim])
Fate's Favored (faith)-Even among halflings, Ninra is considered extremely lucky. (Effect-Luck bonuses increase by 1)

Backstory:

Personality: