Delesta | |
Aliases: | None |
Age: | 76 |
Hair: | Orange/Red |
Eyes: | Red |
Height: | 5'10" |
Weight: | 145 lbs |
Race: | Ifrit |
Class: | Gunslinger 1 |
Archetype: | Mysterious Stranger |
Alignment: | CN |
Level: | 1 |
Favored Class: | Gunslinger |
Experience: | 1210/2000 |
Hit Points: | 13/13 |
Gold: | 1,081 |
Current Status: | Active |
Played by: | delesta |
- Description
- Abilities & Skills
- Feats,Traits, Class Abilities
- Archetype and Favored Class
- Equipment
- Background
Gallery
Ability | Score | Mod | Temp Score | Temp Mod |
Strength | 10 | +0 | +0 | +0 |
Dexterity | 18 | +4 | +0 | +0 |
Constitution | 16 | +3 | +0 | +0 |
Intelligence | 12 | +1 | +0 | +0 |
Wisdom | 12 | +1 | +0 | +0 |
Charisma | 16 | +3 | -0 | +0 |
Temp Mod Used to track Magic Item bonuses etc
Armor Class | |
Total | Base 10 + Dexterity 4 + Armor 4 = 18 |
Flat-Footed | 14 |
Touch | 14 |
CMB | +0 |
CMD | Base 10 + Strength 0 + Dexterity 4 = 14 |
Saving Throws | Base | Bonus | Total |
Fortitude | +2 | +3 | +5 |
Reflex | +2 | +4 | +6 |
Will | +0 | +1 | +1 |
BAB | Mod | Total Range/Melee |
+1 | Dex +4/Str +0 | +5/+1 |
Initiative |
Dex+Racial = +6 |
Skills | Ranks | Stat Bonus | Synergy | Magical Bonuses | Total | |
X | Acrobatics (Dex) | +1 | +4 | +3 | +2 | +10 |
C | Appraise (Int) | +0 | +1 | +0 | +0 | +1 |
X | Bluff (Cha) | +0 | +3 | +0 | +0 | +3 |
X | Climb (Str) | +0 | +0 | +0 | -2 | -2 |
X | Craft (Int) | +0 | +1 | +0 | +0 | +1 |
C | Diplomacy (Cha) | +0 | +3 | +0 | +0 | +3 |
C | Disable Device (Int) | +0 | +1 | +0 | +0 | +1 |
C | Disguise (Cha) | +0 | +3 | +0 | +0 | +3 |
C | Escape Artist (Dex) | +0 | +4 | +0 | -2 | +2 |
X | Handle Animal (Cha) | +0 | +3 | +0 | +0 | +3 |
X | Heal (Wis) | +0 | +1 | +0 | +0 | +1 |
X | Intimidate (Cha) | +1 | +3 | +3 | +2 | +9 |
X | Knowledge (Engineering) (Int) | +1 | +1 | +3 | +0 | +5 |
X | Knowledge (Local) (Int) | +0 | +1 | +0 | +0 | +1 |
C | Linguistics (Int) | +0 | +1 | +0 | +0 | +1 |
X | Perception (Wis) | +1 | +1 | +3 | +0 | +5 |
C | Perform (Cha) | +0 | +3 | +0 | +0 | +3 |
X | Pilot (Dex) | +0 | +4 | +0 | +0 | +4 |
X | Profession (Wis) | +0 | +1 | +0 | +0 | +1 |
X | Ride (Dex) | +1 | +4 | +3 | +0 | +8 |
C | Sense Motive (Wis) | +0 | +1 | +0 | +0 | +1 |
X | Sleight of Hand (Dex) | +0 | +4 | +0 | -2 | +2 |
C | Spellcraft (Int) | +0 | +1 | +0 | +0 | +1 |
C | Stealth (Dex) | +0 | +4 | +0 | -2 | +2 |
X | Survival (Wis) | +0 | +1 | +0 | +0 | +1 |
X | Swim (Str) | +0 | +0 | +0 | -4 | -4 |
C | Use Magic Device (Cha) | +0 | +3 | +0 | +0 | +3 |
Where C is Cross Class and X is a Class Skill
Languages Known: Common, Ignan, Elven
Crafts Known: None
Skill Point Total: 5
1st: 5
Feats:
Ifrit - Run: 300' Move speed when using a full round action to run.
Level 1 - Point Blank Shot: +1 attack and damage on targets within 30 feet
Level 3 - Feat: Desciption
Level 5 - Feat: Desciption
Level 7 - Feat: Desciption
Level 9 - Feat: Desciption
Level 11 - Feat: Desciption
Level 13 - Feat: Desciption
Level 15 - Feat: Desciption
Level 17 - Feat: Desciption
Level 19 - Feat: Desciption
Class Abilities:
Gunslingers are proficient with all simple and martial weapons, and with all firearms. They are proficient with all light armor.
