| Full Name |
Gerran |
| Race |
Catfolk |
| Classes/Levels |
Gunslinger(Pistolero) 19/Paladin 3/Ninja 2/Ranger 1 |
| Gender |
Male |
| Size |
Medium |
| Age |
21 |
| Alignment |
LG |
| Languages |
Common, Catfolk |
| Occupation |
Lawman |
| Strength |
10 |
| Dexterity |
34 |
| Constitution |
20 |
| Intelligence |
10 |
| Wisdom |
16 |
| Charisma |
24 |
About TheSheriff
Sheriff
Catfolk Gunslinger(Pistolero) 19/Paladin 3/Ninja 2/Ranger 1
LG Medium Humanoid (Catfolk)
Hero Points 3
Grit Points 3
Init +20; Senses Low-Light Vision, Darkvision 120', Blind Sense 60'; Perception +28
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Defense
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AC 33, touch 27, flat-footed 16 (Armor +6, Dex +12, +5 Dodge)
hp 317 (19d10+133;3d10+18;2d8+12;1d10+6)FC:Gunslinger +1HP
Fort +28, Ref +37, Will +19
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Offense
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Speed 30 ft.
Ranged +3 Axiomatic Holy Dragon Bane Revolver +37/+32/+27/+22/+17 (1d8+16/19-20/x4)
+3 Axiomatic Holy Dragon Bane Revolver +37/+32/+27 (1d8+16/19-20/x4)
Rapid Shot: +35/+35/+30/+25/+20/+15 & +35/+30/+25 (1d8+16/19-20/x4)
Deadly Aim: +30/+25/+20/+15/+10 & +30/+25/+20 (1d8+30/19-20/x4)
Both: +28/+23/+18/+13/+8/+3 & +28/+23/+18 (1d8+30/19-20/x4)
All #'s take additional -2 if Dual Wielding
Sneak Attack +1d6
Smite Evil: +7 to hit/+7 dmg(+14 on 1st atk vs evil dragons), +7 deflection AC vs target
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Statistics
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Str 10, Dex 34(+12), Con 20(+5), Int 10, Wis 16(+3), Cha 24(+7)
Base Atk +24; CMB +24; CMD 46
Feats: Deadly Aim, Improved Initiative, Point-Blank Shot, Far Shot, Precise Shot, Rapid Shot,
Quick Draw, Toughness, Two-Weapon Fighting, Imp TWF, Greater TWF, Weapon Focus-Revolver,
Improved Critical-Revolver, Rapid Reload-Revolver, Dodge, Mobility, Deft Shootist
Traits: Reactionary, Deft Dodger
Skills: Diplomacy +30, Disable Device +35, Disguise +22, Intimidate +35, Perception +28, Stealth +24
Languages: Common, Catfolk
SQ: Ki Pool-8 Points
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Special Abilities
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Cat's Luck (Ex): Once per day when a catfolk makes a Reflex saving throw, he can roll the saving
throw twice and take the better result. He must decide to use this ability before the saving throw
is attempted.
Natural Hunter: Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
Sprinter: Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies
table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks
against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage
rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify
these creatures. -Dragon
Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move
action, concentrate on a single item or individual within 60 feet and determine if it is evil,
learning the strength of its aura as if having studied it for 3 rounds. While focusing on one
individual or object, the paladin does not detect evil in any other object or individual within
range.
Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her
struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If
this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her
paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to
damage on the first successful attack increases to 2 points of damage per level the paladin
possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature
might possess. In addition, while smite evil is in effect, the paladin gains a deflection bonus
equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite.
If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite
evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability.
Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others)
by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus
her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage
for every two paladin levels she possesses. Using this ability is a standard action, unless the
paladin targets herself, in which case it is a swift action. Despite the name of this ability, a
paladin only needs one free hand to use this ability.
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6
points of damage for every two levels the paladin possesses. Using lay on hands in this way requires
a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Aura of Courage (Su): At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally
within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability
functions only while the paladin is conscious, not if she is unconscious or dead.
Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy.
Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on
hands to heal damage to one target, the target also receives the additional effects from all of the
mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or
poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually
removes the affliction that causes the condition.
• Fatigued: The target is no longer fatigued.
Poison Use: At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.
Ninja Tricks: Deadly Range-+10' sneak attack range.
Deeds:
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.
She must choose to spend the grit point before she makes the attack roll. 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.
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.
Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she
gains the following benefits. First, 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.
Pistol-Whip (Ex): At 3rd level, the gunslinger can make a surprise 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. Performing this deed costs 1 grit point.
Utility Shot (Ex): At 3rd level, 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.
• 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.
Dead Shot (Ex): At 7th level, as a full-round action, the gunslinger can take careful aim and pool
all of her attack potential into a single, deadly shot. When she does this, she shoots the firearm
at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She
makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack.
If any of the attack rolls hit the target, the gunslinger's single attack is considered to have hit. For each additional successful attack roll beyond the first, the gunslinger increases the damage of the shot by the base damage dice of the firearm. For instance, if a 7th-level gunslinger firing a musket hits with both attacks, she does 2d12 points of damage with the shot, instead of 1d12 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The gunslinger only misfires on a dead shot if all the attack rolls are misfires. She cannot perform this deed with a blunderbuss or other scatter weapon when attacking creatures in a cone. The gunslinger must spend 1 grit point to perform this deed.
