Norton Goodnight
[NAME] - Alignment, Worships, etc
Ifrit [Outside (Native)] / [Humanoid (Human)] / Half-Fiend [Succubus] - Gunslinger [Mysterious Stranger] (1st) / Fighter [Trench Fighter] (19th)
AC HP Fort Reflex Will SR CMD Initiative BAB Grit Pool
?? (?) +? +? +? (-) (-) +21 +20/+15/+10/+5 (14)
Strength: 18 (+4)
Dexterity: 33 (+11)
Constitution: 22 (+6)
Intelligence: 22 (+6)
Wisdom: 16 (+3)
Charisma: 39 (+14)
Full Attack Structure Main Hand Off hand Damage per shot
+36/+36/+34/+29/+24/+19 +36/+35/+31/+26 1d8+49 (11+14*+10+5+4+4+1)

(25pt + Racials + items)


Feats & Traits:

  • Reactionary: +2 trait bonus to Initiative checks [Trait]
  • Point-Blank Shot You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. [1st]
  • Precise Shot You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. [Fighter Bonus, 1st]
  • Weapon Focus You gain a +1 bonus on all attack rolls you make using the selected weapon. [Fighter Bonus, 2nd]
  • 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. [3rd]
  • 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. [Fighter Bonus, 4th]
  • Deadly Aim You can choose to take a –1 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 –1 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. [5th]
  • 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. [Fighter Bonus, 6th]
  • Dazzling Display While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display [7th]
  • Two-Weapon Fighting Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting. [Fighter Bonus, 8th]
  • Gun Twirling You can spend 1 grit point to make a feint attempt using a one-handed firearm for which you have Weapon Focus (instead of a melee weapon). The target of this feint must be within 30 feet of you and be able to see you. If you have the Quick Draw feat, you can holster a one-handed firearm as a free action as long as you have at least 1 grit point. [9th]
  • Improved Two-Weapon Fighting In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty. [Fighter Bonus, 10th]
  • Signature Deed - [Focused Aim] Pick a deed that you have access to and that you must spend grit to perform. Once per round, you can perform this deed for 1 fewer grit point (minimum 0). You can reduce the cost of a deed in this way only if you have at least 1 grit point. [11th]
  • Greater Two-Weapon Fighting You get a third attack with your off-hand weapon, albeit at a –10 penalty. [Fighter Bonus, 12th]
  • Snap Shot While wielding a ranged weapon with which you have Weapon Focus, you threaten squares within 5 feet of you. You can make attacks of opportunity with that ranged weapon. You do not provoke attacks of opportunity when making a ranged attack as an attack of opportunity. [13th]
  • Point Blank Master Choose one type of ranged weapon. You do not provoke attacks of opportunity when firing the selected weapon while threatened. [Fighter Bonus, 14th]
  • Improved Snap Shot You threaten an additional 5 feet with Snap Shot. [15th]
  • Improved Precise Shot Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks [Fighter Bonus, 16th]
  • Greater Snap Shot Whenever you make an attack of opportunity using a ranged weapon and hit, you gain a +2 bonus on the damage roll and a +2 bonus on rolls to confirm a critical hit with that attack. These bonuses increase to +4 when you have base attack bonus +16, and to +6 when you have base attack bonus +20. [17th]
  • Combat Reflexes You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed. [Fighter Bonus, 18th]
  • Improved Initiative +4 bonus on initiative checks [19th]
  • Gunsmithing 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 Bonus]
  • Greater Weapon Focus You gain a +1 bonus on attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including those from Weapon Focus. [Weapon Specialist aggregate feat]
  • Weapon Specialization You gain a +2 bonus on all damage rolls you make using the selected weapon [Weapon Specialist aggregate feat]
  • Greater Weapon Specialization You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus to damage stacks with other damage roll bonuses, including any you gain from Weapon Specialization. [Weapon Specialist aggregate feat]
  • Clustered Shots Benefit: When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent’s damage reduction. [Weapon Specialist aggregate feat]

Skills:

?? +? []

Languages:

  • Common

Class features and Special abilities:

