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PoJackson (kingpinjackal) Pathfinder Society

Updated: 8:46 AM 9 March, 2013 View: CHARACTER SHEET, text [stripped]

Name:   Po Jackson    Faction:            Alignment: Chaotic Good
Race:   Aasimars      Deity:              Class:     gun slinger 1
Age:    68            Height:  6'6        Weight:    160
Gender: Male          Size:    Medium     Prestige:  
Exp:    /             PFS#:    
glowing eyes

Str: 14  +2                   HP:          9/
Dex: 16  +3                   Initiative:  
Con: 14  +2                   Speed:       
Int: 10  +0                   BAB:          1   (BAB) (STR) (SIZE) (DEX)
Wis: 10  +0 racial bonus +2   CMB:         +6  =  1    +2                         +3 monk bonus 
Cha: 14  +2 racial bonus +2   CMD:         16  =  1    +2           +3 

Fortitude:  4 = 2 +2 (con)  
Reflex:     5 = 2 +3 (dex)  
Will:       0 = 0 +0 (wis)  

 Attack      Totals  =  Base  Abil    Size  Misc                           
Melee          +3    =   1    +2(str)       
Ranged         +7    =   1    +3(dex)       +3 monk bonus

 Total AC       =  Base  Shield  Dex  Armour  Size   Misc                  
17 (standard)   =   10           +3                  +3
17 (vs touch)   =   10     --    +3     --           +3
10 (flatfooted) =   10           --                     

 Weapons                  TAB     DMG     Crit    Rng  Size  Type          


 Armour                         AC   Dex  ASF  ACP  Type                   


 Combat Notes and Modifiers                                                


 Skills                       Abil Mod  Abil  Rnk  Msc (details)           
#Acrobatics                   dex   4  = +3    1   
 Appraise                     int   0  = +0        
#Bluff                        cha   2  = +2        
#Climb                        str   2  = +2        
 Diplomacy                    cha   4  = +2        +2 aasimar bonus
 Disable Device               dex   3  = +3        
 Disguise                     cha   2  = +2        
 Escape Artist                dex   3  = +3        
 Fly                          dex   3  = +3        
#Handle Animal                cha   2  = +2        
#Heal                         wis   0  = +0        
#Intimidate                   cha   2  = +2        
 Knowledge (arcana)           int   0  = +0        
 Knowledge (dungoneering)     int   0  = +0        
#Knowledge (engineering)      int   0  = +0        
 Knowledge (geography)        int   0  = +0        
 Knowledge (history)          int   0  = +0        
 Knowledge (local)            int   0  = +0        
 Knowledge (nature)           int   0  = +0        
 Knowledge (nobility)         int   0  = +0        
 Knowledge (planes)           int   0  = +0        
 Knowledge (religion)         int   0  = +0        
 Linguistics                  int   0  = +0        
#Perception                   wis   3  = +0    1   +2
#Perform                      cha   2  = +2        
#Ride                         dex   4  = +3    1   
#Sense Motive                 wis   2  = +0    1   +1
 Sleight of Hand              dex   3  = +3        
 Spellcraft                   int   0  = +0        
 Stealth                      dex   3  = +3        
#Survival                     wis   0  = +0        
#Swim                         str   2  = +2        
 Use Magic Device             cha   2  = +2        

 Feats and Features                                                        
Gunsmithing (gunslinger class skill)

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.

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.
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 âââ‰â¬Å2 penalty on attack rolls for each range increment beyond the first when she performs this deed.

Deadly Aim (Combat)

You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spot, at the expense of making the attack less likely to succeed.

Prerequisites: Dex 13, base attack bonus +1.

Benefit: You can choose to take a ââ¬â1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by ââ¬â1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Exotic Weapon Proficiency (Combat)

Choose one type of exotic weapon, such as the spiked chain or whip. You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.

Prerequisite: Base attack bonus +1.

Benefit: You make attack rolls with the weapon normally.

Normal: A character who uses a weapon with which he is not proficient takes a ââ¬â4 penalty on attack rolls.

Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon.

Prehensile Whip

In your hand a whip has a life of its own, wrapping around pillars and beams with ease.

Benefit: You can use a whip as if it were a rope with a grappling hook at the end. Attaching your whip is a standard action, but detaching it is a full-round action.

+2 Wisdom, +2 Charisma: Aasimars are insightful, confident, and personable.

Native Outsider: Aasimars are outsiders with the native subtype.

Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Aasimars have a base speed of 30 feet.

Darkvision: Aasimars can see in the dark up to 60 feet.

Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks.

Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.

Worn (excluding arms and armor)
 Head      | 
 Face      | 
 Throat    | 
 Shoulders | 
 Body      | 
 Torso     | 
 Arms      | 
 Hands     | 
 Ring      | 
 Ring      | 
 Waist     | 
 Feet      | 

( 1) rope hemp                                     (   10)

Carrying Capacity
 Light Load:  <=    0-80 
 Medium Load: <=  81-170 
 Heavy Load:  <=  171-250 

gp    242 gold

common celistial