Barbarossa Blackfinger | CG | ||
Character Name | Alignment | ||
Gunslinger (Gun Scavenger) Level 2 , Swashbuckler Level 2 | |||
Character Level | |||
Gnome (Gear) | S | ||
Race | Size | ||
Male | 45 | ||
Gender | Age | ||
3' 4" | 39 lbs | ||
Height | Weight | ||
Gold | Silver | ||
Hair | Eyes |
Barbarossa_Sparklebeard | |
Player | |
N/A | N/A |
Deity | Homeland |
- | 0 |
Domain/Oath/Patron/School | XP |
SAVING THROWS | ||||||
---|---|---|---|---|---|---|
Save | Total | Base | Ability | Magic | Misc | Temp |
Fortitude | +5 | +3 | CON +2 | +0 | +0 | +0 |
Reflex | +10 | +6 | DEX +4 | +0 | +0 | +0 |
Will | +2 | +0 | WIS +2 | +0 | +0 | +0 |
Combat Maneuver Bonus CMB | |||||
---|---|---|---|---|---|
CMB | BaB | STR | Size | Misc | |
+2 | +4 | -2 | +0 | +0 |
Combat Maneuver Defense CMD | ||||||
---|---|---|---|---|---|---|
CMD | Base | BaB | STR | DEX | Size | Misc |
15 | 10 | +4 | -2 | +4 | -1 | +0 |
Elvish
Gnomish
Adventuring Skills | |||||
---|---|---|---|---|---|
CS | Skill | Total | AB Mod | Ranks | Misc |
Acrobatics | +4 | (DEX) +4 | +0 | +0 | |
Bluff | +5 | (CHA) +5 | +0 | +0 | |
Climb | -2 | (STR) -2 | +0 | +0 | |
Diplomacy | +10 | (CHA) +5 | +2 | +3 | |
Disguise | +5 | (CHA) +5 | +0 | +0 | |
Escape Artist | +8 | (DEX) +4 | +1 | +3 | |
Fly | +6 | (DEX) +4 | +0 | +2 | |
Heal | +2 | (WIS) +2 | +0 | +0 | |
Intimidate | +5 | (CHA) +5 | +0 | +0 | |
Knowledge: Arcana | +2 | (INT) +2 | +0 | +0 | |
Knowledge: Dungeoneering | +2 | (INT) +2 | +0 | +0 | |
Knowledge: Local | +2 | (INT) +2 | +0 | +0 | |
Knowledge: Nature | +2 | (INT) +2 | +0 | +0 | |
Knowledge: Planes | +2 | (INT) +2 | +0 | +0 | |
Knowledge: Religion | +2 | (INT) +2 | +0 | +0 | |
Perception | +7 | (WIS) +2 | +2 | +3 | |
Ride | +4 | (DEX) +4 | +0 | +0 | |
Sense Motive | +8 | (WIS) +2 | +3 | +3 | |
Stealth | +8 | (DEX) +4 | +0 | +4 | |
Survival | +7 | (WIS) +2 | +2 | +3 | |
Swim | -2 | (STR) -2 | +0 | +0 | |
Use Magic Device* | +6 | (CHA) +5 | +1 | +0 | |
Background Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Appraise | +2 | (INT) +2 | +0 | +0 | |
Craft: Alchemy | +9 | (INT) +2 | +1 | +6 | |
Knowledge: Engineering | +11 | (INT) +2 | +3 | +6 | |
Knowledge: Geography | +2 | (INT) +2 | +0 | +0 | |
Knowledge: History | +2 | (INT) +2 | +0 | +0 | |
Knowledge: Nobility | +2 | (INT) +2 | +0 | +0 | |
Profession: Siege Engineer | +9 | (WIS) +2 | +4 | +3 | |
Sleight of Hand* | +14 | (DEX) +4 | +4 | +6 | |
Custom Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Profession:Other (Scavenger) | +3 | (WIS) +2 | +1 | +0 |
Combat Expertise: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Weapon Finesse (Class Feature: Swashbuckler): With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Gunsmith: The gun scavenger’s starting weapon is a mishmash of pieces that even other gunpowder enthusiasts fail to comprehend. Anyone other than the gun scavenger treats her starting weapon as broken, even if she uses the Gunsmithing feat (Ultimate Combat 103) to repair it. This ability works in all other ways like the gunslinger’s gunsmith class feature.
Go By Feel (Ex): A gun scavenger’s intuitive and unique style leaves her firearms prone to misfire, whether as a result of using too much powder, using imperfectly milled parts, or any number of other minor inconsistencies. When using a firearm, a gun scavenger cannot reduce that firearm’s misfire chance to 0; it can always misfire on a natural 1.
Deeds: A gun scavenger gains the following deeds at the listed level.
Change Out (Ex): At 1st level, as a full-round action, a gun scavenger can remove the broken condition from a single firearm they are currently wielding, as long as that condition was gained by a firearm misfire. When they do, they can replace the broken part with a specialized, short-lived component that does one of the following: gives the firearm the scatter weapon quality (Ultimate Combat 137 increases the damage dealt by the pistol whip deed by one die size; or increases the firearm’s range increment by 10 feet. A firearm with such a modification increases its misfire chance cumulatively by 1 each time it is fired until it misfires. When it does misfire, the effects of the temporary component are lost. A gun scavenger must have at least 1 grit point to perform this deed. Alternatively, if the gun scavenger spends 1 grit point to perform a change out, she can either perform the change out as a standard action instead of a full-round action, or perform the change out on a firearm that isn’t broken. This deed replaces the quick clear deed.
Arbitrary Aim (Ex): Starting at 2nd level, a gun scavenger’s attacks with firearms are difficult to predict. When shooting a firearm at a creature that has a dodge or insight bonus to its Armor Class, the gun scavenger treats the combined bonus as if it were 1 lower. This value increases by 1 for every 4 levels beyond 2nd level (to a maximum of 5 at 20th level). This ability replaces nimble.
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Swashbuckler Finesse (Ex): At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.
Charmed Life (Ex): At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day as an immediate action before attempting a saving throw, she can add her Charisma modifier to the result of the save. She must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 times per day at 18th level).
0 0 0 0 0 0 0
Black Powder Fortune: You have little to fear when there’s a gun in your hand. As long as you are wielding a firearm, you gain a +2 trait bonus on all saving throws against curse, fear, and emotion effects.
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.