Xerexis
Male Elf Ranger (Trophy Hunter) 6
Init +6 Senses Darkvision (60) Perception +11
DEFENSE
AC 20, touch 15, flat-footed 15
hp 52
Fort +6 ,Ref +9 ,Will +2
OFFENSE
Speed 30 ft
Melee +1 Falcata +10 / +5 (1d8+4/19-20/x3)
Ranged MW Musket +11 / +6 (1d12/x4)
CMB +5 CMD 22
Space 5 Reach 5
STATISTICS
STR 14 DEX 18 CON 12 INT 14 WIS 10 CHA 10
Base Atk +6
Feats Weapon Focus (Falcata), Dodge, Quick Draw, Amateur Gunslinger, Endurance
Traits: Heirloom Weapon (Falcata), Anatomist
Grit 1
Deeds: Gunslinger initiative, Deadeye, Quick Clear, Gunslingers Dodge.
Skills Acrobatics +10, Climb +7, Craft (Alchemy) +6, Disguise +6, Intimidate +4, Knowledge (local) +6, Knowledge (nature) +6,
Perception +11, Sense Motive +3, Stealth +13, Survival +9, Swim +8
Languages Common, Elven, Sylvan
Gear +1 Falcata, MW Musket, Alchemical Cartridge - paper (19), Bullet - Firearm (10), Scholar's outfit , Gunslinger's Kit(backpack, a bedroll, a belt pouch, a flint and steel, a gunsmith’s kit, an iron pot, a mess kit, a powder horn, rope, torches (10), trail rations (5 days), and a waterskin), Black powder (dose) (0), Disguise Kit , Antiplague (vial), Tanglefoot bag, Handy Haversack, mithril shirt.
Deposited 34PP 0 GP 1 SP
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Nexus Elves are proficient with one firearm, longswords, rapiers, and treat any weapon with the word “elven” in its name as a martial weapon.
Silent Hunter (APG 13): You can reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty.
Darkvision (ARG 22): You gain darkvision with a range of 60 feet.
Heirloom Weapon (weapon proficiency) (AA 30): You carry a weapon that has been passed down from generation to generation in your family(Falcata). You gain proficiency with your heirloom weapon.
Anatomist (APG 327): You know where to aim your blows to strike vital organs and you gain a +1 trait bonus on all rolls made to confirm critical hits.
Favored Enemy (Core 64): You gain a bonus on Bluff, Knowledge, Perception, Sense Motive, Survival checks and attack and damage rolls against the following types of creatures: Humanoid (human): (+4) Animal: (+2)
Track (Core 64): You add +3 to Survival skill checks made to follow tracks.
Favored Terrain (Core 65): You gain a bonus on initiative checks, Knowledge (geography), Perception, Stealth, and Survival skill checks when you are in one of the following terrains: Forest (+2)
Improved Tracking (Ex) (UC 67): You gain a +2 bonus on Survival skill checks when following or identifying tracks. When he tracks, he can also attempt a Knowledge (nature) check at DC 15. On a success, the trophy hunter can discern the type and condition of any animals or magical beasts he tracks.
Firearm Style (UC 68): You gain the Amateur Gunslinger feat, and can use any 1st-level Gunslinger deed. Every four levels thereafter, the trophy hunter can take a grit feat or select a Gunslinger deed of his level or lower
Hunter’s Aim (Ex) (UC 68): At 4th level, a trophy hunter gains a specific understanding of the weaknesses and vulnerabilities of his favored enemies, and his careful study of these enemies reveals the best way to hurt them. When the trophy hunter makes a firearm attack against a favored enemy, he can target touch AC in the first two range increments of his firearm. This ability stacks with other effects that increase the range increments to target touch AC, adding one range increment to the effect. This ability replaces hunter’s bond.
Weapon Focus (Falcata) (Core 136): You gain a +1 bonus on all attack rolls you make with this weapon.
Dodge (Core 122): You gain a +1 dodge bonus to your AC.
Quick Draw (Core 131): You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon as a move action.
Endurance (Core 122): You may sleep in light or medium armor without becoming fatigued. You gain a +4 bonus on the following checks and saves:
-Swim checks to resist nonlethal damage from exhaustion
-to continue running
-to avoid nonlethal damage from a forced march
-to hold your breath to avoid nonlethal damage from starvation or thirst saves to avoid nonlethal damage from hot or cold environments
-saves to resist damage from suffocation.
Amateur Gunslinger (UC 89): At the start of the day, you gain 1 grit point. Through the day you can gain a maximum of 1 grit points.
Deadeye (Ex) At 1st level, the gunslinger 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.
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.
Gunslinger's Dodge (Ex) (Ultimate Combat pg. 1 (Amazon)): 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) (Ultimate Combat pg. 1 (Amazon)): 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.