Gunslinger – 4
Name: Thomas Claiborne (Tommy behind the Ace)
Race: Human Age: 22 Ht: 5’10” Wt: 160
Hair: Sandy Eyes: Gray
Str 12
Dex 20 (+2 - Human)
Con 14
Int 11
Wis 15
Cha 8
Wounds: 8 Vitality: 25
Human:
Adaptable: You start with 1 extra racial ability, class basic ability or minor award at 1st level. 1 Extra Racial
Heroic Mien: Once daily, you may retry a single d20 roll before learning if the result leads to success or failure. You must use the result of the second roll even if it is worse than the first one.
Quick Learner: Select 1 skill. Apply a +5 bonus to checks
involving this skill. - Handle Animal
Skills: Attrib. Bonus Ability(s) Bonus(es) Misc. Mod Total
Acro: +5 +2 7
Ath: +1 +2, +2 5
Endure: +1 +2. +2 5
Handle Animal: +2 +7 +5/+2 to stay in saddle 14/16
Heal: +2 +2 +5/+10 – stop bleeding 9/14
Intim: +1 +2 3
Mech: +5 +2 7
Perc +2 +2. +2 6
Stealth: +5 5
Survival: +2 +2 4
Tricks: +5 +2 +5/+10 – games 12/17
Warcft: +2.+2 4
Racial Abilities:
Iron Will: +2 to Will Checks
Zest for Living: +3 to maximum Vitality
Army Training: +2 to Athletics, Endurance, Handle Animal, Intimidate, and Warcraft
checks.
Pride’s Power: +1 to all Attacks
Class Abilities:
Core Abilities:
Firearms Focus: +1 to attacks/ +2 damage - all firearms
Gunslinger Skills: Apply a +2 bonus on Acrobatics, Heal,
Mechanics, Perception, and Trick checks.
Personal Firearms: You gain 800 gp worth of firearms and ammunition. Also, select 1
gun as a personal weapon. Anyone but you must pass a DC 20
Mechanics check to fire it. If you lose it, you can spend 1 hour to personalize another gun. 1 personal weapon at a time
Basic Abilities:
Dead Eye, Dodge, First Aid, Rapid Shot, Rapid Reload, Gambler, Grit, Sucker Shot
Military Skills, Steady Hands
Intermediate:
Firearms Specialization (+2 and +5)
Theme Awards: Theme – Rider, Martialist
Minor: Mounted Combat, Battle Mount Training - +2 to Mount’s Ref.
Minor: (Martialist) Defensive Maneuver Training - +5 against Disarm, Feint, Grapple, Sunder and Trip.
Attacks: Base – 7/8 with guns – spent 158 on guns and ammo
Weapon To Hit Damage Crit Range Ammo
+1 Colt P. Mkr.(PW) +11 2d6+6 20 20 6
+1 Colt P. Mkr. +11 2d6+6 20 20 6
Colt Lightning +10 2d4+5 20 20 6
Sharps Big Fifty Carb. +10 2d12+5 20 120 1
Rem. Whit. Shotgun +10 2d10+5 20 30 2
Bowie Knife +8 1d4+1 18-20
Initiative: +5
Defense:
Level Attribute Class Misc. +10/Total
Fort: 2 2 14
Reflex 2 5 2 19
Will: 2 2 2 16
Armor: +1 Chain Shirt DR/5, 100 HP
Equipment:
Ammo: All guns – 60 extra rounds(.45, .38, 10 gauge), Rifle – 100
Two change of clothes
Expert Pack: (on horse) described on pg. 153
Horse: Goliath (horse and gear cost 485)
Type: Warhorse
Str: 17, Dex 12, Con 17, Int 2, Wis 12, Cha 6 Prime: Strength and Con.
Skills: Acro: +11, Athletics: 19, Endur: 13, Perception: 6 (Scent)
Wounds: 15 Vitality: 17 Speed: 50’
Low-light vision
Attack: +5, Multi Attack
Damage: Bite 1d4, 2 Hooves 2d6. Damage +4
Fort:17, Ref: 14, Wis: 13 (Special: +5 to resist fatigue or exhaustion, can sleep in armor)
DR 2
Initiative: +1
Horse Gear: Leather Barding, Military Saddle, Bit and Bridle, Double Saddle bags, 50’ silk rope, 3 days feed, 1 week of boarding.
