Age: | 40 |
Hair: | black with scarlet stripes |
Eyes: | Gold |
Height: | 6'0" |
Weight: | 150 |
Race: | Tiefling |
Class: | Gunslinger Pistolero |
Alignment: | Chaotic Neutral |
Level: | 1 |
Experience: | 0 |
Hit Points: | 10/10 |
Gold: | 13 |
Current Status: | Active |
Played by Kylee |
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Gallery
Ability | Score | Mod | Temp Score | Temp Mod |
Strength | 12 | +1 | +0 | +0 |
Dexterity | 18 | +4 | +0 | +0 |
Constitution | 14 | +2 | +0 | +0 |
Intelligence | 16 | +3 | +0 | +0 |
Wisdom | 12 | +1 | +0 | +0 |
Charisma | 12 | +1 | +0 | +0 |
Temp Mod Used to track Magic Item bonuses etc
Armor Class | Saving Throws | Base | Bonus | Total | ||
Total | Base 10 + 4 Dexterity +0 armor +1 racial = | Fortitude | +2 | +2 | +4 | |
Flat-Footed | 10 | Reflex | +2 | +4 | +6 | |
Touch | 10 | Will | +0 | +1 | +1 |
BAB | Mod | Total Range/Melee | Initiative | CMB | CMD |
+1 | +4Dex/+1Str | +5/+2 | +4 | Str(1)+bab(1)+size/other mods=2 | +10 +strength(1) +dex(4) +other mods=15 |
Skills | Ranks | Stat Bonus | Synergy | Magical Bonuses | Total | |
c | Acrobatics (Dex) | +0 | +4 | +0 | +0 | +0 |
X | Appraise (Int) | +0 | +3 | +0 | +0 | +0 |
c | Bluff (Cha) | +0 | +1 | +2 | +0 | +0 |
c | Climb (Str) | +1 | +1 | +3 | +0 | +0 |
c | Craft (Int) | +1 | +3 | +3 | +0 | +0 |
x | Diplomacy (Cha) | +0 | +1 | +0 | +0 | +0 |
x | Disable Device (Dex) | +0 | +4 | +0 | +0 | +0 |
x | Disguise (Cha) | +0 | +1 | +0 | +0 | +0 |
x | Escape Artist (Dex) | +0 | +4 | +0 | +0 | +0 |
x | Handle Animal (Cha) | +0 | +1 | +0 | +0 | +0 |
c | Heal (Wis) | +1 | +1 | +3 | +0 | +0 |
c | Intimidate (Cha) | +1 | +1 | +3 | +0 | +0 |
c | Knowledge (Engineering, local) (Int) | +0 | +3 | +0 | +0 | +0 |
x | Linguistics (Int) | +0 | +3 | +0 | +0 | +0 |
c | Perception (Wis) | +1 | +1 | +3 | +0 | +0 |
x | Perform (Cha) | +0 | +1 | +0 | +0 | +0 |
x | Pilot (Dex) | +0 | +4 | +0 | +0 | +0 |
c | Profession (merchant) (Wis) | +0 | +1 | +0 | +0 | +0 |
c | Ride (Dex) | +0 | +4 | +0 | +0 | +0 |
x | Sense Motive (Wis) | +0 | +1 | +0 | +0 | +0 |
c | Sleight of Hand (Dex) | +1 | +4 | +3 | +0 | +0 |
x | Spellcraft (Int) | +0 | +1 | +0 | +0 | +0 |
x | Stealth (Dex) | +0 | +4 | +2 | +0 | +0 |
c | Survival (Wis) | +1 | +1 | +3 | +0 | +0 |
c | Swim (Str) | +0 | +1 | +1 | +0 | +0 |
x | Use Magic Device (Cha) | +0 | +1 | +0 | +0 | +0 |
x
Where X is Cross Class and C is a Class Skill
skills per level
Languages Known: Common, Abyssal, Infernal, Elven
Feats:
Level 1 - Weapon Focus: You gain a +1 bonus on all damage rolls you make using the selected weapon.
Level 3 - Feat: Description
Level 5 - Feat: Description
Level 7 - Feat: Description
Level 9 - Feat: Description
Level 11 - Feat: Description
Level 13 - Feat: Description
Level 15 - Feat: Description
Level 17 - Feat: Description
Level 19 - Feat: Description
Class Abilities:
Deeds: 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. A pistolero
swaps a trio of deeds for the following.
