Wyrm Sniper

Sharpe#762's page

93 posts. Alias of thefacelessone.


Full Name

Sharpe

Race

Human

Classes/Levels

Musket Master 2 {HP:13/24, AC:18, touch:16, FF:12, fort:5, ref:8, will:3, init:7, perception:7, sensemotive:2, grit:2/2}

Gender

M

Size

M

Age

26

Alignment

Neutral Good

Deity

None

Location

Belhaim

Languages

Common

Occupation

hired gun

Strength 10
Dexterity 20
Constitution 14
Intelligence 10
Wisdom 14
Charisma 8

About Sharpe#762

AC:18, touch:16, FF:12
fort:5, ref:8, will:3 (+2 vs divination)
initiative: 7
speed: 30 ft
CMB: 2
CMD: 18
bayonet, cold iron: +2 to hit, 1d6 damage, critical 20/x2
masterwork musket: critical 20/x4
range to hit damage
30 +9,touch 1d12+1
40 +8,touch 1d12
80 +6 1d12
120 +4 1d12
160 +2 1d12
200 0 1d12
sling: critical 20/x2
leather armor: +2 AC, max dex bonus +6, armor check penalty 0

Skills:
Acrobatics 10
Appraise 0
Bluff -1
Climb 4
Craft (Alchemy) 4
Diplomacy -1
Disable Device 6
Disguise -1
Escape Artist 5
Fly 5
Heal 6
Intimidate -1
Knowledge (Engineering) 4
Knowledge (Local) 4
Perception 7
Ride 5
Sense Motive 2
Sleight of Hand 9
Stealth 5
Survival 6
Swim 0

Favored class: Gunslinger
Favored class bonus: bonus skill rank 2x
Abilities: deeds (deadeye, quick clear, steady aim), nimble
Grit points: 2/2
Feats: point-blank shot, precise shot
Included feats: gunsmithing, rapid reload(musket), exotic weapon proficiency (two handed firearms), light armor and simple and martial weapon proficiency
Traits: indomitable faith, carefully hidden
Items:
masterwork musket
sling
bayonet, cold iron
leather armor
gunsmith's kit
powder horn
15 alchemical cartridges (paper/bullet) (crafted, 6gp each)
30 cold iron bullets (crafted, 2sp each)
28 silver bullets (crafted, 3sp each)
2 torches
flint and steel
free lead bullets
free black powder
Money: 13.78 gp
Encumbrance: 31/33 lb (light)

Bot instructions:
Non-combat: Attempts all skill checks if possible, gives allies full information. Likely to take risks due to relatively good defenses.
Combat: Sharpe prefers to almost always shoot his musket and very rarely will attach the bayonet. If possible he engages within 30 ft but outside of melee range so as to not take an attack of opportunity. He has a bullet loaded between combats to save actions (currently a silver bullet due to the most recent enemy). If the combat looks difficult and there's no reason to use special bullets, on further rounds he will reload with a paper cartridge as a move action (misfire on 1-3), otherwise reload bullets and powder as a standard action (misfire on 1-2). If his gun misfires, he will use Quick Clear to fix it as a standard action, or if the combat looks difficult, spend a grit point to fix it as a move action. But never go below 1 grit point.