20th Level Rogue
Human // Gunslinger [Firebrand] (1st) / {VMC: Alchemist} / Rogue [Underground Chemist + Scout] (19th) // Mythic Trickster (10th Tier)
AC HP Fort Reflex Will SR CMD Initiative BAB
?? (?) +? +? +? (-) (-) +? +15/+10/+5
Strength: 10 (-)
Dexterity: 10 (-)
Constitution: 10 (-)
Intelligence: 10 (-)
Wisdom: 10 (-)
Charisma: 10 (-)
Sneak Attack damage Bomb Damage Bombs /day Grit /day
10d6 10d6 () ()

Traits:

  • [Trait]
  • [Trait]

Feats:

  • Quick Draw: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat. [Human Bonus]
  • Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. [1st]
  • Master Alchemist You receive a +2 bonus on Craft (alchemy) checks, and you may create mundane alchemical items much more quickly than normal. When making poisons, you can create a number of doses equal to your Intelligence modifier (minimum 1) at one time. These additional doses do not increase the time required, but they do increase the raw material cost. In addition, whenever you make alchemical items or poisons using Craft (alchemy), use the item’s gp value as its sp value when determining your progress (do not multiply the item’s gp cost by 10 to determine its sp cost). [5th]
  • Rapid Reload The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow or one-handed firearm), or a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity. If you have selected this feat for a hand crossbow or light crossbow, you may fire that weapon as many times in a full-attack action as you could attack if you were using a bow [9th]
  • Stabbing Shot: When adjacent to an opponent and making a full-attack action with a longbow or shortbow (including composite bows), you may choose to make a melee attack against that opponent with a drawn arrow rather than firing it. If the attack hits—whether or not it does damage—your target is pushed back 5 feet away from you. You can then fire arrows from your bow normally, at the original target, or at another target within range. This melee attack replaces the extra attack from Rapid Shot, and all of your attack rolls for the round (the melee attack and the ranged attacks) take a –2 penalty. If your initial attack leaves you with no enemies threatening you, you can make the subsequent ranged attack or attacks without provoking attacks of opportunity. [13th]
  • Empty Quiver Flexibility: While using Empty Quiver Style, you can apply any feats and class abilities you possess that modify your ranged attack rolls and damage rolls with the chosen weapon to melee attack rolls and damage rolls made with that weapon. Additionally, you are considered to be threatening the area around you as if you were wielding a melee weapon [17th, Style]
  • Gunsmithing: 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 Bonus]
  • Weapon Focus - [Dragon Pistol]: You gain a +1 bonus on all attack rolls you make using the selected weapon [Rogue Bonus]
  • Rapid Shot: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot [Rogue Bonus]
  • Weapon Finesse 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 [Rogue Bonus]
  • Spring Attack: As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn - This ability is modified by the Fantastic Stride talent to allow an additional target during the movement. [Rogue Bonus]
  • Empty Quiver Style: While using this style, you can make melee attacks with the chosen weapon as if it were a heavy mace (or a light mace for melee attack made with a hand crossbow or one-handed firearm), though you don’t automatically threaten the area around you as if you were wielding a melee weapon. You can switch between melee and ranged attacks with this weapon without penalty, even during the same round. In addition, you ignore the elf prerequisite for the Stabbing Shot feat. If you have the Stabbing Shot feat, you can use it with a crossbow or firearm, substituting a loaded bolt or firearm ammunition for an arrow. [Rogue Bonus, Style]

Mythic Feats:

  • Mythic Rapid Shot: When using Rapid Shot, you can either ignore the feat’s –2 penalty on attack rolls or make two additional attacks instead of one [1st Tier]
  • Mythic Weapon Finesse: When using Weapon Finesse, you may also use your Dexterity modifier instead of your Strength modifier on your damage rolls. If you carry a shield, its armor check penalty doesn’t apply to either the attack rolls or the damage rolls [3rd Tier]
  • ?? [5th Tier]
  • ?? [7th Tier]
  • ?? [9th Tier]

Skills:

Craft (Alchemy) +? (+20,+20,+10,+2) [20]

Languages:

  • Common

Deeds

Dragon Fire Dragon Fire A firebrand is a master of the volatile substance known as dragon’s breath. At 1st level, as a swift action, the firebrand can spend 1 grit point to add her Charisma modifier to the DCs of all dragon’s breath cartridges (Ultimate Equipment 42) she fires until the end of her turn. Her attacks with dragon’s breath cartridges misfire only if a 1 is rolled on two or more of the damage dice.
Gunslinger's Dodge 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 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

Talents

Weapon Training A rogue that selects this talent gains Weapon Focus as a bonus feat. 2nd
Bomber A rogue with this talent can make a number of bombs per day equal to her Intelligence modifier (minimum 1). These bombs act as alchemist’s bombs, except they deal damage equal to the damage dealt by the rogue’s sneak attack (the rogue doesn’t add her Intelligence modifier to this damage). 6th
Combat Trick - [Rapid Shot] A rogue that selects this talent gains a bonus combat feat Human Bonus
Bomber’s Discovery - [Fast Bombs] An alchemist with this discovery can quickly create enough bombs to throw more than one in a single round. The alchemist can prepare and throw additional bombs as a full-round action if his base attack bonus is high enough to grant him additional attacks. This functions just like a full-attack with a ranged weapon 8th
Ninja Trick - [Style Master ] A ninja who selects this ninja trick gains a style feat that she qualifies for as a bonus feat 10th
Stalker Talent - [Fantastic Stride] The vigilante gains Spring Attack as a bonus feat, ignoring its prerequisites. At 10th level and every 4 levels thereafter, the vigilante can designate one additional creature when he uses Spring Attack. The vigilante’s movement this round does not provoke attacks of opportunity from any of these secondary creatures. A vigilante must be at least 6th level to select this talent. 12th
Finesse Rogue A rogue that selects this talent gains Weapon Finesse as a bonus feat. Human Bonus
14th
16th
18th
Human Bonus

