Irabeth Tirabade

Straight Shootin' Hoots Magaw's page

152 posts. Alias of gyrfalcon.


Classes/Levels

Skills:
Acrobatics +14, Climb +8, Craft (alchemy) +5, Fly +7, Perception +10, Ride +9, Stealth +13 (+15 in hilly or rocky areas)

Gender

Gunslinger 4 | HP:32 | AC: 21 (FF: 16, Touch: 15) | Fort: +4, Ref: +9, Will: +4 | Per: +10 | Init: +7 | Resist cold/acid/electric 5

About Straight Shootin' Hoots Magaw

Garuda-Blooded (Plumekith) Tengu Gunslinger (Pistolero) 4
CN Medium outsider (native)
Init +7; Senses darkvision 60 ft.; Perception +10
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Defense
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AC 21, touch 16, flat-footed 15 (+5 Dex, +5 armor, +1 dodge)
hp 32 (4d10+4)
Fort +4, Ref +9, Will +4
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee dagger +4 (1d4/19-20) 10’ range
Ranged pistol +10 (1d8/×4) 20’ range, misfire 1
. . pepperbox +10 (1d8+1/×4) 20’ range, misfire 1-2
Spell-Like Abilities (CL 3nd; concentration +1)
. . 1/day—see invisibility
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Statistics
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Str 10, Dex 21, Con 10, Int 12, Wis 16, Cha 8
Base Atk +4; CMB +4; CMD 19
Feats Exotic Weapon Proficiency (One handed firearms), Gunsmithing, Point Blank Shot, Precise Shot, Deadly Aim
Traits highlander (hills or mountains), Numerian Archaeologist, Called
Drawback paranoid
Skills Acrobatics +14, Climb +8, Craft (alchemy) +5, Know (Local) +7, Fly +7, Perception +10, Ride +9, Stealth +13 (+15 in hilly or rocky areas); Racial Modifiers +2 Acrobatics, +2 Fly, highlander (hills or mountains)
Languages Common, Hallit, Tengu, Androffan
SQ deed: deadeye, deed: quick clear, deed: steady aim, grit
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Special Abilities
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Called Once per day upon rolling a natural 1 on an attack roll, you may reroll the die and take the second result instead.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deed: Up Close and Deadly (Ex) Spend 1 grit to add 1d6 precision data on a hit with a one handed firearm (that’s not making a scatter shot).
Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.
Deed: Gunslinger’s Dodge (Ex) In response to being attacked, spend 1 grit as immediate action to move 5’ and add +2 to AC, or to go prone for +4 to AC
Deed: Gunslinger Initiative (Ex) As long as the gunslinger has at least 1 grit point, 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.
Deed: Pistol-Whip (Ex) Spend 1 grit to make a 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.
Deed: Utility Shot 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.

Utility shots:

  • 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.
  • Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
    Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
    Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
    Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
    Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
    Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a class skill for you. Double this in hilly or rocky areas.
    Paranoid Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.

    Gear see this sheet
    Carrying Capacity: 33 lbs. light; 67 lbs. medium; 100 heavy

    Total weight
    -carried by Groog: 50 lbs.
    -carried by Hoots: 33 lbs (light encumbrance)

    Background
    While he was born Bulu Valkoinen Sulka Magaw, living amongst non-Tengu he has gone by Hoots since early adolescence, and more recently has begun to get a reputation as Straight Shootin’ Hoots Magaw.

    Hoots was born into a ragtag hovel of Tengu and Human thieves and bandits in the River Kingdoms. A few years ago Hoots discovered that the leader of the bandits, Lucky Jarel, had been cheating them. Angry, Hoots stole Jarel's beloved pistol and took off heading North.

    Unfortunately, Lucky caught on and sent his thugs to hunt Hoots down. The Garuda-touched Tengu was running hard from them when he ran -- literally -- into Groog's leg.

    He panicked a moment thinking he was surely dead...until Groog started to rip apart his pursuers yelling, "Leave fluffy bird alone!"

    Hoots: "Thanks for the rescue, pardner. The name's Bulu Valkoinen Sulka Magaw. It's a right pleasure to meet you."

    Groog: "Ahh, nice birdy. I will name you Hoots and I will love you and pet you and squeeze you."

    Circumstances being what they were, Hoots saw the wisdom in befriending the thickwitted orc. At first it was purely practical for him, but over time (against his better judgement) Hoots has grown fond of the big gray galoot.

    Hearing tales of treasures from the stars, Hoots led Groog North to Torch where they recently arrived, looking for opportunity.

    Personality
    Doc Holliday meets Rocket Raccoon meets Indiana Jones

    Appearance
    Height: 4' 2"
    Weight: 72 lbs
    Eyes: Amber
    Feathers: Snowy

    Reference image

    Hoots stands just over four feet tall. Unlike most Tengu, his feathers are a snowy white with gray-brown spots on his head, wings, and back. He wears a broad-brimmed leather hat and a simple brown poncho iter his chain shirt. At his waist is his powder horn, a pouch of bullets, and a somewhat finicky pistol that he stole from Lucky Jarel.

    Feat plan:

    1: PBS
    3: Precise Shot
    4: Deadly Aim
    5: Rapid Shot
    7: Technologist?
    8: Craft tech arms?
    9:
    11: Signature Deed
    12:
    13: