Demon Slayer

Unabashed Ifrit Gunslinger's page

No posts. Alias of Joshua Hirtz.


About Unabashed Ifrit Gunslinger

Racial
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Ifrit Alternate Racial Trait - Wildfire Heart:
Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks. This racial trait replaces energy resistance.

Ifrit Gunslinger Favored Class Bonus:
Add +1/2 to the bonus on initiative checks the gunslinger makes while using her gunslinger initiative deed.

Flaw
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:

Trait
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Campaign Trait - Outlander (Exile):
For whatever reason, you were forced to flee your homeland. Chance or fate has brought you to twon, and it’s here that your money ran out, leaving you stranded in this small town. You are also being pursued by enemies from your homeland, and that has made you paranoid and quick to react to danger. You gain a +2 trait bonus on Initiative checks.

Combat Trait - Larger Than Life:
You wield firearms with truly terrifying menace. When you use the Intimidate skill on a creature while wielding a firearm, you are considered one size category larger than your actual size.

Social Trait - Unabashed Gull:
Your total indifference to the law even as you’re breaking it is such that those watching you are stunned. Whenever you commit an unexpected and outrageously unlawful act (such as knowingly destroying or stealing something) that would elicit a hostile response from another creature, you may attempt a Bluff check opposed by the opponent’s Sense Motive check. If you’re successful, you and any allies who were willfully expecting your unlawful deed may act in a surprise round. For each ally willfully expecting your unlawful deed, you take a cumulative –2 penalty on your Bluff check. If your Bluff check fails, there is no surprise round. Regardless of whether your Bluff check succeeds, you and any allies willfully taking advantage of your unlawful deed treat your initiative checks for the duration of combat as though you had each rolled a 1.

Class
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3rd-Level Gunslinger Deed - Gunslinger Initiative:
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.

Rogue Talent - Snap Shot:
A rogue with this talent may treat her intitiative roll as a 20 for a surprise round, regardless of her initiative, but she may only take an attack action with a ranged weapon. Her normal initiative roll is used in subsequent rounds. If two or more rogues possess this talent, their initiative determines the order in which they act, but they all go before any other creature. If a rogue is prevented from acting in the surprise round, this talent has no effect.

Or

Rogue (Unchained) Talent - Quick Shot:
Whenever the rogue rolls initiative, she can also make a single attack with a ranged weapon as a swift action. She can use this ability only if she has a weapon in hand and it is loaded (if applicable). If more than one rogue has this talent, their initiative check results determine the order in which they make their attacks. After these attacks are resolved, the round proceeds as normal.

Feat
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Combat Feat - Improved Initiative:
You get a +4 bonus on initiative checks.

Combat Feat - Surprising Combatant:
Requires Improved Initiative, Bluff 3 ranks.

At the beginning of combat, after initiative is rolled but before the first round of combat begins, you can attempt a Bluff check as a free action. Each opponent who is aware of you must succeed at a Sense Motive check (DC equal to the result of your Bluff check). Failure means that an opponent is treated as if it were not aware of you when determining whether it is aware combat has begun. If none of your opponents are aware of you, you may act during the surprise round. If an opponent is effectively unaware of any foes, it cannot act during the surprise round.

Combat Feat - Quick Draw:
Requires Base attack bonus +1.

You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.

Combat Feat - Rapid Reload:
Weapon Proficiency (crossbow type chosen) or Exotic Weapon Proficiency (firearm).

The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow or one-handed firearm), or a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity.

If you have selected this feat for a hand crossbow or light crossbow, you may fire that weapon as many times in a full-attack action as you could attack if you were using a bow.

Combat Feat - Point Blank Shot:
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Combat Feat - Precise Shot:
Requires Point-Blank Shot.

You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Combat Feat - Clustered Shots:
Requires Point-Blank Shot, Precise Shot, base attack bonus +6.

When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent’s damage reduction.

Combat Feat - Rapid Shot:
Requries Dex 13, Point-Blank Shot.

When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.

Combat Feat - Weapon Focus ():
Requires Proficiency with selected weapon, base attack bonus +1.

You gain a +1 bonus on all attack rolls you make using the selected weapon.

Combat Feat - Combat Reflexes:
You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Combat Feat - Snap Shot:
Requires Dex 13, Point-Blank Shot, Rapid Shot, Weapon Focus, base attack bonus +6.

While wielding a ranged weapon with which you have Weapon Focus, you threaten squares within 5 feet of you. You can make attacks of opportunity with that ranged weapon. You do not provoke attacks of opportunity when making a ranged attack as an attack of opportunity.

Combat Feat - Improved Snap Shot:
Requires Dex 15, Point-Blank Shot, Rapid Shot, Snap Shot, Weapon Focus, base attack bonus +9.

You threaten an additional 10 feet with Snap Shot.

Combat Feat - Greater Snap Shot:
Requires Dex 17, Improved Snap Shot, Point-Blank Shot, Rapid Shot, Snap Shot, base attack bonus +12.

Whenever you make an attack of opportunity using a ranged weapon and hit, you gain a +2 bonus on the damage roll and a +2 bonus on rolls to confirm a critical hit with that attack. These bonuses increase to +4 when you have base attack bonus +16, and to +6 when you have base attack bonus +20.

Combat Feat - Dazzling Display:
Requires Weapon Focus, proficiency with the selected weapon.

While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.

Grit Feat - Gun Twirling:
Requires Amateur GunslingerUC feat or grit class feature, Dazzling Display, Weapon Focus.

You can spend 1 grit point to make a feint attempt using a one-handed firearm for which you have Weapon Focus (instead of a melee weapon). The target of this feint must be within 30 feet of you and be able to see you.

If you have the Quick Draw feat, you can holster a onehanded firearm as a free action as long as you have at least 1 grit point.

Grit Feat - No Name:
Requires Grit class feature or Amateur Gunslinger feat, Bluff 4 ranks.

You often rely on surprise and misdirection in your social dealings. You gain a +2 bonus on Bluff checks, and you can spend 1 grit point to gain a +10 bonus on Disguise checks for 10 minutes per your gunslinger level (minimum 10 minutes). This deed does not actually change your appearance, but rather allows you to hide your identity in other ways.

Teamwork Feat - Lookout:
Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally –1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.