Mythic Path Abilities

Deadly Throw As a swift action, you can expend one use of mythic power to draw a thrown weapon or alchemical item and make a ranged attack with it. This attack doesn’t provoke attacks of opportunity. When making a deadly throw, roll twice for the attack, take the higher result, and add your tier to the roll. If the attack misses, the weapon or alchemical item lands adjacent to the target, regardless of the range Trickster Attack

—-

Returning Flasks Whenever you throw a splash weapon but fail to land a direct hit against your target, as a free action you can will your splash weapon to return to you at the beginning of your next turn, as if it were enchanted with the returning weapon special ability. The splash weapon has no effect and deals no damage when you use this ability. Alternatively, by expending one use of mythic power as a swift action when you make a failed ranged attack with a splash weapon, you can choose which square the splash weapon lands in. 1st Tier
2nd Tier
3rd Tier
4th Tier
5th Tier
6th Tier
7th Tier
8th Tier
9th Tier
10th Tier

—-

Supreme Trickster At 10th tier, whenever you make an attack roll against a non-mythic foe, that foe is treated as flat-footed, even if it has abilities that prevent it from being flat-footed. Once per round when you roll a natural 20 on an opposed skill check against a mythic foe, you regain one use of mythic power. Trickster Attack

Racial Features:

Racial Features Human
+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature
Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Favored Class Bonus - [Rogue]: The rogue gains +1/6 of a new rogue talent.

Class Features:

Class Features Gunslinger
Weapon and Armor Proficiency: Gunslingers are proficient with all simple and martial weapons, and with all firearms. They are proficient with all light armor
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
Grit: 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
Deeds: 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
Archetype Features Firebrand
Gunsmith: At 1st level, a firebrand gains a dragon pistol (Pathfinder RPG Ultimate Equipment 45) as her battered firearm. This ability alters gunsmith
Wild Card: A firebrand uses her Charisma instead of Wisdom to determine the number of grit points she gains at the start of each day and to determine the DCs of her gunslinger deeds. A firebrand treats direct hits with her bombs as firearm attacks for the purpose of regaining grit. This ability works in all other ways like the gunslinger’s grit class feature. This ability alters grit
Dragon Fire: A firebrand is a master of the volatile substance known as dragon’s breath. At 1st level, as a swift action, the firebrand can spend 1 grit point to add her Charisma modifier to the DCs of all dragon’s breath cartridges (Ultimate Equipment 42) she fires until the end of her turn. Her attacks with dragon’s breath cartridges misfire only if a 1 is rolled on two or more of the damage dice. This deed replaces the deadeye deed
Class Features Rogue
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment
Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps
Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once
Trap Sense: At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level
Advanced Talents: At 10th level, and every two levels thereafter, a rogue can choose one of the following advanced talents in place of a rogue talent
Archetype Features Underground Chemist
Chemical Weapons: At 2nd level, an underground chemist is able to retrieve an alchemical item as if drawing a weapon. She adds her Intelligence modifier to damage dealt with splash weapons, including any splash damage. She adds 1/2 her level to Craft (alchemy) checks. This ability replaces evasion
Precise Splash Weapons: At 4th level, an underground chemist can deal sneak attack damage with splash weapons. The attack must be her first attack that round, qualify for dealing sneak attack damage (such as against a flat-footed target), and be directed at a creature rather than a square. This ability replaces the rogue talent gained at 4th level
Discovery: At 10th level, an underground chemist can select one of the following alchemist discoveries (Advanced Player’s Guide 28) in place of a rogue talent: concentrate poison, dilution, enhance potion, extend potion, mummification, nauseating flesh, poison conversion, preserve organs, spontaneous healing, or sticky poison. She uses her rogue level as her alchemist level for determining the effects of her discoveries and whether she is able to select one. This ability alters advanced talents
Archetype Features Scout
Scout’s Charge: At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability. This ability replaces uncanny dodge
Skirmisher: At 8th level, whenever a scout moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed. If the scout makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability. This ability replaces improved uncanny dodge
Variant Multi-class Features Alchemist
Alchemy: At 3rd level, he adds his character level as a competence bonus on all Craft (alchemy) checks and can use Craft (alchemy) to identify potions.
Bombs: At 7th level, he gains the ability to create a number of bombs per day equal to his Intelligence modifier + 1/2 his character level. The bombs deal damage as an alchemist of his character level, but since he doesn’t have the alchemist’s throw anything class feature, he doesn’t add his Intelligence modifier to the damage
Mutagen: At 11th level, he gains the mutagen class feature, with a duration equal to 10 minutes per character level. He counts as an alchemist for the purposes of drinking a mutagen
Swift Poisoning: At 15th level, he gains the poison use and swift poisoning abilities
Poison Immunity: At 19th level, he becomes immune to poison

Spells, abilities and Powers:


Items, gear and equipment:

Weapons:
Enhancements
Wondrous Items:
Ioun Stones:
Spellbooks
Scrolls
Potions
Mundane Equipment:
Other Items:
Head
Headband
Eyes
Shoulders
Neck
Body
Chest
Armour
Belt
Wrist
Hands
Ring 1
Ring 2
Feet
GP Pouch
gp

Familiars, Cohorts, Followers, Intelligent items, and Common Summons


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