Jump to content

"Dame Crow" - Human Gunslinger


Recommended Posts

spacer.png"Dame Crow"

Everything below is a very rough, very quick summary to get feedback and direction before digging into greater detail and fleshing out.

Essentials

Name: "Dame Crow"

Race: Human

Class: Gunslinger - Mysterious Stranger Archetype

Character Sheet: https://www.myth-weavers.com/sheets/?id=2883981


Physical Description

None admit to knowing what she looks like. What can be discerned is she's a young woman, probably human, who has a husky voice like someone who's had a hard life, perhaps too many drinks, smokes, or likely both. She's on the shorter end, only a bit over five-feet-tall. She's also on the thin side, glimpses of her wrists between her coat and gloves shows lighter skin. Occasionally a lock of hair spilling out of her hat is coal black.

She wears dark clothes, a hat, and a beaked mask with goggles to keep her identity hidden. Most think it's to make for an intimidating presence, as some sort of gimmick to get work, or to hide from someone in power. Regardless of the cause, she's known more for what she wears than how she actually looks.


Personality

Dame Crow is something of a hot mess. She drinks, she partakes in whatever other vice is around. She is foul mouthed, reckless, and quick to anger and laugh in equal measure. And she drinks. It has to emphasized again as she's normally fond of just sitting to the side of a tavern or dive with several empty drinks in front of her, spending what money she earns to stay at least tipsy before the next job.

While on the job, though she's far more professional, is still one to use belligerence and gumption more than stealth and suaveness to get the job done. She does have some moral standards. Once she was asked about shaking down a poor business owner who couldn't pay the extortion fees and she stared long and hard by her would be employer before finally lifting up her mask just enough to spit on his boots and respond with a, "Hells no."


Background

None know where "Dame Crow" came from. What is known was that some random young woman (by the tone of her voice) wanted to start taking on jobs around Tarsis. Although a bit clumsy and unsure, she made up for it in grit and just generally being pushy and demanding until people gave her something to do. And she got better. She's been able to serve as a hired gun for tasks for a good half year now, making something of a small name for herself.


Private Info (Lady Behind the Mask)

 

Edited by Peacemonger (see edit history)
Link to comment
Share on other sites


spacer.pngDame Crow - Character Sheet


AC: 16 | HP: 48/48 | TEMP HP: 0 | Move: 30'| Passive Perception: 16

Init: +6 | SAVES: Fortitude: +8, Reflex: +8, Will: +3

General Feats: Great FortitudeYou get a +2 bonus on all Fortitude saving throws., GunsmithingIf 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.
, Point Blank ShotYou get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet., Precise ShotYou can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll., Quick DrawYou 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.
, Deadly AimYou 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.

Gunslinger Feats: GritA 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.
, LuckyStarting 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).

This ability replaces nimble.

Grit: 4/4 | Deeds: DeadeyeAt 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 DodgeAt 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 AimAt 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.

This deed replaces the quick clear deed.
, Gunslinger's InitiativeAt 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 WhipAt 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., Utility ShotAt 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.


"Words"

Thoughts

 

OOC

Movement:

Action:

Bonus Action:

Reaction:

 

Edited by Peacemonger (see edit history)
Link to comment
Share on other sites

Posted (edited)

Rules Cheat Sheet

Attacks

  • Dame's base ranged attack modifier is +8
  • Point Blank means she gets +1 if w/in 30'
  • Deadly Shot means I can take a -2 attack modifier, but deal an extra 4 damage
  • Range increments mean -2 for every 20' beyond the first 20'
  • Touch AC ONLY within 20'
  • Opportunity attack for firing w/in range
  • Can't move-fire-move

Grit

  • Deadeye - 1 Grit for Touch AC, even if beyond range increment
  • Gunslinger's Dodge - 1 Grit, if attacked by range, move 5' and +2 AC, or prone and +4 AC
  • Pistol Whip - 1 Grit, Melee Attack, bludgeoning, 1d6 damage, combat maneuver to knock prone
  • Utility Shot - 1 Grit, Lock, Move Object, Stop Bleeding
  • Focused Aim - 1 Grit, add Cha (3) to damage

Other

  • 5 Foot Step. No other movement, no opportunity of attack.

 

Edited by Peacemonger (see edit history)
Link to comment
Share on other sites

Do not forget that you only fire at touch attack at your first range increment unless you use Deadeye, and if you fire your gun while base to base with an opponent they get an attack of opportunity against you.

Link to comment
Share on other sites

Posted (edited)

Main Options for Feats/Improvements

Feats (Mostly listing ranged ones, will need to narrow down)

Accuracy

  • Bullseye Shot - Spend move for +4 to attack, but only for a single attack - (BAB +5)
  • *Far Shot - Halve distance penalties
  • Improve Precise Shot - Partial cover/concealment is ignored 0 (BAB +11, Dex 19)

Critical/Big damage

  • *Clustered Shot - All damage combined (good against DR) - (BAB +6)
  • Critical Focus - +4 to confirm crits, new feats open - (BAB +9)
  • *Improved Critical - Critical threat double for 1 type of weapon - (BAB +8)
  • Martial Focus (Firearms) - +1 damage w/ firearms
  • Weapons Focus - +1 attack rolls

Defense

  • Dodge - +1 Dodge bonus
  • Snap Shot - Don't provoke attacks of opportunity, can make attacks of opportunity - (Rapid Shot, Weapon Focus, BAB +6)
  • Iron Will, Lightning Reflexes, Endurance, Die Hard
  • Deft Shootist - No attack of opportunity - (Dodge, Mobility)

Mobility

  • Improved Initiative - +4 Initiative
  • Mobility - +4 AC for movement AoO - (Dodge)
  • Parting Shot - Fire once as part of withdraw (Dodge, Mobility, Shot on the Run, BAB +6)
  • Combat Reflexes - Extra Opportunity Attacks
  • Shot on the Run - Full action to move and shoot once - (Dodge, Mobility)
  • Improve Snap Shot - Add 5' to threat range - (Snap Shot, BAB +9)

Speed

  • *Rapid Reload - Move action to reload
  • *Rapid Shot - Additional attack, all at -2

Tricks

  • Ranged Feint - Feint with a shot
  • Relentless Shot - After tripping, AoO on downed opponent w/in 30' - (BAB +6)
  • *Warning Shot - Intimidate instead of damage - (Weapon Focus)

Other

  • Weapon Finesse - Dex w/ light weapons
  • *Signature Deed (11th level)
  • Extra Grit
  • Fun Ones - Defiant Luck, Hard Liver
  • Persuasive, Deceitful, Skill Focus

Magic Enhancements

  • Distance
  • +1

Magic Items

Neck, Chest, Wrist, Hands, Ring

  • Gunman's Duster (Body) - Body - 36k
  • Belt of Incredible Dexterity - Belt - 4k/16k/36k
  • Cloak of Resistance - Shoulders - 1k/4k/9k/16k/25k
  • Headband of Alluring Charisma - Headband - 4k/16k/36k
  • Goggles of Night - Eyes - 12k
  • Boots of the Cat - Feet - 1k
  • Stalker's Mask - Head - 3.5k
  •  

 

 

Dame1.JPG

Edited by Peacemonger (see edit history)
Link to comment
Share on other sites

×
×
  • Create New...