![]()
About Wayne Jericho20056-11
Character Sheet:
Wayne Jericho Gunslinger(Pistolero/Maverick) 7 HP: 60 (7d10 + 14) AC: 23 (6 armor 4 dex + 2 Dodge +1 shield) Touch: 16 Flat-Footed: 16 Fort: +10 Reflex: +11 Will: +7 Base Attack Bonus +7; CMB +9; CMD 25 Offense Melee Unarmed Strike +9/+4 (1d3+2/x2) Ranged Sarah (+2 Pistol) +13/+8 (1d8+6/x4) Str 14, Dex 19/17, Con 14, Int 10, Wis 16/14, Cha 10 Skills: Acrobatics +11, Bluff +8, Climb +6, Intimidate +8, Knowledge(Local) +8, Perception +13, Profession(Gambler) +9, Sense Motive +13, Survival +9, Swim +6 Traits: Never Stop Shooting, Life of Toil Feats: Gunsmith, Point Blank Shot, Rapid Reload(Pistols), Rapid Shot, Precise Shot, Deadly Aim, Improved Unarmed Strike*, Redirected Shot Languages: Common Gear: +2 Pistol, Belt of Dexterity +2, Cloak of Resistance +2, +2 Mithral Shirt, Masterwork Buckler, Headband of Wisdom +2 =========================================================== Special: Grit 3/day: Wayne gains a number of grit points equal to is Wisdom modifier (minimum 1). His 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. He can spend grit to accomplish deeds. Deed(Up Close and Deadly): When Wayne hits a target with a one-handed firearm that is not making a scatter shot, he can spend 1 grit point to deal 2d6 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. Deed(Quick Clear): As a standard, Wayne 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. Deed(Stacked Deck): Wayne can spend 1 grit point when he attempts a Bluff, Profession (gambler), or Sleight of Hand check to roll 1d6 and add the result to the check. He can do this after he rolls the check but before the result is revealed. If the result of the d6 roll is a natural 6, he rolls another 1d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Wisdom modifier (minimum 1). Nimble +2: Wayne gains a +2 dodge to AC while wearing light or no armor. Anything that causes the gunslinger to lose his Dexterity bonus to AC also causes Wayne to lose this dodge bonus. Deed(Fist Fighter): As long as Wayne has at least 1 grit point, he gains the benefit of the Improved Unarmed Strike feat. Deed(Gun Twirl): As long as Wayne has at least 1 grit point, he can use flashy gunplay to intimidate his opponents. He gains the Dazzling Display feat and can use it with any firearm, even if he doesn’t have Weapon Focus in that firearm. Deed(Utility Shot): If Wayne has at least 1 grit point, he 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 he is using before firing the shot. Blast Lock: Wayne makes an attack 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: Wayne 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, he 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, he damages the object normally. Stop Bleeding: Wayne makes a firearm attack and then presses the hot barrel against himself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. He does not have to make an attack roll when performing the deed in this way; he can instead shoot the firearm into the air, but that shot still uses up ammunition normally. Pistol Training: Wayne increases his skill with one-handed firearms. He gains a bonus on damage rolls equal to his Dexterity modifier, and when he misfires with a one-handed firearm, the misfire value increases by 2 instead of 4. Deed(Deadeye): Wayne can resolve an attack against touch AC instead of normal AC when firing beyond his firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. He still takes the –2 penalty on attack rolls for each range increment beyond the first when he performs this deed. Deed(Deadshot): As a full-round action, Wayne can take careful aim and pool all of his attack potential into a single, deadly shot. When he does this, he shoots the firearm at a single target, but makes as many attack rolls as he can, based on his base attack bonus. He makes the attack rolls in order from highest bonus to lowest, as if he were making a full attack. If any of the attack rolls hit the target, his single attack is considered to have hit. For each additional successful attack roll beyond the first, he 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 his highest base attack bonus –5. For each critical threat beyond the first, he reduces this penalty by 1 (to a maximum of 0). He only misfires on a dead shot if all the attack rolls are misfires. He cannot perform this deed with a blunderbuss or other scatter weapon when attacking creatures in a cone. He must spend 1 grit point to perform this deed. Deed(Targeting): As a full-round action, Wayne can make a single firearm attack and choose part of the body to target. He 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 ft. |