Masorin The Incandescent
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Masorin The Incandescent
Name: Masorin The Incandescent
Alignment: Neutral
Race: Halfling
Class: Gunslinger
Level:7
Size: small
Starting Wealth: 23,500 gp
remaing wealth:15,840
Rolled:8,6,8,6,9,4,5
HP: 46
Ability Scores
Rolled: 17, 13, 14, 15, 10, 15
STR: 11(-2R) mod: +0
DEX:19(+2R) mod: +4
CON: 15mod:+2
INT: 10 mod:+0
WIS:15 mod: +2
CHA: 16(+2R) mod +3
Flat Footed AC :14
Armor Class:20
Touch AC: 17
Fort: +5
Reflex: +5
Will: +2
Base Attack Bonus:+7/+2
Skill Points: 24
6 Acrobatics (Dex),
6 Bluff (Cha),
6 Intimidate (Cha),
6 Sleight of Hand (Dex),
Feats:
Deft Shootist Deed: General, Grit: Do not provoke attacks of opportunity while shooting or reloading firearms as long as you have 1 grit point
(level 4bonus)
Extra Grit: General, Grit: Gain 2 extra grit points per day, and maximum grit increases by 2
Class features:
Grit per day: 4
Deeds: up to seventh level deeds.
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.
Nimble +2: 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: Pistol: 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.
Equipment:
Starting gun (free): Pistol(small): DMG 1d6+4: Crit X4: Missfire 1(5ft): Range 20ft: capacity 1
Dubble barrel pistol (1750gp): DMG 1d6+4: Crit X4: Missfire 1-2(5ft): Range 20ft: capacity 2
Dubble barrel pistol (1750gp): DMG 1d6+4: Crit X4: Missfire 1-2(5ft): Range 20ft: capacity 2
Pepperbox (3,000 gp): DMG 1d6+4: Crit x4: Missfire 1-2(5ft): Range 20ft: Capacity 6
Black Powder: 60 doses: (600gp)
Firearm Bullets: 60: (60 gp)
ARMOR:
Leaf Armor (500gp): Armor bonus: +3: Max dex bonus +5: ACP 0: ASF 15%
Alignment: Neutral
Race: Halfling
Class: Gunslinger
Level:7
Size: small
Starting Wealth: 23,500 gp
remaing wealth:15,840
Rolled:8,6,8,6,9,4,5
HP: 46
Ability Scores
Rolled: 17, 13, 14, 15, 10, 15
STR: 11(-2R) mod: +0
DEX:19(+2R) mod: +4
CON: 15mod:+2
INT: 10 mod:+0
WIS:15 mod: +2
CHA: 16(+2R) mod +3
Flat Footed AC :14
Armor Class:20
Touch AC: 17
Fort: +5
Reflex: +5
Will: +2
Base Attack Bonus:+7/+2
Skill Points: 24
6 Acrobatics (Dex),
6 Bluff (Cha),
6 Intimidate (Cha),
6 Sleight of Hand (Dex),
Feats:
Deft Shootist Deed: General, Grit: Do not provoke attacks of opportunity while shooting or reloading firearms as long as you have 1 grit point
(level 4bonus)
Extra Grit: General, Grit: Gain 2 extra grit points per day, and maximum grit increases by 2
Class features:
Grit per day: 4
Deeds: up to seventh level deeds.
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.
Nimble +2: 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: Pistol: 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.
Equipment:
Starting gun (free): Pistol(small): DMG 1d6+4: Crit X4: Missfire 1(5ft): Range 20ft: capacity 1
Dubble barrel pistol (1750gp): DMG 1d6+4: Crit X4: Missfire 1-2(5ft): Range 20ft: capacity 2
Dubble barrel pistol (1750gp): DMG 1d6+4: Crit X4: Missfire 1-2(5ft): Range 20ft: capacity 2
Pepperbox (3,000 gp): DMG 1d6+4: Crit x4: Missfire 1-2(5ft): Range 20ft: Capacity 6
Black Powder: 60 doses: (600gp)
Firearm Bullets: 60: (60 gp)
ARMOR:
Leaf Armor (500gp): Armor bonus: +3: Max dex bonus +5: ACP 0: ASF 15%
masorin- Posts : 1
Join date : 2011-12-21
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