Str:14+2 HP:42 / 42
Dex:20 +5 AC:19 Flatfooted:13 Touch:16
Con:19 +4 Init:+5
Int:14 +2 Fort:+7
Wis:18 +4 Ref:+8
Cha:12 +1 Will:+5
Race:Dwarf Class:Gunslinger 3
Base Attack:+3 Align: CN
Base Melee:+5 Diety: Calistra
Base Ranged:+8 XP:7510
Attacks: Dmg Crit Rang
Musket +8 1D12 x4 40
Blunderbuss +8 d8 x2 10/15 cone
Bayonet +5 1d6+3 x2 -
Nodachi +5 1d10+3 18-20x2 10
Feats: Rapid Reload (2 hand firearm only), Gunsmithing, Deadly Aim, Point Blank Shot
**Skills* Rank Mod Total
Acrobatics 6 5 11
Bluff 5 1 6
Climb 0 2 2
Craft Alchemy 6 2 8
Handle Animal 0 1 1
Heal 0 4 4
Hide 0 5 5
Intimidate 0 1 1
Knowledge Engineering 2 2 4
Knowledge Local 2 2 4
Perception 6 4 10
Profession Gambler 6 4 10
Sleight of Hand 6 5 11
Survival 0 4 4
Swim 0 2 2
*Special Qualities: Darkvision, +4 AC vs Giants, +1 attack vs Orc/Goblin, +2 save vs poison, spells, and spell like effects, Grit 4
Armor: Studded leather - +3 AC, +5 Dex, -1 Check
Gear Qty Wt
Gunsmith Kit 1 2
Powder Horn 1 1
Backpack 1 2
Bedroll 1 5
Crowbar 1 5
Fish Hook 1 -
Iron Pot 1 4
Flint + Steel 1 -
Hemp Rope 1 10
Rations 4 4
Waterskin 1 4
Artisans Tools 1 5
Belt Pouch 4 2
Cindersnake poison 1 -
Powder 5 -
Padlock + key (DC 25) 2 -
Mwk Disguise kit 1 -
Black Adder Venom 1 -
Ring of Keys
Navy Coat
Wand of Levitate
RUby (500gp)
751g 19s 10c

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.

Steady Aim (Ex): At 1st level, as long as a musket master has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet. This stacks with other abilities that increase her range increment. This deed replaces the gunslinger's dodge deed.

Quick Clear (Ex): 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.

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.

Fast Musket (Ex): At 3rd level, as long as the musket master has 1 grit point, she can reload any two-handed firearm as if it were a one-handed firearm. This deed replaces the utility shot deed.

Mwk Longsword
+1 Heavy shield

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