BARTEMUS GRIMM | LEVEL 10 |
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XP Earned 154,999 of 155,000
Male dwarf gunslinger 10
LE Medium humanoid (dwarf)
Init +4+4 Dex; Senses darkvision 60 ft.; Perception +15
DEFENSE |
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AC 22, touch 17, flat-footed 15 (+5 armor, +4 Dex, +3 dodge)
hp 107 (10d10+4010d10 gunslinger, +30 Con, +10 Favored Class, +0 Toughness feat)
Fort +10+7 base, +3 Con, Ref +11+7 base, +4 Dex, Will +5+3 base, +2 Wis; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), nimble +3
OFFENSE |
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Speed 20 ft.20 ft. base, -0 ft. armor
Melee mwk handaxe +12/+7BAB plus +1 Str plus +1 enhancement (1d6+1+1 Str/x3) or mwk dagger +12/+7BAB plus +1 Str plus +1 enhancement (1d4+1+1 Str/19-20)
Ranged mwk blunderbuss +15BAB plus +4 Dex plus +1 enhancement (1d8+4+4 gun training; 10 ft. range increment; 15 ft. cone; misfire 1-2) or +1 pistol +15BAB plus +4 Dex plus +1 enhancement (1d8+5+4 gun training plus +1 enhancement/x4; 20 ft. range increment; misfire 1)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids, +1 on attack rolls made with thrown splash weapons, +1 on attack and damage rolls with ranged weapons up to 30 ft., grit (4+2 Wis plus 2 Extra Grit), gun training (blunderbuss, pistol, +4+4 Dex)
STATISTICS |
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Str 1313 base, +0 race, +0 level, Dex 1815 base, +0 race, +1 level, +2 belt of incredible dexterity, Con 1614 base, +2 race, +0 level, Int 1010 base, +0 race, +0 level, Wis 1512 base, +2 race, +1 level, Cha 68 base, -2 race, +0 level
Base Atk +10/+5; CMB +11+10 BAB, +0 size, +1 Str; CMD 2510 +10 BAB, +0 size, +1 Str, +4 Dex, +0 deflection, +0 dodge (29 vs. bull rush or trip)
Feats Armor Proficiency (light), Exotic Weapon Proficiency (firearms), Extra Grit, Gunsmithing, Martial Weapon Proficiency (all), Point Blank Shot, Precise Shot, Quick Draw, Rapid Reload (blunderbuss), Simple Weapon Proficiency (all), Throw Anything, Weapon Focus (pistol)
Skills Acrobatics +1610 ranks, +4 Dex, +3 class skill, -1 armor, Appraise +00 ranks, +0 Int (+2 to assess nonmagical metals or gemstones), Bluff -20 ranks, -2 Cha, Climb +00 ranks, +1 Str, -1 armor, Diplomacy -20 ranks, -2 Cha, Disguise -20 ranks, -2 Cha, Escape Artist +30 ranks, +4 Dex, -1 armor, Fly +30 ranks, +4 Dex, -1 armor, Heal +20 ranks, +2 Wis, Intimidate -20 ranks, -2 Cha, Knowledge (engineering) +85 ranks, +0 Int, +3 class skill, Knowledge (local) +85 ranks, +0 Int, +3 class skill, Perception +1510 ranks, +2 Wis, +3 class skill, Ride +115 ranks, +4 Dex, +3 class skill, -1 armor, Sense Motive +20 ranks, +2 Wis, Stealth +30 ranks, +4 Dex, -1 armor, Survival +105 ranks, +2 Wis, +3 class skill, Swim +00 ranks, +1 Str, -1 armor
Languages Common, Dwarven
SQ deeds (deadeye, dead shot, gunslinger initiative, gunslinger's dodge, pistol-whip, quick clear, startling shot, targeting, utility shot), gunsmith
Combat Gear pellet grenades (4)
Other Gear +1 chain shirt, +1 pistol, masterwork blunderbuss, masterwork dagger, masterwork handaxe, belt of incredible dexterity +2, backpack, 2 bandoliers, bedroll, belt pouch, candles (5), chalk (white), firearm bullets (30), flask, flint and steel, grappling hook, gunsmith's kit, hammer, hemp rope (50 ft.), iron pot, mess kit, paper alchemical cartridges (bullet) (19), paper alchemical cartridges (pellet) (10), pellets (30 handfuls), pitons (10), 2 powder horns with 20 doses of black powder, soap (50 uses), string (50 ft.), torches (5), trail rations (5), waterskin, 26 pp, 7 gp, 7 sp, 4 cp
SPECIAL ABILITIES |
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Deeds (Ex) 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.
Dead Shot (Ex) As full-round action costing 1 grit, fire at a single target. Roll all attack rolls in order of highest to lowest as if making full attack. If any hits, attack is considered a hit. Each additional hit increases damage by firearm base damage; precision and extra damage is applied once. If one or more rolls are critical threats, confirm the critical once using highest base attack bonus -5. For each critical threat beyond the first, reduce this penalty by 1 (maximum of 0). Only misfires if all attack rolls are misfires. Cannot perform deed with blunderbuss or other scatter weapon when attacking creatures in a cone.
