V3 Half Cel
Assassin_by_TomX-465x650.jpg
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Human (Half Celestial) [Outsider: Native] / Gunslinger [Mysterious Stranger] (5th), Paladin [Holy Gun] (3rd)

"???"

AC HP Fort Reflex Will Initiative BAB Grit Pool Lay on hands
?? ?? +? +? +? +? +8/+3 (?) (?)
Strength: 14 (+2)
Dexterity: 26 (+8)
Constitution: 16 (+3)
Intelligence: 18 (+4)
Wisdom: 14 (+2)
Charisma: 28 (+9)
FAB: +/+/+/+ Base Damage: 1d8+1d6(electrical)+?
Maximum potential damage: 1d8+1d6(electrical)+?? [G:2, Smite]

Traits:

  • ??
  • ??

Feats:

  • Point Blank Shot (+1 to hit and damage while within 30ft of target) [Human]
  • Rapid Shot (By taking a -2 penalty on the roll, the gunslinger may make an addition ranged attack) [1st]
  • Extra Grit (Gain 2 extra daily Grit points, and maximum Grit increases by 2) [Granted]
  • Gun-smithing (This feat allows you access to 3 specialist abilities relating firearms, as well as discounts on standard pricing. See page 103 of Ultimate combat for details) [Granted]
  • ?? () [3rd]
  • ?? () [Bonus]
  • Two Weapon Fighting (Reduce the penalties for wielding an additional weapon in your offhand to a total -2/-2) [5th]
  • Weapon Focus: Pistol (Gain +1 bonus on attack rolls with the selected weapon) [Granted]
  • Deadly aim: (By taking penalties to your ranged attack roll, you may deal additional damage. At this level, you may take a -2 penalty to gain +4 damage) [7th]

Skills:

Acrobatics [5]* + Bluff [5]* + Craft (Alchemy) [4]* + Craft (Weaponry) [5]* + Diplomacy [3]* +
Knowledge (Engineering) [4]* + Knowledge (Local) [5]* + Knowledge (Religion) [3]* + Sleight of Hand [4]* + Heal [1]* +
Perception [1]* + Intimidate [1]* + Survival [1]* + Sense Motive [3]* + Spellcraft [3]* +

*= Class skill

Speaks:

  • Common, Celestial, Draconic, Infernal

Class features and Special abilities:

Armor Class: Natural armor improves by +1
Defenses/Qualities:
Darkvision: 60 feet
Immunity: Disease (+4 racial bonus on saves vs. poison)
Resistance (10): acid, cold, and electricity
DR 5/magic
SR equal to CR + 11 (19)
Fly Speed: Unless the base creature flies better, the half-celestial flies at twice the base creature's land speed (good maneuverability)
Smite Evil (Su): Once per day, as a swift action, the half-celestial can smite evil as a paladin of the same level as its Hit Dice. The smite persists until target is dead or the half-celestial rests.
Spell-Like Abilities:
Protection from evil (3/day)
Bless
Aid
Detect evil
Cure serious wounds
Neutralize poison
Holy smite
Remove disease
Gunsmith: At 1st level, a gunslinger gains a 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. The gunslinger also gains Gunsmithing as a bonus feat.
Grit: 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 Charisma modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Charisma 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: 1) Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. 2) 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
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. 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.
Lucky Starting at 2nd level, a mysterious stranger gains a +1 luck bonus on Will saving throws. 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.
Have Gun At 1st level, the holy gun gains the Amateur Gunslinger feat (this transforms to the Extra Grit feat as per the rules) and Gunsmithing as bonus feats. She also gains a battered gun identical to the one gained by the Gunslinger.
Aura of good The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Detect evil At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Divine Grace At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
Lay on hands Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability. Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Aura of Courage At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Divine Health At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases.
Mercy At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition. At 3rd level, the paladin can select from the following initial mercies 1) Fatigued: The target is no longer Fatigued. 2) Shaken: The target is no longer Shaken. 3) Sickened: The target is no longer Sickened

Items, gear and equipment:

Magical Equipment:

Enhancement Items

Duster of Charisma +4 This stylised cloak has the same effect as the standardised item of similar name 16000gp
Gloves of Dexterity +4 As per the standard item 16000gp
Bracer's of Armour +2 As per the standard item 4000gp

Weapons

Enchanted Revolvers x2 +2, Shocking, Magical, 6 barrelled, rotating gun. Dam: 1d8+1d6(electrical)+1 , Crit: x4, Ran: 20ft, Cap: 6, Adorned: Crystal of least returning, draw weapons as a free action 36,400gp

Armour and Gear

Enchanted Chain Shirt +1 Magical armour. AC +5, Max Dex bonus +5. Armour category: Light 1160gp
Armoured Kilt Interwoven Armoured Kilt setting up, grants +1 AC, Armour category upgraded to medium 300gp
Boots of agile leaping Gain bonus to all jump attempts equal to Dex mod, in addition, you may stand up from prone as a swift action 600gp

Mundane Equipment:

Gunsmiths Kit This small kit has all the tools a person needs to create, repair, and restore firearms, except for the necessary raw materials. Without such a kit, you cannot properly construct or provide upkeep for firearms. 150gp

Other Items:

GP Pouch
15,400gp

Deeds:

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 –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.
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.
Focus aim (Ex): 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.
Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.
Pistol-Whip (Ex): At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.
Smiting Shot (Su): A holy gun can spend 1 grit point to make a smiting shot with a firearm attack as a standard action. If the target is evil, the holy gun adds her Charisma bonus and her paladin level to the damage of the firearm attack. If the target of the smiting shot is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage increases to the Charisma modifier plus 2 points of damage per level the paladin possess. Regardless of the target, smiting shot automatically bypasses any DR the creature might have.
Utility Shot (Ex): At 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot.
Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.
Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot’s origin. On a miss, she damages the object normally.
Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally.

History and Back story:


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