Name: Thomas Claiborne (Tommy behind the Ace)
Race: Human Age: 22 Ht: 5’10” Wt: 160
Hair: Sandy Eyes: Gray
Str 12
Dex 20 (+2 - Human)
Con 14
Int 11
Wis 15
Cha 8
Wounds: 8 Vitality: 25
Human:
Adaptable: You start with 1 extra racial ability, class basic ability or minor award at 1st level. 1 Extra Racial
Heroic Mien: Once daily, you may retry a single d20 roll before learning if the result leads to success or failure. You must use the result of the second roll even if it is worse than the first one.
Quick Learner: Select 1 skill. Apply a +5 bonus to checks
involving this skill. - Handle Animal
Skills: Attrib. Bonus Ability(s) Bonus(es) Misc. Mod Total
Acro: +5 +2 7
Ath: +1 +2, +2 5
Endure: +1 +2. +2 5
Handle Animal: +2 +7 +5/+2 to stay in saddle 14/16
Heal: +2 +2 +5/+10 – stop bleeding 9/14
Intim: +1 +2 3
Mech: +5 +2 7
Perc +2 +2. +2 6
Stealth: +5 5
Survival: +2 +2 4
Tricks: +5 +2 +5/+10 – games 12/17
Warcft: +2.+2 4
Racial Abilities:
Iron Will: +2 to Will Checks
Zest for Living: +3 to maximum Vitality
Army Training: +2 to Athletics, Endurance, Handle Animal, Intimidate, and Warcraft
checks.
Pride’s Power: +1 to all Attacks
Class Abilities:
Core Abilities:
Firearms Focus: +1 to attacks/ +2 damage - all firearms
Gunslinger Skills: Apply a +2 bonus on Acrobatics, Heal,
Mechanics, Perception, and Trick checks.
Personal Firearms: You gain 800 gp worth of firearms and ammunition. Also, select 1
gun as a personal weapon. Anyone but you must pass a DC 20
Mechanics check to fire it. If you lose it, you can spend 1 hour to personalize another gun. 1 personal weapon at a time
Basic Abilities:
Dead Eye, Dodge, First Aid, Rapid Shot, Rapid Reload, Gambler, Grit, Sucker Shot
Military Skills, Steady Hands
Intermediate:
Firearms Specialization (+2 and +5)
Theme Awards: Theme – Rider, Martialist
Minor: Mounted Combat, Battle Mount Training - +2 to Mount’s Ref.
Minor: (Martialist) Defensive Maneuver Training - +5 against Disarm, Feint, Grapple, Sunder and Trip.
Attacks: Base – 7/8 with guns – spent 158 on guns and ammo
Weapon To Hit Damage Crit Range Ammo
+1 Colt P. Mkr.(PW) +11 2d6+6 20 20 6
+1 Colt P. Mkr. +11 2d6+6 20 20 6
Colt Lightning +10 2d4+5 20 20 6
Sharps Big Fifty Carb. +10 2d12+5 20 120 1
Rem. Whit. Shotgun +10 2d10+5 20 30 2
Bowie Knife +8 1d4+1 18-20
Initiative: +5
Defense:
Level Attribute Class Misc. +10/Total
Fort: 2 2 14
Reflex 2 5 2 19
Will: 2 2 2 16
Armor: +1 Chain Shirt DR/5, 100 HP
Equipment:
Ammo: All guns – 60 extra rounds(.45, .38, 10 gauge), Rifle – 100
Two change of clothes
Expert Pack: (on horse) described on pg. 153
Horse: Goliath (horse and gear cost 485)
Type: Warhorse
Str: 17, Dex 12, Con 17, Int 2, Wis 12, Cha 6 Prime: Strength and Con.
Skills: Acro: +11, Athletics: 19, Endur: 13, Perception: 6 (Scent)
Wounds: 15 Vitality: 17 Speed: 50’
Low-light vision
Attack: +5, Multi Attack
Damage: Bite 1d4, 2 Hooves 2d6. Damage +4
Fort:17, Ref: 14, Wis: 13 (Special: +5 to resist fatigue or exhaustion, can sleep in armor)
DR 2
Initiative: +1
Horse Gear: Leather Barding, Military Saddle, Bit and Bridle, Double Saddle bags, 50’ silk rope, 3 days feed, 1 week of boarding.
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Last edited by whit10 on Tue Apr 16, 2013 8:05 pm; edited 2 times in total