"The last breath you will know is the single gram of lead from beyond your sight."

Name: Inferna
Race: Tiefling
Hair: Dark Brown
Height: 5''6
Weight: 114 Pounds
Eyes: Glowing Blue
Occupation: Mercenary
Languages: Abyssal, Infernal, Common, Draconic.
** Statistics**
STR: 10 (+0)
DEX: 20 (+5)
CON: 12 (+1)
INT: 14 (+2)
WIS: 12 (+1)
CHA: 10 (+0)
HP: 21
AC 15
Touch 15
Flat 5
Init +5
FORT +1
REFLEX +7
WILL +1
Ranged +6
Melee +1
Traits:
Dirty Fighter:
You wouldn’t have lived to make it out of childhood without the aid of a sibling, friend, or companion on whom you could always count to distract your enemies long enough to do a little bit more damage than normal. That companion may be another PC or an NPC (who may even be recently departed from your side).
Benefit: When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.
Killer: You made your first kill at a very young age and found the task of war or murder to your liking. You either take particular pride in a well-placed blow, or vile pleasure in such a strike as you twist the blade to maximize the pain.
Benefit: You deal additional damage equal to your weapon’s critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself. This extra damage is a trait bonus.
Feats:
Retributive Protection:
You can punish enemies who ignore you in combat.
Benefit: As a swift action, you may declare an opponent the target of your retribution. Until your next turn, whenever that opponent attacks (melee or ranged) anything (creature or object) other than yourself, it provokes an attack of opportunity from you, and you gain a +1 bonus to hit and a +2 bonus to damage on attacks of opportunity against the target. When your base attack bonus reaches +4, and every 4 points thereafter, the bonus to your attack rolls increases by +1 and the bonus to damage rolls by +2 (+2/+4 at BAB +4, +3/+6 at BAB +8, etc).
(Racial) Dark Vision (To 60ft)
(Racial)Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Skills:
Acrobatics Rank 1
Escape Artist Rank 1
Sleight of Hand Rank 1
Bluff Rank 1
Climb Rank 1
Survival Rank 1
Dead Eye: As a standard action, the gunslinger makes a single attack with a firearm against a target within one range increment of the weapon she's attacking with. This attack is resolved as a touch attack within this distance. In addition, the gunslinger deals an extra 1d6 precision damage on the shot for every 2 levels of gunslinger she has (+1d6 at 2nd level, +2d6 at 4th level, etc). If the attack succeeds, the gunslinger regains 1 grit. At 8th and 16th level, the gunslinger increases grit gained by this ability by 1.
Called Shot: As a full-round action, the gunslinger makes a single attack roll, and may attempt to shoot a specific area of a target's body. Creatures immune to critical hits are immune to called shots. The effect of the called shot depends on the location you decide to shoot. Some fantastic creatures may not have the appropriate body parts; but you may choose any of the following options regardless, as it's assumed the gunslinger will choose a location that would provide a similar effect. The gunslinger may choose one of the following effects if the attack succeeds.
Headshot: You deal damage as appropriate for your weapon and may deal extra damage by spending grit. For each point of grit you spend you deal an extra 2d6 points of precision damage.
Armshot: You deal damage as appropriate for your weapon and may make a special combat maneuver check to disarm the target. This functions as a normal combat maneuver check except you apply your Dexterity modifier to the check instead of your Strength modifier, and you ignore bonuses or penalties based on your size (but not the target's). If the check succeeds, the target drops a held item of your choice as though they were disarmed. You may spend grit to gain a bonus on your combat maneuver check. For each point of grit you spend, you gain a +2 bonus on your combat maneuver check.
Body Shot: You deal damage as appropriate for your weapon, and you may spend grit to inflict bleed damage on your target. For each point of grit spent, you inflict 2 points of bleed damage on the target. Alternatively, you may choose to instead inflict 1 point of Constitution bleed for every 2 grit points you spend.
Leg Shot: You deal damage as appropriate for your weapon and may make a special combat maneuver check to trip the target. This functions as a normal combat maneuver check except you apply your Dexterity modifier to the check instead of your Strength modifier, and you ignore bonuses or penalties based on your size (but not the target's). If the check succeeds, the target drops prone as if tripped. You may spend grit to gain a bonus on your combat maneuver check. For each point of grit you spend, you gain a +2 bonus on your combat maneuver check. Creatures immune to being tripped are immune to this ability.
Wing Clip: You deal damage as appropriate for your weapon and may cause enemies to fall out of the air. If the target of the attack has a flight speed, you may inflict a penalty on their Fly checks by spending grit. For each point of grit you spend, the target suffers a -2 penalty to Fly skill checks. This penalty lasts until the target receives a DC 15 heal check or is healed of hit point damage.
Darkness:, Touch, Standard Action.
This spell causes an object to radiate darkness out to a 20-foot radius. This darkness causes the illumination level in the area to drop one step, from bright light to normal light, from normal light to dim light, or from dim light to darkness. This spell has no effect in an area that is already dark. Creatures with light vulnerability or sensitivity.
If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell's effect is blocked until the covering is removed.
This spell does not stack with itself. Darkness can be used to counter or dispel any light spell of equal or lower spell level.
Total Weight 23
Light Load 33
Med Load 66
Max Load 100
Overhead 100
Off Ground 200
Push/Drag 500
Ammo Belt, Worn, 1 Lb
Musket Shots x50, 5 Lbs Worn on Ammo Belt
1x Musket - 2d6 DMG, 18-20/x3 Crit, 120 Range, Capacity 1, Weight 8Lbs, Size M, Type is B and P
Bedroll, 5lbs
Waterskin, 4 lbs
102 GP
9 SP
0 CP
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