Six Finger Jack
M CG Human Bard (Arcane Duelist)/Gunslinger (Mysterious Stranger), Level 3/1, Init +3, HP 26/26, Speed 30, AC , Touch , Flat-footed , CMD 16, Fort 4, Ref 6, Will 4, CMB +3, Base Attack Bonus +3
Abilities Str 10, Dex 14, Con 12, Int 10, Wis 13, Cha 18
Conditions None
MELEE
RANGED
+1 Pistol vs Touch AC +6 (1d8+1/x4), Misfire 1 (5 ft.), 20 ft., 300 gp (special), 4 lbs.
MISC/SPELL COMBAT BONUSES:
Point Blank Shot: +1 atk/dmg 30'
Focused Aim (swift action, 1 grit): +4 Cha to firearm damage
Arcane Strike (swift action): +1 to damage
PERSONALITY
Gregarious, friendly, loves to meet new people. Jack always has a story or appropriate song. Loves to be the center of attention. He's brash and bold and dashing, like a pirate from a story- it started as an act but if you act one way long enough that eventually just becomes who you are.
Contrary to his nickname, Jack only has the usual five fingers on each hand. He started introducing himself as Six-String Jack when he started playing in bars back in Little Oppara but changed it to Six Fingered Jack (then Six Finger Jack when people made fun of him being 'fingered') when he set out on a ship for the first time.
APPEARANCE
TBD, probably auburn hair like Capricia
SKILLS [(6 +0 Int +1 race +1 FCB) x4] +1 race = 33
Bluff +11 (4 +4 Cha +3 class)
Climb +4 (1 +0 Str +3 class)
Diplomacy +11 (4 +4 Cha +3 class)
Intimidate +8 (1 +4 Cha +3 class)
Kn: Arcana +4 (1 +0 Int +3 class)
Kn: History +4 (0 +0 Int +3 class +1 trait)
Kn: Local +8 (4 +0 Int +3 class +1 trait)
Kn: Dungeoneering +4 (1 +0 Int +3 class)
Kn: Nature +4 (1 +0 Int +3 class)
Linguistics +6 (3 +0 Int +3 class)
Perception +5 (1 +1 Wis +3 class)
Perform: Strings +11 (4 +4 Cha +3 class)
Profession: Sailor +8 (4 +1 Wis +3 class)
Sleight of Hand +6 (1 +2 Dex +3 class)
Stealth +6 (1 +2 Dex +3 class)
Swim +4 (1 +0 Str +3 class)
Use Magic Device +8 (1 +4 Cha +3 class)
Languages: (Common), Aquan, Cyclops (trait), Infernal, Polyglot
RACIAL TRAITS
+2 to 1 ability score (CHA)
Size Medium
Base speed 30'
Bonus Feat
Skilled
CLASS FEATURES
All simple weapons plus the longsword, rapier, sap, shortsword, shortbow, whip and all firearms. Bards are also proficient with light armor and shields (except tower shields).
Spells
Bardic Knowledge replaced by archetype
Bardic Performance (Distraction, Fascinate, Inspire Courage, Inspire Competence, Rallying Cry)
Gunsmith: gain one of the following firearms of her choice: blunderbuss, musket, or pistol. 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.
Grit 4 uses Cha by archetype (regain by crit with firearm or when he puts down a target in combat)
Deeds (Deadeye, Focused Aim, Gunslinger Dodge, Quick Clear)
Well-Versed
FEATS
Trait: Community-Minded
Trait (Campaign): Ancient Explorer
Hu: Point Blank Shot
1: Rapid Reload
AD 1: Arcane Strike
MS 1: Gunsmithing
AD 2: Combat Casting
3: Precise Shot
BARD SPELLS KNOWN
0 (6, at will, DC 13): Dancing Lights, Detect Magic, Ghost Sound, Mending, Oath of Anonymity, Prestidigitation
1 (4, 5/day, DC 14): Abundant Ammunition, Charm Person, Timely Inspiration, Vanish
Cast today:
Weapons
Pistol +1, repaired from battered lvl 1 pistol for 300gp and enchanted to +1 for 2000gp
MAGIC ITEMS
Beneficial Bandolier 1000gp
ARMOR
GEAR
Guitar
Backpack from kit (31 lbs, 26gp)
Bedroll
Iron pot
Mess kit
Rope
Torch x10
Trail Rations x5
Waterskin
Beneficial Bandolier 2 lbs
Gunsmith's kit 15gp
Powder horn 3gp
Belt pouch
Flint and steel
Total weight: 33 lbs.
-without pack: 2 lbs.
Light load 33 lbs.
Med. load 66 lbs.
Hvy. load 100 lbs.
Lift (over head) 100 lbs.
Lift (off ground) 200 lbs.
Push or drag 500 lbs.
MONEY