Gunslinger 1 [ HP 5/12 (0 NL) , 2 Str dmg | AC 17 Tch 14 FF 14 | Fort +3 Ref +5 Will +2 | CMD 12 | Init +3 | Perc +8 | Effects: None]
About Slurk Wyrmbait
Slurk Wyrmbait CR 1
XP: 0
Male Kobold Gunslinger (Bushwhacker) 1
LN Small Humanoid (reptilian)
Init +3; Senses Perception +8, Darkvision 60'
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DEFENSE
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AC 17, touch 14, flat-footed 14. (+2 armor, +3 Dex, +1 natural, +1 size)
hp 12 (1d10+2)
Fort +3, Ref +5, Will +2
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OFFENSE
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Spd 30 ft.
Melee +1 bayonet (1d4-1)
Ranged +5 musket (1d10, 20/x4, 1-2 misfire, 40' RI)
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STATISTICS
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Str 8 (damage 2), Dex 17, Con 12, Int 12, Wis 14, Cha 9
Base Atk +1; CMB -1; CMD 12
Feats Gunsmithing (make and repair firearms and ammunition), Point Blank Shot (+1 to hit and damage within 30')
Skills Acrobatics (1) +7, Craft (traps) (1) +7, Disable Device (1) +8, Perception (1) +8, Stealth (1) +11
Traits: Liquid-Tongued (speak Aquan), Trap Finder (+1 to Disable Device checks and it is a class skill, may also disarm magical traps)
Languages Aquan, Common, Draconic
Combat Gear musket, leather armor, bayonet, 10 bullets, powder horn (10 doses)
Other Gear 5 days rations, bedroll, belt pouch, flint & steel, thieves' tools, acid, alchemist's fire.
Money: 6 gp, 4 sp.
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SPECIAL ABILITIES
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Favored Class: Gunslinger (Extra HP: 1, Extra SP: 0)
Racial Abilities:
Armor: +1 natural armor
Light Sensitivity: dazzled in areas of bright sunlight or daylight
Class Abilities:
Gunsmith: start with a battered musket
Trembling Grit: gain a Grit pool equal to (Wismod-1, min 1, current 1). This powers gunslinger deeds. Recharges fully at the start of the day. Regain 1 grit in the following ways:
- reduce a helpless or unaware opponent to 0 hp or less.
- confirm a critical hit in combat on a creature that is aware of the gunslinger, not helpless and is not less than half the gunslinger's Hit Dice.
- reduce a creature to 0 or fewer hp in combat that is aware of the gunslinger, not helpless and is not less than half the gunslinger's Hit Dice.
Deeds:
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.
Gunslinger’s Dodge (Ex): 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.
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.