Deadeye (Ex): At 7th level, the pistolero 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.
Targeting (Ex): At 7th level, as a full-round action, the gunslinger can make a single firearm
attack and choose part of the body to target. She gains the following effects depending on the part
of the body targeted. If a creature does not have one of the listed body locations, that part cannot
be targeted. This deed costs 1 grit point to perform no matter which part of the creature she
targets. Creatures that are immune to sneak attacks are immune to these effects.
• Arms: On a hit, the target takes no damage from the hit but drops one carried item of the
gunslinger's choice, even if the item is wielded with two hands. Items held in a locked gauntlet are
not dropped on a hit.
• Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a
mind-affecting effect.
• Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or
more legs or that are immune to trip attacks are immune to this effect.
• Torso: Targeting the torso threatens a critical on a 19–20.
• Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20'.
Bleeding Wound (Ex): At 11th level, when the gunslinger hits a living creature with a firearm attack,
she can spend 1 grit point as a free action to have that attack deal extra bleed damage. The amount
of bleed damage is equal to the gunslinger's Dexterity modifier. Alternatively, the gunslinger can
spend 2 grit points to deal 1 point of Strength, Dexterity, or Constitution bleed damage
(gunslinger's choice) instead. Creatures that are immune to sneak attacks are also immune to these types of bleed damage.
Expert Loading (Ex): At 11th level, whenever the gunslinger rolls a misfire with a gun that has the
broken condition, she can spend 1 grit point to keep the gun from exploding, though it retains the broken condition.
Lightning Reload (Ex): At 11th level, as long as the gunslinger has at least 1 grit point, she can
reload a single barrel of a one-handed or two-handed firearm as a swift action once per round. If
she has the Rapid Reload feat or is using an alchemical cartridge (or both), she can reload a single
barrel of the weapon as a free action each round instead. Furthermore, using this deed does not provoke attacks of opportunity.
Evasive (Ex): At 15th level, when the gunslinger has at least 1 grit point, she gains the benefit of
the evasion, uncanny dodge, and improved uncanny dodge rogue class features. She uses her gunslinger
level as her rogue level for improved uncanny dodge.
win Shot Knockdown (Ex): At 11th level, when the pistolero hits a single target with two or more
one-handed firearm attacks during her turn, she can spend 1 grit point to knock the target prone.
She can choose to spend the grit point after the attacks are made. This deed replaces the menacing shot deed.
Slinger's Luck (Ex): At 15th level, the gunslinger can spend grit to reroll a saving throw or a
skill check. It costs 2 grit points to reroll a saving throw, and 1 grit point to reroll a skill
check. The gunslinger must take the result of the second roll, even if it is lower. The deed's cost
cannot be reduced by the true grit class ability, the Signature Deed feat, or any other effect that
reduces the amount of grit a deed costs.
Cheat Death (Ex): At 19th level, whenever the gunslinger is reduced to 0 or fewer hit points, she
can spend all of her remaining grit points (minimum 1) to instead be reduced to 1 hit point.
Death's Shot (Ex): At 19th level, when the gunslinger scores a critical hit, she can spend 1 grit
point to deal normal damage, and the target must succeed at a Fortitude saving throw with a DC equal
to 10 + 1/2 the gunslinger's level + the gunslinger's Dexterity modifier. On a failed saving throw,
the target dies. This is a death attack. Performing this deed does not allow the gunslinger to
regain grit from confirming a critical hit or making a killing blow.
Stunning Shot (Ex): At 19th level, when a gunslinger hits a creature, she can spend 2 grit points
to stun the creature for 1 round. The creature must make a Fortitude saving throw (the DC = 10 + 1/2
the gunslinger's level + the gunslinger's Wisdom modifier). If the creature fails, it is stunned for
1 round. Creatures that are immune to critical hits are also immune to this effect.
Pistol Training (Ex): Starting at 5th level, a pistolero increases her skill with one-handed
firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires
with a one-handed firearm, the misfire value increases by 2 instead of 4. Every four levels
thereafter (9th, 13th, and 17th), the bonus on damage rolls increases by +1. At 13th level, a
pistolero never misfires with a one-handed firearm.
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Gear 597g
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+3 Axiomatic Holy Dragon Bane Revolver 128,000g
+3 Axiomatic Holy Dragon Bane Revolver 128,000g
Metal Cartidge x60 900g
Belt of Physical Might +6 Dex/Con 90,000g
Headband of Mental Prowess +6 Cha/Wis 90,000g
Manual of Quickness of Action +5(Used) 137,500g
Tome of Leadership and Influence +2(Used) 55,000g
+5 Greater Fire Resistance Haramaki 91,003g
Minor Cloak of Displacement 24,000g
Boots of Speed 12,000g
Bracers of the Avenging Knight 11,500g
Endless Bandolier 1,500g
Eyes of the Dragon 110,000g