Ranged
masterwork musket +7, 1d12/x4 (40')
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Class Features
Grit (Ex): At the start of each day, a gunslinger gains Wisdom modifier in grit points. (3/3)
~ Critical Hit with a Firearm: Confirm a critical hit with a firearm attack to regain 1 grit point. Confirming a critical hit on a helpless or unaware creature, or a creature that has fewer Hit Dice than half the gunslinger’s character level does not regain grit.
~ Killing Blow with a Firearm: Reduce a creature to 0 or fewer hit points with a firearm attack during the course of a day to regain 1 grit point. Same restrictions as above.
~ Daring Act: Perform a daring act (~50% chance success) to regain 1 grit point.
Deeds: Gunslingers spend grit points to accomplish deeds. A gunslinger can only perform deeds of his level or lower.
~ Leap for Cover (Ex): Drop prone as an immediate action in response to a ranged attack, gaining +4 bonus to AC. Apply the bonus retroactively to the triggering attack.
~ Deadeye (Ex): Target touch AC beyond firearm’s first range increment. Costs 1 grit point per range increment beyond the first. –2 penalty on attack rolls for each range increment beyond the first still applies.
~ Quick Clear (Ex): Remove the broken condition from a single firearm currently wielded gained by a firearm misfire. Costs 1 grit point to perform.
Judgment (Su): Pronounce judgment upon foes as a swift action once per day. This ability lasts until the combat ends. The inquisitor must participate in the combat to gain these bonuses. If he is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until he can participate in the combat again. As a swift action, he can change this judgment to another type.
~ Destruction: +1 sacred bonus on all weapon damage rolls.
~ Healing: Fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts.
~ Justice: +1 sacred bonus on all attack rolls. This bonus is doubled on all attack rolls made to confirm critical hits.
~ Piercing: +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance.
~ Protection: +1 sacred bonus to Armor Class.
~ Purity: +1 sacred bonus on all saving throws.
~ Resiliency: DR 1/magic.
~ Resistance: 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared.
~ Smiting: Weapons count as magic for the purposes of bypassing damage reduction.
Monster Lore (Ex): Add Wisdom modifier on Knowledge skill checks to identify the abilities and weaknesses of creatures.
Stern Gaze (Ex): Morale bonus on all Intimidate and Sense Motive checks equal to 1/2 inquisitor level (+1).
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Domain : Travel
Base Speed +10ft
Agile Feet (Su): As a free action, increased mobility for 1 round. Ignore all difficult terrain and do not take any penalties for moving through it. 3 + Wisdom modifier per day. (6/day)
Spells Per Day (2)
Spells Known (4/2)
0 (DC 13) - brand, detect magic, light, sift
1 (DC 14) - cure light wounds, true strike
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Traits
Killer - Bonus damage on critical hit equal to critical hit modifier.
Heirloom Weapon - +1 trait bonus to attack, free masterwork weapon, proficiency with weapon.
Wibeke was born in the distant Lands of the Linnorm Kings, in a small community just outside Kalsgard on the shores of the Steaming Sea. The daughter of carpenters, her childhood is filled with memories of construction, warehouses, and close-knit family. Her large stature and quick reflexes led them to believe she was destined to be a warrior in the service of clan and kin. And for the most part, they were right.
The trouble began with her sixteenth birthday. Typicaly seen as the transition into adulthood among the Ulfen, a loud and prolonged argument ensued concerning Wibeke's future in the family business when she announced that she was intent on finding fortune on the high seas. It ended with Wibeke storming out of her clan house, craving space and isolation from the pressures of home. She began with enlisting with the first mercenary company she came across. In her haste, she signed for a tour of duty with a marines company based out of Riddleport that protected merchant shipping on the long route to Korvosa and beyond. Despite a rough start, and the inevitable jokes concerning a barbarian woman on a boat, she quickly adapted to life on the seas. Her acrobatics, sharp senses, and skill in close-quarters combat made her a fine shipboard combatant. After several successful tours of duty, she was promoted to sergeant and given command of her own platoon of marines. Her latest assignment is aboard the Jenivere, bound for distant Eleder.
Normally a friendly but disciplined woman, most note her for her firm fairness in directing her men and lack of guile in her dealings. The rest note her for the fierce temper that flares whenever she is provoked, changing her normally friendly demeanor disturbingly quickly. She finds great satisfaction in maintaining security on-board and secretly looks forward to taking the fight to pirates, though she would never admit that to others.