Up Close and Deadly (Ex): At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot,
she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing
half the extra damage anyway. She must choose to spend the grit point before she makes the attack roll. This is precision damage and
is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6
at 15th level, and to 5d6 at 20th level. This precision damage stacks with sneak attack and other forms of precision damage.
Grit (Ex): 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 Wisdom modifier (minimum 1). Her 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. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.
Gunsmith: 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 pistolero must take a
pistol when she chooses a battered firearm at 1st level.
Weapon and Armor Proficiency: Gunslingers are proficient with all simple and martial weapons, and with all firearms. They are
proficient with all light armor. A pistolero only gains proficiency with one-handed firearms. She must take Exotic Weapon Proficiency
(firearm) to gain proficiency with two-handed firearms and firearm siege engines.
Racial Abilities:
Native Outsider: Tieflings are outsiders with the native subtype.
Medium: Tieflings are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Tieflings have a base speed of 30 feet.
Darkvision: Tieflings see in non-magical darkness out to 60 feet.
Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the
tiefling's class level.
Fiendish Sprinter: Some tieflings have feet that are more bestial than human. Whether their feet resemble those of a clawed predator
or are the cloven hooves common to many of their kind, tieflings with this trait gain a 10-foot racial bonus to their speed when
using the charge, run, or withdraw actions. This racial trait replaces skilled.
Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot
wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This
racial trait replaces fiendish sorcery.
Scaled Skin: The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following
energy types: cold. A tiefling with this trait gains resistance 5 in the chosen energy type and also gains a +1 natural armor bonus
to AC. This racial trait replaces fiendish resistance.
Weapon | Attack Bonus | Damage | Crit | Damage Type |
Pistol | +6 | 1d8 | x4 | B/P |
Armour / Shield | Armour/Shield Bonus | Max Dex | Armour Check | Arcane Spell Failure | Movement Speed | Weight |
Chain Shirt | +4 | +4 | -2 | 20% | 40ft | 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:
Horse, Light (war-trained) 75 gp 900 lbs.
Cat, (Osirion Wise-Eye) 6 gp 8 lbs.
Bit and bridle 2 gp 1 lb.
Saddle, riding 10 gp 25 lbs.
Saddlebags 4 gp 8 lbs.
Bedroll 1 sp 5 lbs.
Blanket, winter 5 sp 3 lbs.
Tent, medium 15 gp 30 lbs.
Rope, hemp (50 ft.) 1 gp 10 lbs.
Manacles 15 gp 2 lbs.
Flint and steel 1 gp
Gunsmith’s kit 15 gp 2 lb.
Firearm bullet (30) 30 gp 1/2 lb.
Powder horn 3 gp 1 lb.
Black powder (dose) 10 gp
Statistics of Items Here:
Character History or Personality information:
Kylee is the typical demon's cousin, gleaming eyes, odd features. With her, she has a set of black horns at the top of her forehead. Around the horn, and running down along the side of her face is a scaly skin, gray in tone. The scales ran across her body, minus a few strips on her arms and hands. In the areas where the scales were thinner, the skin had a reddish tinge to it. Her hair was black in color, with streak of black running through it, which she kept braided, and her eyes were gold in color. She had an additional appendage in the way of a tail, the end of it spaded and able to function like a hand to lift up small items. Her feet were unique as well, clawed and arched, allowing her to run faster than a normal person.
As for attire, she wore a black leather jerkin and black pants, with heavy boots, specially made for her feet. Not cheap, but better than running around bare foot. At her hip, she kept her belt, which held her pistol and a pouch for her cash. She wore a floor length coat, with her tail peeking out beneath it.
Kylee was one to fight hard and party harder. She tended to do as she pleased, say what she wanted, and usually get in quite a lot of trouble. She didn't mind, either fighting or running away when things got really bad. She was not one to settle, moving around the country as the urge came to her. She'd been that way since she was young, running around and getting in to anything she could for curiosity's sake. It was how she'd gotten in to using guns as weapons. She'd found one behind the blacksmith's shop, set up for a demonstration. That first boom, the smell of gun powder, and she was hooked. Now, she carries an old one, her first pistol, with her. It looked beat up and rusted, but she knew it better than anything. She took bounties where she could to cover the food and whiskey and buy what she needed. She traveled around with her horse and an ornery cat named Trouble, thinking it best since she was fast friends with trouble. The cat tended to do as she wanted, but would come around when she was hungry.