David "The Sage .357" Lewis

Description:

Race: Human Class: Gunslinger 4/Champion 1
Alignment: CN Size: Medium humanoid (human)
Initiative: 10 Senses:-
Perception: +10
Defense
AC: 18, touch 14, flat-footed 12 (
2 Armor, 4 Dex, +2 dodge)
Hit Points: 44 (10d4
4)
Defensive Abilities: hard to kill, nimble 2
Immunities:
Saving Throws
Fort: +5 Ref: +8 Will +4;
Offense
Speed: 30 ft.
Melee: Kung Si Sword (d10 +2)

Statistics
Str 14/
2 Dex 18/4 Con 13/1 Int 14/2 Wis 16/3 Cha 12/1
Base Atk: +10 CMB: +14 (
16 disarm) CMD: 32 (34 vs. disarm)
Feats

Skills
Acrobatics 11, Bluff +8 (13 to Feint), Climb +7, Craft (traps) +6, Escape Artist +14, Handle Animal +5, Heal +3, Intimidate +8, Knowledge (engineer) +9, Knowledge (local) +2 Perception +10, Profession(Gunsmith) +10, Sense Motive +3, Sleight of Hand +4, Suvival +8, Swim +7
Racial Modifiers: +2 Perception, +2 Spellcraft to identify magic item properties
Languages: Common, Elven, Giant

Abilities & Feats:
Hard to kill, mythic power, surge +1d6
7 Grit Points

Distant Barrage (Ex): As a swift action, you can expend one use of mythic power to make a ranged attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making this attack, ignore the target’s cover and concealment other than total cover, and add your tier to the attack roll. Damage from this attack bypasses all damage reduction.

Limitless Range (Ex): Multiply the range increment on all of your ranged and thrown weapons by 5 feet, and these weapons no longer have a maximum range increment for you. You can throw any melee weapon as if it had a range increment of 20 feet—this increment isn’t multiplied by 5, but the weapon doesn’t have a maximum range increment.

30’ mvmt

Dodge
Improved Initiative
Extra Grit (Grit)

Deeds:
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.

Gunslinger’s Dodge (Ex): At 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.

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.

Utility Shot (Ex): At 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.

Mythic Abilities & Feats:

Blowback (Ex): As a standard action, you can expend one use of mythic power to make one melee or ranged attack at your full base attack bonus. If the attack hits, your foe is also knocked directly away from you a distance equal to 10 feet per tier. If the foe strikes a solid object before reaching this distance, it takes 1d6 points of bludgeoning damage for every 10 feet it couldn’t travel. If it strikes another creature, both it and the creature it strikes take half this damage.

Distant Barrage (Ex): As a swift action, you can expend one use of mythic power to make a ranged attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making this attack, ignore the target’s cover and concealment other than total cover, and add your tier to the attack roll. Damage from this attack bypasses all damage reduction.

Mythic Paragon:
Your mythic power is even more potent than that of most other mythic beings.
Benefit: Your tier is considered 2 higher for determining the potency of mythic abilities, feats, and spells. This doesn’t grant you access to mythic abilities or greater versions of mythic spells at a lower tier than you would normally need to be to get them, nor does it grant you additional uses of mythic power or adjust the dice you roll for your surge.

Age: 30ish
Height: 6’
Weight: 210 lbs
Hair: Black
Eyes: Hazel

Standing an unimpressive 6’ tall, David has broad shoulders. Weighing in around 210. His dark brown skin and hazel eyes make his stare striking. Normally dressed in a quality navy blue or black suit with a matching wide brimmed hat. Dark glasses hide his eyes, two low slung pistols adorn his legs and the blade on his back has an extra long hilt. Yet somehow he can blend into the crowd, only to be seen when those two hand cannons start to blazing.

Bio:

David “Sage .357” Lewis is one those men who wears his honor on sleeve. He’s every man and no one all at the same time. David has the talent to blend into the crowd, but make a big noise when necessary. Most people would think he’s looking for the next big payday, yet anyone who gets to know him would realize that he’s a man who appreciates fine things as well as equality. David would just as soon feed all the children in town as to buying a new quality suit. Nothing about the Sage is lavish, it’s all fine toned. Some say he’s gun for hire, others say he’s gun wielding fount of wisdom.

David "The Sage .357" Lewis

Drahatan AlphaDean