At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.
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 Charisma modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Charisma 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.
Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit.
Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit.
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.
* 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’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.
* Focused Aim (Ex): At 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn. At 7th level, when she uses the dead shot deed, she multiplies this bonus by the number of hits she made while rolling the Dead Shot attack.
This deed replaces the quick clear deed.
Racial Abilities:
- Native Outsider: Ifrits are outsiders with the native subtype.
- Medium: Ifrits are Medium creatures and receive no bonuses or penalties due to their size.
- Normal Speed: Ifrits have a base speed of 30 feet.
- Darkvision: Ifrits can see in the dark up to 60 feet.
- Skill Bonus: Ifrits receive a +2 racial bonus on Acrobatics and Intimidate skill checks.
- Spell-Like Ability: Burning hands 1/day (caster level equals the ifrit's level).
- Energy Resistance: Ifrits have fire resistance 5.
- Fire Affinity: Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Fire domain use their domain powers and spells at +1 caster level.
- Elemental Assault: Ifrits gain the following supernatural ability: Once per day as a swift action, an Ifrit can call on the elemental power lurking in its veins to shroud its arms in fire. Unarmed strikes with its elbows or hands (or attacks with weapons held in those hands) deal +1d6 points of fire damage. This lasts for 1 round per character level. The Ifrit may end the effects of its elemental assault early as a free action.
- Relentless: Ifrits gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the Ifrit and its opponent are standing on the ground.
- Fleet-Footed: Ifrits receive Run as a bonus feat and a +2 racial bonus on initiative checks.
- Languages: Ifrits begin play speaking Common and Ignan. Ifrits with high Intelligence scores can choose from the following: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, and Terran.
Mysterious Stranger
Gunslingers use a potent mixture of common sense and manual dexterity in order to control the fickle power of their weapons. But a few rare gunslingers seem to accomplish their chosen tasks purely through willpower and an unwillingness to ever give up. These mysterious strangers use their force of personality to keep going when the chips are down, often moving on from a region as soon as they accomplish their goals—hence the name.
- Grit (Ex): A mysterious stranger is a force to be reckoned with. Instead of using her Wisdom to determine the number of grit points she gains at the start of each day, she uses Charisma. This ability works in all other ways like the Gunslinger’s grit class feature.
- Deeds: A mysterious stranger swaps a pair of deeds for the following.
- Focused Aim (Ex): At 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn. At 7th level, when she uses the dead shot deed, she multiplies this bonus by the number of hits she made while rolling the Dead Shot attack. This deed replaces the quick clear deed.
- Clipping Shot (Ex): At 11th level, when the mysterious stranger misses with a firearm attack, she can spend 1 grit point to deal half the damage that attack would have dealt if it were a hit (roll damage normally). She can decide to use this deed and spend the grit point after making the attack. This deed has no effect if the attack used the dead shot deed. The cost of using this deed cannot be reduced with the Signature Deed feat, the true grit class feature, or any similar effect.
- Lucky (Ex): Starting at 2nd level, a mysterious stranger gains a +1 luck bonus on Will saving throws. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level). This ability replaces nimble.
- Stranger’s Fortune (Ex): Starting at 5th level, a mysterious stranger can ignore a firearm misfire a number of times per day equal to her Charisma bonus. She can use this ability as a free action. This ability replaces gun training.
Favored Class
Gunslinger
For every two levels, Gunslinger's Initiative Deed's initiative bonus increases by +1.
Weapon | Attack Bonus | Damage | Crit | Damage Type | Special |
Musket | +5 | 1d12 | x4 | Bludgeoning and Piercing | 40ft Range |
Long Bow | +5 | 1d8 | x3 | Piercing | 100ft Range |
Dagger | +1 | 1d4 | 19-20/x2 | Piercing or Slashing | 10ft Range |
Armour / Shield | AC Bonus | Max Dex | ACP | ASF | Movement Speed | Weight |
Chain Shirt | +4 | +4 | -2 | 25% | 30ft | 25lb |
Slot | Item | Description |
Head | Item name goes here | Brief item description |
Face | Item name goes here | Brief item description |
Neck | Item name goes here | Brief item description |
Shoulders | Item name goes here | Brief item description |
Torso | Item name goes here | Brief item description |
Arms | Item name goes here | Brief item description |
Hands | Item name goes here | Brief item description |
Right Ring | Item name goes here | Brief item description |
Left Ring | Item name goes here | Brief item description |
Waist | Item name goes here | Brief item description |
Feet | Item name goes here | Brief item description |
Pack | Item name goes here | Brief item description |
List of Items Here:
Musket
Powder Horn x2
Bullets x24
Arrows x 40
Chain Shirt
Statistics of Items Here:
Character History: