Wild Will Young (Aasimar Gunslinger level 10 Pathfinder CR 10)
Wild Will’s father was never known, some say it was a devil in human form some say an angel, his mother would never say who seduced her, she died shorty after giving birth so now no one will ever know.
William was a beautiful baby and was adopted by an aristocrat family who already had three older children but could not have any more. Everything in his future looked golden his step mother even started to favor the handsome Will over his step siblings. This was the beginning of his downfall, his eldest brother, James a 23 year old young mage “accidentally” caught the 11 year old Will in a fireball. Some say it wasn’t such an accident but James was fearful of loosing out on his inheritance. The young William survived but was quite disfigured by the blast, half his face burnt away. Losing his beauty his step mother started to alienate herself from Will. For the next two years of his childhood Will was shunned by his step family and locked away from visitors. At the age of 13 he left his foster home for good taking with him his step father’s prize pepper box pistol and never returning.
Wild Will Young soon became a dead eye with the pistol, first taking small jobs cleaning cellars of giant rats, later guarding herds of horses or cattle from wild beasts and monsters.
When he became 18 Wild Will Young decided to start traveling and see the world, making enough money doing odd jobs and gambling. His heart is basically good but because of his bad childhood he does have a wild side. He rarely spends enough time in any place to make friends and has difficulty getting close to anyone.
Name Wild Will Young
Aasimar CR 10
Good Medium Outsider
Gunslinger level 10 (skill points 50) Gunslinger
Init +4; Senses Darkvision 60; Perception +18
AC 22, Touch 18, flat footed 14 (+1 Leather, Shield, none)
(+4 Dex, +1 Natural, +3 armour, +4 feats)
hp 75 (0d8+10d10+10+10);
Fort +8, Ref +11, Will +6
Resistance to acid 5, Resistance to cold 5, Resistance to electricity 5
Single Attack Rapier +11 (1d6+1/18-20)
or (+2/+2) Pepperbox +18 (1d8+11 X4)
Rapier +11/6 (1d6+1/18-20)
or (+2/+2) Pepperbox +16/16/11 (1d8+11 X4) range 20
Space 5ft.; Reach 5
Other Daylight 1/day at his level
Deed Dead Shot (Ex) As a full-round action, can take careful aim and pool all of her attack potential into a single, deadly shot. makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the gunslingers single attack is considered to have hit. For each additional successful attack roll beyond the first, the gunslinger increases the damage of the shot by the base damage dice of the firearm.
Deed Deadeye (Ex) Can resolve an attack against touch AC instead of normal AC when firing beyond her firearms 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.
Deed Gunslinger Initiative (Ex) 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.
Deed Gunslingers Dodge (Ex) 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.
Deed Pistol-Whip (Ex) Can make a surprise melee attack with the butt or handle of her firearm as a standard action. Gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. One-handed firearms deal 1d6 points of damage and two-handed firearms deal 1d10 points of damage. 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.
Deed Quick Clear (Ex) 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.
Deed Startling Shot (Ex) A gunslinger with least 1 grit point can spend a standard action to purposely miss a creature that she could normally hit with a firearm attack. When she does, that creature becomes flat-footed until the start of its next turn.
Deed Targeting (Ex) As a full-round action, the gunslinger can make a single firearm attack and choose part of the body to target. She gains the following effects depending on the part of the body targeted.
Deed Targeting (Ex) – Arms On a hit, the target takes no damage from the hit but drops one carried item of the gunslingers choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
Deed Targeting (Ex) – Head On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.
Deed Targeting (Ex) – Legs On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.
Deed Targeting (Ex) – Torso Targeting the torso threatens a critical on a 19-20.
Deed Targeting (Ex) – Wings On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.
Deed Utility Shot (Ex) -1 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.
Deed Utility Shot (Ex) -3 Scoot Unattended Object: Make an attack roll against a Tiny or smaller unattended object within the first range increment. A Tiny object has an AC of 5, Diminutive AC of 7, and a Fine AC of 11. On a hit, the gunslinger does not damage the object, but can move it up to 15 feet farther away from the shots origin. On a miss, she damages the object normally.
Deed Utility Shot (Ex) -4 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.
Grit (Ex) Grit is a fluctuating measure of a gunslingers 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 (min 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (min 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.
Grit (Ex) – 2 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 gunslingers character level to 0 or fewer hit points does not restore any grit.
Str 12, Dex 18, Con 12, Int 12, Wis 16, Chr 8
Base Attack 10 CMB 11; CMD 25
Extra Grit (Grit): You gain 2 extra grit points at the start of each day, and your maximum grit increases by 2.,
Rapid Shot: Gain extra ranged attack all attacks at -2,
Armour Prof Light,
Deadly Aim: -1 to hit with ranged attacks +2 damage per evey +4 base attack,
Dodge: Add 1 to AC ,
Martial Weap Prof,
Point Blank Shot: +1 to hit +1 damage if within 30 ft (already included in calculations),
Precise Shot: Can shoot into melee without -4 penalty,
Simple Weapon Proficiency,
Weapon Focus(Ranged): +1 attack rolls
Skills Acrobatics 14, Bluff -1, Climb 5, Diplomacy 1, Handle Animal 3, Heal 7, Intimidate 11, Know Arch & Eng 1, Know Local 8, Perception 18, Ride 11, Sleight of Hand 17, Survival 9, Swim 1
Languages Celestial, Common
Environment Temperate plains
Organization Solitary, Pair, Team 3-4
Deed Utility Shot (Ex) -2 Blast Lock: Makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC based on its quality: Simple lock a +10 bonus to AC, an average lock +15, a good lock +20, a superior lock +30. Arcane lock grants a +10 bonus to the AC of a lock. 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
Gun Training (Ex) 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. No of firearms = 2
Nimble (Ex) Gains a dodge bonus to AC while wearing light or no armor. Anything that causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose this dodge bonus. Bonus = + 3
Weapon Proficiency Firearms
Amulet of natural armour (+1) +1 Nat armour (2000gp)
+1 Leather (1000gp)
Potion of Displacement – (750gp)
Potion of Darkvision – (300gp)
Potion of Cure serious wounds – (750gp)
Potion of Cure serious wounds – (750gp)
+2 Pepperbox (8000gp)
Total Value = 13550