Luci's

Name: Mira
Race: Human
Player: Morani
Classes: Gunslinger 1(D10)(Full bab)
Hit Points: 13
Experience: 0
Alignment: Chaotic Netrual
Vision:
Speed: Walk 30 ft.
Languages: Common, Elven, Dwarven.
Stat Score Mod
STR 8 (-1)
DEX 18 (+4)
CON 16 (+3)
INT 10 (+0)
WIS 14 (+2)
CHA 12 (+1)

Grit: 2/2(Equal to wisdom modifier)

------ Skills ------
Skill points per Level=5 4[class] +1Human

Skill Total Rank Stat Msc
Acrobatics (Dex) 0.0 0.0 4 + Class skill
Alchemy* (Int) 3.0 3.0 0
Bluff (Cha) 0.0 0.0 1 + Class skill
Climb (Str) 0.0 0.0 -1 + Class skill
Craft (Int) 2.0 2.0 0 + Class skill
Handle Animal (Cha) 0.0 0.0 1 + Class skill
Hide* (dex) 4.0 0.0 4
Heal (Wis) 0.0 0.0 2 + Class skill
Intimidate (Cha) 0.0 0.0 1 + Class skill
Knowledge (eng)(Int) 0.0 0.0 0 + Class skill
Knowledge (local) (Int) 0.0 0.0 0 + Class skill
Move Silently(Dex) 8.0 4.0 4 + Class skill
Profession (Wis) 0.0 0.0 2 + Class skill
Ride (Dex) 0.0 0.0 4 + Class skill
Sleight of Hand (Dex) 8.0 4.0 4 + Class skill
Sense Motive(Wis) 2.0 0.0 2
Spot 4.0 2.0 2 + Class skil
Survival (Wis) 0.0 0.0 2 + Class skill
Swim (Str) 1.0 2.0 -1 + Class skill
Use Magic Device*(Cha) 1.0 2.0 1

Class skills:Acrobatics, Bluff, Climb, Craft, Handle Animal, Heal, Intimidate, Knowledge (engineering), Knowledge, Perception, Profession, Ride, Sleight of Hand, Survival, Swim
------ Feats -----
At 4th level, and every four levels thereafter, a gunslinger gains a bonus feat in addition to those gained by normal advancement. These bonus feats must be combat or grit feats.

Gunsmithing(Class, Gunslinger)
Rapid Reload(Human)
Point Blankshot(Lvl:1)(+1 atk and dmg with ranged weaps up to 30ft.)

---- Special Abilities -----
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.
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.

Nimble (Ex): Starting at 2nd level, a gunslinger gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).

Gun Training (Ex): Starting at 5th level, a gunslinger can select one specific type of firearm (such as an axe musket, blunderbuss, musket, or pistol). She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of firearm. Furthermore, when she misfires with that type of firearm, the misfire value of that firearm increases by 2 instead of 4.
Every four levels thereafter (9th, 13th, and 17th), the gunslinger picks up another type of firearm, gaining these bonuses for those types as well.
----— Deeds -----

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.

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.

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.
Utility Shot (Ex): At 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot.

Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.

Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot's origin. On a miss, she damages the object normally.

Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally.

Dead Shot (Ex): At 7th level, as a full-round action, the gunslinger can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the gunslinger's single attack is considered to have hit. For each additional successful attack roll beyond the first, the gunslinger increases the damage of the shot by the base damage dice of the firearm. For instance, if a 7th-level gunslinger firing a musket hits with both attacks, she does 2d12 points of damage with the shot, instead of 1d12 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The gunslinger only misfires on a dead shot if all the attack rolls are misfires. She cannot perform this deed with a blunderbuss or other scatter weapon when attacking creatures in a cone. The gunslinger must spend 1 grit point to perform this deed.

Startling Shot (Ex): At 7th level, a gunslinger with least 1 grit point can spend a standard action to purposely miss a creature that she could normally hit with a firearm attack. When she does, that creature becomes flat-footed until the start of its next turn.

