Superstitious Mercenary

Vhillish Quarrelwick's page

594 posts. Alias of Black Dow.




Gunslinger (Bolt Ace archetype) 4 | HP 27/39 | Init +3 (+5 w/Grit) | Perc +10 (Low Light Vision) | AC: 19 T: 15 FF:15 | CMD: 16 | Fort +6 Ref +7 Will +3 | Grit: 2/2





About Vhillish Quarrelwick

A Serjeant-Arbalester of some quality; Deputy of just Fairhill; Stalwart companion of Lieutenant Winters and proud veteran of the Grand Duchy's 33rd Foot.

Male Gnome Gunslinger (Bolt Ace archetype) 4 XP: 13780/15000

Action (Hero) Points: 2 (2 start; 4 used; 4 gained)

Grit Points: 2/2

Lawful Good Alignment

Favoured Class: Gunslinger

Favoured Class Options:

+1 HP
+1 Skill Point (selected for levels 1 & 2)
Reduces the amount of time needed to restore a broken firearm using the Gunsmithing feat by 5 minutes (maximum reduction of 50 minutes).

Speed: 20ft Unarmoured/20ft Armoured
Init: +3
Senses: Perception +10; Low Light Vision


AC 19 (10 Base, +3 Dex, +3 Parade Armour, +1 Buckler, +1 Size*, +1 Nimble Class Ability)
Touch AC 15 (10 Base, +3 Dex, +1 Size*, +1 Nimble Class Ability)
Flat Footed AC 15 (10 Base, +3 Parade Armour, +1 Buckler, +1 Size*)
HP 39 (4d10 [31]; +8 Con)
Fort +6 Ref +7 Will +3**
CMD: 16**** (10+BAB+STRMod+DEXMod+SizeMod+MiscMods)

*Gnomes are Small creatures and thus gain a +1 size bonus to their AC.
** Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
***Gnomes are Small creatures and thus –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense.


BAB +4
Melee: Small Rapier +4 (1d4+1/18-20)* or Small Light Hammer +4 (1d3+1/x2)* or Heavy Crossbow Bayonet +4 (1d4+1/x2)*
Ranged**: Small MW Heavy Crossbow +9 (1d8+1/19-20)* [Range: 120 ft.] or Small Light Hammer +7 (1d3+1/x2)* [Range: 20 ft.]
CMB: +3 (BAB+STRMod+SizeMod)***
* Arcane Strike: +1 Damage and treated as magic (swift action)
**Point Blank Shot Feat: +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
***Gnomes are Small creatures and thus –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense.


STR 11 (+0) DEX 16 (+3) CON 14 (+2)
INT 12 (+1) WIS 14 (+2) CHA 12 (+1)


10 pts - DEX
3 pts - STR & WIS
2 pts each - INT & CON
+2 Racial Bonus to CON & CHA
-2 Racial Penalty to STR
+1 WIS - 4th Level Advancement


Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Defense Racial Traits
Defensive Training: Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype.
Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Feat and Skill Racial Traits
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice. (Profession: Soldier selected)
Magical Racial Traits
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.
Offense Racial Traits
Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Senses Racial Traits
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.


Weapon & Armour Proficiency:

Gunslingers are proficient with all simple and martial weapons, and with all firearms. They are proficient with all light armor.

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 a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.

A bolt ace regains grit when she scores a critical hit or deals a killing blow with any kind of crossbow. This ability modifies the grit class feature.


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. The following is the list of base gunslinger deeds. 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.

Sharp Shoot (Bolt Ace Deed) (Ex):

At 1st level, a bolt ace can resolve an attack against touch AC instead of normal AC when firing a crossbow at a target within its first range increment. Performing this deed costs 1 grit point.

This deed replaces deadeye.

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.

Vigilant Loading (Bolt Ace Deed) (Ex):

At 1st level, as long as a bolt ace has at least 1 grit point, she does not provoke attacks of opportunity when loading a crossbow.

This deed replaces Quick Clear.

Nimble (Ex):

Starting at 2nd level, a gunslinger gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).

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.

Shooter's Resolve (Bolt Ace Deed) (Ex):

At 3rd level, a bolt ace can spend 1 grit point when making a crossbow attack as a standard action and ignore the effects of concealment (though not total concealment) and cover (other than total cover) against that shot.

This deed replaces Utility Shot.