Deadeye (Ex) Resolve an attack against touch AC instead of normal AC when firing beyond firearm's first range increment at the cost of 1 grit per range increment beyond the first. Still take -2 penalty on attack rolls for each range increment beyond the first.
Gunslinger Initiative (Ex) As long as you have at least 1 grit, gain +2 bonus on initiative checks. Furthermore, if you have the Quick Draw feat, hands are free and unrestrained, and firearm is not hidden, draw single firearm as part of the initiative check.
Gunslinger's Dodge (Ex) When a ranged attack is made against you, spend 1 grit to move 5 feet as an immediate action and gain +2 AC against triggering attack. This movement is not a 5-foot step and provokes attacks of opportunity. Alternately, drop prone to gain +4 bonus to AC against triggering attack. Can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.
Pistol-Whip (Ex) As standard action costing 1 grit, make surprise melee attack with butt or handle of firearm. Considered proficient with the firearm as a mlee weapon and gain bonus on attack and damage equal to enhancement bonus of firearm. Damage type is bludgeoning: 1d6 damage (one-handed firearm) or 1d10 damage (two-handed firearm). Critical multiplier is 20/x2. If attack hits, can make combat maneuver check to knock target prone as free action.
Quick Clear (Ex) As standard action, remove the broken condition from single firearm currently wielding as long as it was gained by a misfire. Must have at least 1 grit to perform. Alternately, spend 1 grit to perform as move action.
Startling Shot (Ex) As standard action, purposely miss a creature you could normally hit with a firearm attack. Creature becomes flat-footed until start of its next turn. Must have at least 1 grit.
Targeting (Ex) As full-round action costing 1 grit, choose part of body to attack. Creature immune to sneak attack is immune to these effects. Arms: On hit, target takes no damage but drops one item of your choice even if held in two hands. Items held in locked gauntlet are not dropped. Head: On hit, target is damaged normally and confused for 1 round as mind-affecting effect. Legs: On hit, target is damaged normally and knocked prone. Creatures with four or more legs or immune to trip are immune to this effect. Torso: Threatens a critical on 19-20. Wings: On hit, target is damaged normally and must make DC 20 Fly check or fall 20 ft.
Utility Shot (Ex) If you have at least 1 grit, can perform all following utility shots. Each can be applied to a single attack with a firearm, but must declare which utility shot before the attack is made.
Blast Lock Make an attack roll against lock within first range increment. Diminutive lock has AC 7; larger locks have lower AC. Lock gains bonus to its AC based on quality (simple: +10, average: +15, good: +20, superior: +30; an arcane lock spell adds another +10). On hit, lock is destroyed and can be opened as if unlocked. On miss, lock is destroyed but is jammed and considered locked. Can then still be opened using this deed again, using Disable Device, or with the break DC, although with +10 to AC or DC to break or disable. Key, combination, or regular mechanical method no longer opens the lock, although knock can still be employed to bypass, and creator of an arcane lock can still bypass the wards.
Scoot Unattended Object Make attack roll against Tiny or smaller unattended object within first range increment (Tiny: AC 5, Diminutive: AC 7, Fire: AC 11). On hit, does not damage object but can move it up to 15 feet farther away from the shot's origin. On miss, object damaged normally.
Stop Bleeding Make firearm attack and press hot barrel against self or adjacent creature to staunch a bleeding wound. Instead of dealing damage, ends single bleed condition. Does not have to make an attack roll when performing the deed; can instead shoot the firearm into the air, but the shot still uses ammunition.
Grit (Ex) At start of each day, grit points equal Wisdom modifier. Spend grit to accomplish deeds. Regain grit in following ways:
Critical Hit with Firearm Regain 1 grit when confirming critical hit with firearm, unless target is helpless, unaware, or possesses fewer than half your Hit Dice.
Killing Blow with Firearm Regain 1 grit when reducing a few to 0 or fewer hit points with a firearm, unless target is helpless, unaware, or possesses fewer than half your Hit Dice.
Nimble (Ex) Gain dodge bonus to AC while wearing light or no armor. Anything that causes you to lose Dexterity bonus to AC causes you to lose this dodge bonus.
Quick Draw Draw weapon as a free action instead of move action. Draw a hidden weapon as a move action. May throw weapons at full normal rate of attacks. Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.
Throw Anything Do not suffer penalties for using an improvised ranged weapon.
CHARACTER DEMOGRAPHICS |
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Height 4 ft. 2 in., Weight 185 lbs., Hair Gray, Eyes Green, Skin Caucasian
Age 61, Deity Droskar, Homeland Ustalav, Favored Class Gunslinger
Defeated Enemies Shrine-Blessed Burning Skeleton (4), Shrine-Blessed Juju Zombie
Catch Phrase "Click. Click. Boom!"
History With his large goggles, wild hair, and black soot-streaked form, Bartemus looks more like a fey creature than a dwarf. Bartemus is obsessed with explosives and fire and sees firearms as the greatest invention in the history of the world. He is an expert with the blunderbuss (primitive shotgun) and pistol and cackles wildly between his explosive blasts. The dwarf delights in fiery destruction and often hurls pellet grenades into battle. The unpredictable fuses don't really concern him, and more than once he has caught himself or allies in an explosive blast of pellets!