Racial Features: Ifrit
Stat modifiers: +2 Racial bonus to [Dexterity] & [Charisma], and a -2 Racial penalty to [Wisdom]
Type: Ifrits are outsiders with the native subtype
Senses: Darkvision: Ifrits can see perfectly in the dark up to 60 feet
Forge-Hardened: Not all ifrits are descended from efreet—some instead descend from azers or even salamanders. Such ifrits gain a +2 racial bonus on Craft (armor and weapons) checks and saves to resist fatigue and exhaustion. This racial trait replaces the spell-like ability racial trait
Wildfire Heart: Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks. This racial trait replaces energy resistance
Fire in the Blood: Ifrits with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage gets through their fire resistance). The ifrits can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces fire affinity
Mostly Human: A few ifrits have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin's type, subtype, and languages
Template Features: Half Fiend - Succubus (Acquired)
Stat modifiers: A half-succubus gains Dex +2, Con +4, Int +2, Wis +2, and Cha +8.
Armor Class: Natural armor bonus improves by +1.
Defenses/Qualities: Immunity to poison / Resistance 10 to: acid, cold, electricity, and fire / DR 10/magic / SR: 35.
Fly Speed: Unless the base creature flies better, the half-fiend flies at twice the base creature's land speed (good)
Smite Good: Once per day, as a swift action, the half-fiend can smite good as the smite evil ability of a paladin of the same level as the half-fiend’s Hit Dice, except affecting a good target. The smite persists until target is dead or the half-fiend rests. This reads as "If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability."
Passion: A half-succubus drains energy from a mortal she lures into an act of passion—unwilling victims must be grappled before the half-succubus can use this ability. The passion bestows one negative level. A half-succubus can use this ability a number of times per day equal to her Hit Dice. The save DC to remove one of these negative levels is equal to 10 + the half-succubus's HD + her Cha modifier
Change Shape: A half-succubus can use this ability to assume the form of any humanoid creature of her size, as if using alter self, once per day
Class Features: Gunslinger
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: Mysterious Stranger
Grit: A mysterious stranger is a force to be reckoned with. Instead of using her Wisdom to determine the number of grit points she gains at the start of each day, she uses Charisma. This ability works in all other ways like the Gunslinger’s grit class feature
Deeds: A mysterious stranger swaps a pair of deeds for some of the standard
Class Features: Fighter
Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.” Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Bravery [+5]: Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Weapon Training - [Firearms, +4]: Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. Every four levels thereafter (9th*, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups
Advanced Weapon Training: Highly skilled and experienced fighters can gain advanced weapon training, learning techniques and applications of the weapon training class feature that give them special benefits in exchange for specializing in a smaller number of fighter weapon groups. Beginning at 9th level, instead of selecting an additional fighter weapon group, a fighter can choose an advanced weapon training option for one fighter weapon group that he previously selected with the weapon training class feature.
Dazzling Intimidation: The fighter applies his weapon training bonus to Intimidate checks and can attempt an Intimidate check to demoralize an opponent as a move action instead of a standard action. If he has the Dazzling Display feat, he can use it as a standard action instead of a full-round action
Trained Initiative: As long as he is wielding a weapon from the associated weapon group or is able to draw such a weapon (even if he is not currently wielding it), the fighter applies his weapon training bonus to initiative checks. In addition, if he has the Quick Draw feat and has a weapon from the appropriate weapon group that isn't hidden, he can draw that weapon as a free action as part of making an initiative check
Weapon Specialist: The fighter selects a number of combat feats that he knows equal to his weapon training bonus with the associated weapon group. The selected feats must be ones that require the fighter to choose a type of weapon (such as Weapon Focus and Weapon Specialization), and the fighter must have chosen weapons that belong to the associated fighter weapon group. The fighter is treated as having the selected feats for all the weapons in the associated weapon group that are legal choices for those feats. The fighter is also considered to have those feats with these weapons for the purpose of meeting prerequisites.
Armor Mastery: At 19th level, a fighter gains Damage Reduction 5/— whenever he is wearing armor or using a shield
Archetype Features: Trench Fighter
Trench Warfare: Starting at 3rd level, a trench fighter can select one specific type of firearm (such as a machine gun, revolver, or rifle). He gains a bonus equal to his Dexterity modifier on damage rolls when firing that type of firearm. Every 4 levels thereafter (7th, 11th, and 15th), the trench fighter picks up another type of firearm, gaining these bonuses for those types as well. Furthermore, when behind partial, normal, or improved cover, a trench fighter gains an additional +2 AC bonus from the cover. This ability replaces armor training 1, 2, 3, and 4.

Spells, abilities and Powers:

Deadeye 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 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
Focused Aim At 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn. At 7th level, when she uses the dead shot deed, she multiplies this bonus by the number of hits she made while rolling the Dead Shot attack

Items, gear and equipment:

Weapons:
The Smoking Aces: Revolvers +5 [x2] / Dam: 1d8+5/ Crit: x4 / Range: 20ft / MF: 1/ Cap: 6 /Special: +5 enhancement bonus, Speed enchantment - Twin Revolvers.
Enhancements
Tome of Leadership and Influence: +5 inherent bonus to Charisma Score
Manual of Quickness of Action: +5 inherent bonus to Dexterity Score
Wondrous Items:
Ioun Stones:
Spellbooks
Scrolls
Potions
Mundane Equipment:
Other Items:
Head
Headband
Headband of Mental Superiority: + 6 enhancement bonus to all mental ability scores
Eyes
Shoulders
Neck
Body
Chest
Armour
Belt
Belt of Physical Perfection: + 6 enhancement bonus to all physical ability scores
Wrist
Hands
Ring 1
Ring 2
Feet
GP Pouch
61,000gp

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


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