Bonus Feats:

At 4th level, and every four levels thereafter, a gunslinger gains a bonus feat in addition to those gained by normal advancement. These bonus feats must be combat or grit feats.


Weapon Focus (Heavy Crossbow) (Starting Character Feat):

Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat. .

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

Arcane Strike (Bonus 1st Level Combat Feat):

You draw upon your arcane power to enhance your weapons with magical energy.

Prerequisite: Ability to cast arcane spells.

Benefit: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.

Rapid Reload (3rd Level Advancement Combat Feat):

Choose a type of crossbow (hand, light, heavy) or a single type of one-handed or two-handed firearm that you are proficient with. (Heavy Crossbow chosen). You can reload such a weapon quickly.
Benefit: 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.

Normal: A character without this feat needs a move action to reload a hand or light crossbow, a standard action to reload a one-handed firearm, or a full-round action to load a heavy crossbow or a two-handed firearm.

Point Blank Shot (4th Level Gunslinger Combat Feat):

You are especially accurate when making ranged attacks against close targets.

Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.


GUNSLINGER: 6 per level (4 Class + 1 Int +1 Favoured Class)[Levels 1-4]

Acrobatics +5: [ooc]1 Rank; +3 DEX; +3 Class; -2 Armour Penalty
Bluff +5: 1 Rank; +1 CHA; +3 Class
Climb +8: 2 Ranks; +0 STR; +3 Class; -2 Armour Penalty; +5 Competence (Ring of Climbing)
Craft (Weapons - Bolts/Crossbows) +7: 3 Ranks; +1 INT; +3 Class
Handle Animal +5: 1 Rank; +1 CHA; +3 Class
Heal +7: 2 Ranks; +2 WIS; +3 Class
Intimidate +5: 1 Rank; +1 CHA; +3 Class
Knowledge (Engineering) +6: 2 Ranks; +1 INT; +3 Class
Knowledge (Local) +6: 2 Ranks; +1 INT; +3 Class
Perception +10: 3 Ranks; +2 WIS; +3 Class; +2 Race
Profession (Soldier) +7: 1 Rank; +1 WIS; +3 Class; +2 Race
Ride +7: 1 Rank; +3 DEX; +3 Class
Survival +7: 3 Ranks; +1 WIS; +3 Class
Swim +2: 1 Rank; +0 STR; +3 Class; -2 Armour Penalty

Languages: Common, Gnome, Sylvan, Draconic


Combat Equipment;(Small Sized unless noted otherwise): Parade Armour; Buckler; MW Heavy Crossbow; 8/20 crossbow bolts; Rapier; Light Hammer; Dagger; Weapon Blanche (Cold Iron); Weapon Blanche (Ghost Salt); 2 off Weapon Blanches (Silver); Ring of Climbing; Flask of Holy Water; Vermin Repellent.

Mundane Equipment; (also Small Sized unless noted otherwise): Soldier’s Uniform (worn); Fighter’s Kit (items are asterisked): MW Backpack* (holds the following): Bedroll* (on pack); Soap*, Compass, Sunrods (3), Trail Rations (5 days/5 remaining)*, Bottle of Oldlaw Whiskey (half in Canteeen); Iron Pot, Coffee Pot, Coffee; Rope* (on pack)

Bandolier (holds): Tindertwigs (10); Weapon Blanches; Scroll case holding Letter of Commendation.

Belt Pouch #1* (holds): Coin & Valuables
Belt Pouch #2 (holds): Flint and Steel*

Used Equipment (possibly replace):


Gold: 48
Silver: 26
Copper: 8


Age: 54 Height: 3'7 Weight: 39 lbs.

The gnome before you is, at first glance, most unlike his fellow fey-touched and flighty brethren; tall for a gnome, and lean, his midnight blue hair neatly cut with the cadenettes and groomed moustache of the gentleman warrior that frame turquoise eyes and a ruddy skinned face.

About his person he wears the pristine uniform of a professional soldier, overlayed with the shining Parade Armour of the Grand Duchy - that also bears no mark or scar marring its sheen. At his belt sits an elegant rapier and a light hammer more familiar to his people. Upon his back this toy soldier wears an oversized pack laden with equipment for the long march, and cradled in his wiry arms like a babe - the main tool of the arbalester – a heavy crossbow sized for a child but capable of felling an adult...