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About Tanselle BashirFemale half-elf (Keleshite) gunslinger (pistolero) 1/cleric 1
DEFENSE:
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex) hp 19 (2d10+4) Fort +6, Ref +7, Will +5 Immune sleep OFFENSE:
Speed 40 ft (8 sq) Melee scimitar +1 (1d6, 18-20x2, S) Ranged mwk pistol +6 (1d8, 20x4, B/P) Cleric Spells Prepared (CL 1st; concentration +3) 1st (2+1*/day) - abundant ammunition (x2), shield* 0 (at will) - guidance, mending, stabilize STATISTICS:
Str 11, Dex 18, Con 12, Int 10, Wis 14, Cha 12 Base Atk +1; CMB +1; CMD 15 Feats Gunsmithing, Rapid Reload (pistol), Skill Focus (Perception)* Skills Acrobatics +7, Appraise +0, Bluff +1, Climb -1, Craft (alchemy) +4, Diplomacy +1, Disguise +1, Escape Artist +3, Heal +6, Intimidate +5, Perception +11, Ride +3, Sense Motive +6, Stealth +3, Survival +2, Swim -1 Traits Elven Reflexes*, Killer Languages Common, Elven, Kelish SQ agile feet (5/day), channel positive energy (1d6, 4/day), deflection aura (1/day), grit (2/day) *This ability has already been calculated into Tanselle’s stats. GEAR:
masterwork pistol, hot weather outfit, studded leather, belt pouch (alchemical cartridge (paper, 10), bullets (20), bullets (silver, 2), doses of black powder (20), powder horns (2), wayfinder, holy symbol (gold, compartment), scimitar, backpack (bedroll, flint and steel, gunsmith’s kit, waterskin, dagger), wand of cure light wounds, 874 gp, 1 sp Wands cure light wounds (47) SPECIAL QUALITIES:
Adaptability (Ex) Half-elves receive Skill Focus as a bonus feat at 1st level. Agile Feet (Su) As a free action, you can gain increased mobility for 1 round. Aura of Law (Ex) You project a faint lawful aura. Channel Positive Energy (Su) You can unleash a wave of positive energy dealing 1d6 (DC 11 for half) 4/day. Deeds 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.
Deflection Aura (Su) Once each day, you can emit a 20- foot aura for 1 rounds. Allies within the aura gain a +2 Deflection bonus to AC and combat maneuver defense. Elf Blood (Ex) Half-elves count as both elves and humans for any effect related to race. Elven Immunities (Ex) Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. Grit (Ex) 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 2 grit points. Her grit goes up or down throughout the day, but usually cannot go higher than 2, though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds, 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. Gunsmith 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.
Keen Senses (Ex) Half-elves receive a +2 bonus on Perception skill checks. Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day. Multitalented (Ex) Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again. Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. Weapon and Armor Proficiency Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity. Weapon Proficiency Instead of proficiency with all firearms, a pistolero only gains proficiency with one-handed firearms. She must take Exotic Weapon Proficiency (firearm) to gain proficiency with two-handed firearms and firearm siege engines. DEEDS:
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. Up Close and Deadly (Ex) At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level. This precision damage stacks with sneak attack and other forms of precision damage. This deed replaces the deadeye deed. FEATS:
Gunsmithing You know the secrets of repairing and restoring firearms. Rapid Reload (Pistol) You can reload your chosen type of crossbow quickly. You can reload your chosen type of weapon quickly. Choose a type of crossbow (hand, light, heavy) or a single type of one-handed or two-handed firearm that you are proficient with. You can reload such a weapon quickly. Skill Focus (Perception) You are particularly adept at your chosen skill. TRAITS:
Elven Reflexes One of your parents was a member of a wild elven tribe, and you've inherited a portion of your elven parent's quick reflexes. You gain a +2 trait bonus on Initiative checks. Killer You made your first kill at a very young age and found the task of war or murder to your liking. SPELLS:
CHRONICLES:
XP 3, PP 4, Fame 6 Scenario 29 - The Devil We Know Part 1: Shipyard Rats
Scenario 30 - The Devil We Know Part 2: Cassomir's Locker
Scenario 41 - The Devil We Know Part 3: Crypt of Fools
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