Until Thy Kingdom Come
A well endowed blonde gunslinger
Troubleshooter for the Autarch
N Medium human gunslinger 5.
Init + 11; Perception + 13
AC 22, touch 16, flat-footed 15 (+ 5 Armor, + 5 Dex, + 1 nimble, + 1 Dodge)
hp 35 (5d10+ 5)
Fort + 4, Ref + 9, Will + 4
Immune to magic sleep effects, + 2 saves vs enchantment spells and effects
Blessed: + 1 morale bonus to attack rolls and on saves versus fear effects
Autarch’s Chosen: + 2 morale to Will saves vs mind affecting effects
Daredevil Boots: As a free action, + 5 competence bonus on Acrobatics checks made to move through threatened squares or to move through an enemy’s space without provoking attacks of opportunity for up to 10 rounds per day. Anytime the wearer of the boots successfully moves though the space of an enemy without provoking an attack of opportunity, she gains a + 1 bonus on attack rolls against that enemy until the end of her turn
Speed 30 ft.
+ 1 Musket + 12/ + 7 ranged attack (1d12+ 6, x4) 40’ Range Increment
Deadly Aim + 10 (1d12+ 10, x4)
Rapid Shot + 10/+ 10 (1d12+ 6, x4)
Deadly AIm + Rapid Shot + 8/+ 8 (1d12+ 10, x4)
Special: Ranged attacks within 40’ are touch attacks.
Range: 40, Misfire 1-3 (5’). 9lbs.
Point Blank Shot: + 1 to hit and damage to targets within 30’.
Far Reaching Sight: Full Action, 1 shot resolved as Touch Attack at any range.
Grit 3 Regain 1 grit by confirming a critical hit or dropping an enemy to 0 HP. Only works in combat, not if enemy is unaware or flat footed.
Str 11, Dex 20, Con 10, Int 10, Wis 16, Cha 7
Base Atk + 5; CMB + 5; CMD 22 (flat 16)
Feats Point Blank Shot, Rapid Shot, Deadly Aim, Precise Shot, Dodge (Class: Gunsmithing, Rapid Reload)
Skills Acrobatics + 13(+ 18), Perception + 13, Ride + 9, Stealth + 8, Survival + 11
Languages Common, Elven
Free Action to Reload. 2 handed firearm = full round action reload. Deed: Fast Musket treats muskets like 1 handed firearms, or a standard action to reload. Rapid Reload reduces this time to a move action. Using Alchemical Cartridges for ammunition reduces this to a free action.
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.
Quick Clear (Ex): 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.
Steady Aim (Ex): At 1st level, as long as a musket master has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet. This stacks with other abilities that increase her range increment. This deed replaces the gunslinger’s dodge deed.
Fast Musket (Ex): At 3rd level, as long as the musket master has 1 grit point, she can reload any two-handed firearm as if it were a one-handed firearm. This deed replaces the utility shot 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.
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.