de Wulfe, Arkin

Henry's Character


Race/Class: Human (Ryn)/Gun Mage & Gunslinger 2
Cartridges: 3

Str 10 (0) Dex 17 (3) Con 14 (2) Int 14 (2) Wiz 10 (0) Cha 19 (4)
Saves: Fort: +4 Ref: +6 Will: +0

HP: 16
AC: 18 (10,plus3dex, plus2leather, plus 2AG, plus 1Nimble)
Attack 1(Magelock Pistol): 1d20+4 Damage 2d6+1
Attack 2 (Heavy Mace): 1d20 Damage: 1d8
Grit/Spent: 3/0

Movement: 30ft (6 squares)
Alignment: Chaotic Good

Skills Key Ability Skill Mod = Ability Mod Ranks Misc Mod /Max Ranks
Acrobatics Dex +8 = 3 5 ** /5
Bluff Cha +11 = 4 5 2 /5
Concentration Con +5 = 2 3 ** /5
Craft (???) Int * =* 2 ** ** /5
Craft (small arms) Int +7 = 2 5 ** /5
Diplomacy Cha +9 = 4 5 ** /5
Handle Animal ** + = ** ** ** /5
Intimidate Cha +4 = 4 ** ** /5
Kowledge (arcana) Int +2 = 2 ** ** /5
Perception Wis +5= 0 5 ** /5
Sense Motive Wis +5 = 0 1 4 /5
Spellcraft Int +2 = 2 ** ** /5
Swim Str +2 = 0 2 ** /5

Unspent Skill Points:0


Magelock Pistol (military pistol)(dmg 2d6, crit 19-20 x3, 80ft., 5lb, piercing) (hardness: 10, hp: 8) (Alertness: 2 Perception & Sense Motive) (spell link)
Heavy Mace (dmg 1d8)
Leather Armor (
Armored Greatcoat (+2AC, Max Dex +6, AC Penalty -1, Arcane Spell Failure Chance %5, 10lb)
Gear: Gunners Kit, Holster, Pocket Watch, Ammunition Bandolier, Goggles, Tricorner Hat

Languages: Cygnaran (spoken), Llaelese

Quckdraw, Point Blank Shot, Extra Grit

Black Poweder Bravado
Benefit: Once per day, when you perform a deed that requires an attack roll and you miss with that roll, you can reroll it. You must take the second result even if it is worse.
Never Stop Shooting
Benefits: If your hit point total drops to 0 or lower but you are not dead, you may act as if disabled rather than dying (as if you possessed the Diehard feat). However, you can use your actions only to draw a firearm, reload a firearm, or attack with a firearm. If you have the Diehard feat, this trait also allows you to substitute your Wisdom score for your Constitution score for the purpose of determining the negative hit point total at which you die.


Class Features

Weapon and Armor Proficiency: Gunslingers are proficient with all simple and martial weapons, and with all firearms. They are proficient with all light armor.
Reinforcing Runes: pg 108
Nimble: +1AC
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.

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.

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.

de Wulfe, Arkin

The City of Ghosts DukeofWolfsgate hank_the_tank