Targeting (Ex): At 7th level, as a full-round action, the gunslinger can make a single firearm attack and choose part of the body to target. She gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 grit point to perform no matter which part of the creature she targets. Creatures that are immune to sneak attacks are immune to these effects.

• Arms: On a hit, the target takes no damage from the hit but drops one carried item of the gunslinger's choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.

• Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.

• Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.

• Torso: Targeting the torso threatens a critical on a 19–20.

• Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.

------ Combat ------

Armor Class:10 = 10base
Touch:10= 10base
Flatfooted:10
Initiative: 4[Dex]
BAB: 1
Melee to hit: Damage:
Dual Wield to hit, Finese: Damage:
Ranged to hit Basic: Damage:
Ranged to hit Pistol: 5 = [1 bab] + 4[dex] Damage:
Ranged to hit Pistol rapidshot: Damage:

Fortitude:5 = 2 [base] 3[con]
Reflex:6 = 2 [base] 4[dex]
Will:2 = 0 [base] 2[wis]

Attack Formula, Pistol:Revolver, Point blank shot +1

Revolverx2 [1d8, crit 20-20/x4, One hand, Bludgeoning and Piercing]
----- Reload ----
Speed Load.
Slight of hand Check, DC:15
Makes reloading a revolver a swift action.

----- Equipment ----——
Name QTY LBS
Revolver 2 4
1 15
Total weight carried: 19lbs
Current load:Light
Encumbrance
Light: 233
Medium: 466
Heavy: 700

----— Description -----
Height: 5' 7"
Weight: 135 lbs.
Gender: Female
Eyes:Green
Hair:Black
Skin:Tanned
Dominant Hand: Left
Quirks:
Speech style:
Quotable:
Full Description:

Bounty-hunter, mercenary, thief, rogue, coldhearted bitch, crazy, just a few of the things people say about Mira.
Daughter of a whore, street rat from the commons. At 13 she enlisted with pirates. At 16 she was running her own crew.
It was through her pirating ways she intercepted a shipment of weapons, thus leading her down the path of the Gunslinger.
One has to be a bit crazy to walk it, after all guns have a chance of exploding when used.

To better ply her trade she went inland leaving her ship in the hands whoever could take it. In her own words "I was bored of it."

Gradually word spread of a strange darkskinned woman using never before seen weapons. Shadey indivuals of means with grudes employed her.
The breadth of such employment ranged from simple shakedowns of people who owed coin, to bringing men in alive to face the music. This went for both sides of the law.

Not that she truly cared. Coin is coin, though a pattern could be seen in her work. Higher risk, challenging or dangerous jobs tended to catch her interest, over good paying easy jobs.
Amusement.

Not to say she is without loyalty, once her word is given, she will uphold it until someone attempts to put a dagger in her back. To date those who have tried contracted a fatal case of bulletitis.

Currently she's unemployed and searching for just the right oppertunty to test herself..and profit from it. After all, one only lives once. Why waste time being bored.

Description:
Standing 5'7 Mira is nothing short of stunningly beautiful. Snug black leathers hug her frame accenting every curve of her figure. Jade colored eyes peer out surveying every inch of her sorroundings. In them one can see a life well lived.
Strapped to her body is a maze of belts, each securing a weapon, or ammo. On her hips, her babies as she calls them. Twin Silver-blue revovlers with shimmering onyx black pistol grips. Artistic engravings cover virtually every inch of the weapons.
On her legs, two short blades are sheathed, their hilts covered in crude notches. Her fingertips are blackened by power.
Curiously her left hand has what one might assume is a wedding band on it. On closer inspection one can see the intracately carved runes on it. It peeks out just beyond the boarder of her fingerless gloves.
She carries herself gracefully, expending no effort at all when moving, and most importantly, no sound.

You know the secrets of repairing and restoring firearms.

Benefit: If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.

Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day).

Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).

Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.

Special: If you are a gunslinger, this feat grants the following additional benefit. You can use this feat to repair and restore your initial, battered weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type.

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