Training Log
[DD/MM/YY]: Gunslinger (Bolt Ace) 5/Fighter 5
+[Favored Class] Fighter
+[Racial Ability Score] Vanaras are agile and insightful, but are also rather mischievous. They gain +2 Dexterity, +2 Wisdom, and –2 Charisma.
+[Racial Trait] Vanaras are humanoids with the vanara subtype.
+[Racial Trait] Vanaras are Medium creatures and thus have no bonuses or penalties due to their size.
+[Racial Trait] Vanaras have a base speed of 30 feet and a climb speed of 20 feet.
+[Racial Trait] Vanaras begin play speaking Common and Vanaran. Vanaras with high Intelligence scores can choose from the following: Aklo, Celestial, Elven, Gnome, Goblin, and Sylvan. See the Linguistics skill page for more information about these languages.
+[Racial Trait] Nimble: Vanaras have a +2 racial bonus on Acrobatics and Stealth checks
+[Racial Trait] Low-Light Vision: A vanara can see twice as far as a human in dim light.
+[Racial Trait] Prehensile Tail: A vanara has a long, flexible tail that she can use to carry objects. She cannot wield weapons with her tail, but the tail allows her to retrieve a small, stowed object carried on her person as a swift action.
+[Trait (Faith)] Indomitable Faith: Benefit: You gain a +1 trait bonus on Will saves.
+[Trait (Social)] Suspicious: Benefits: You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.
+[Class] Gunslinger (Bolt Ace) 5
+[Class Feature] Crossbow Maven: A bolt ace is proficient with all crossbows instead of all firearms and begins play with a masterwork crossbow of her choice. This ability alters the gunslinger’s weapon proficiencies and replaces gunsmith.
+[Class Feature] Gunslingers are proficient with all simple and martial weapons, and with all firearms. They are proficient with all light armor.
+[Class Feature] Grit (Ex): A bolt ace regains grit when she scores a critical hit or deals a killing blow with any kind of crossbow. This ability modifies the grit class feature.
+[Class Feature] Grit (Ex): A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s 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 (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 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. Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit. 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 gunslinger’s character level to 0 or fewer hit points does not restore any grit. Daring Act & Dares The following method for regaining grit points requires a measure of GM judgment, so it is an optional rule. Daring Act Each time a gunslinger performs a daring act, she can regain grit. As a general guideline, a daring act should be risky and dramatic. It should take a good deal of guts, and its outcome should have a low probability of success. If it is successful, the gunslinger regains 1 grit point. Before attempting a daring act, the player should ask the GM whether the act qualifies. The GM is the final arbiter of what’s considered a daring act, and can grant a regained grit point for a daring act even if the player does not ask beforehand whether the act qualifies. Dares Dares are similar to deeds in that they grant a gunslinger or a swashbuckler extra abilities based on either grit or panache, but unlike deeds, dares become active when a member of these classes runs out of her respective pool, and become inactive until the character regains points of their respective pool. They grant the character a benefit and a new ability to regain or increase the ability to regain either grit or panache. A dare can be taken in place of one of the bonus feats a gunslinger or a swashbuckler gains at 4th level and every 4 levels thereafter. A gunslinger or a swashbuckler can choose to have multiple dares, but can only pick one to be active each time she reaches 0 grit or panache points. Once chosen, the active dare cannot be changed until the gunslinger or swashbuckler reaches 0 grit or panache points again.
+[Class Feature] Deeds: Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. 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.
+[Class Feature] Sharp Shoot (Ex): At 1st level, a bolt ace can resolve an attack against touch AC instead of normal AC when firing a crossbow at a target within its first range increment. Performing this deed costs 1 grit point. This deed’s cost cannot be reduced by any ability or effect that reduces the amount of grit points a deed costs (such as Signature Deed).
+[Class Feature] Vigilant Loading (Ex): At 1st level, as long as a bolt ace has at least 1 grit point, she does not provoke attacks of opportunity when loading a crossbow.
+[Class Feature] 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.
+[Class Feature] 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.
+[Class Feature] 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.
+[Class Feature] Shooter’s Resolve (Ex): At 3rd level, a bolt ace can spend 1 grit point when making a crossbow attack as a standard action and ignore the effects of concealment (though not total concealment) and cover (other than total cover) against that shot.
+[Class Feature] Nimble (Ex) Starting at 2nd level, a gunslinger gains a +1 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. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).
+[Class Feature] Bonus Feats: At 4th level, and every four levels thereafter, a gunslinger gains a bonus feat in addition to those gained by normal advancement. These bonus feats must be combat or grit feats.
+[Class Feature] Crossbow Training (Ex): Starting at 5th level, a bolt ace can select one specific type of crossbow, such as hand crossbow or heavy crossbow. She gains a bonus on damage rolls equal to her Dexterity modifier with that crossbow. Furthermore, when she scores a critical hit with that type of crossbow, her critical modifier increases by 1 (a x2 becomes a x3, for example). Every 4 levels thereafter, she can pick a different type of crossbow, gaining the bonus damage and increased critical multiplier with that type of crossbow as well. This ability replaces gun training.
+[Feat] Point-Blank Shot (Combat): You are especially accurate when making ranged attacks against close targets. Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
+[Feat] Rapid Shot (Combat): You can make an additional ranged attack. Prerequisites: Dex 13, Point-Blank Shot. Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.
+[Bonus Feat] Rapid Reload (Combat): Heavy Repeating Crossbow. You can reload such a weapon quickly. Prerequisites: Weapon Proficiency (crossbow type chosen) or Exotic Weapon Proficiency (firearm). Benefit: The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow or one-handed firearm), or a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity. If you have selected this feat for a hand crossbow or light crossbow, you may fire that weapon as many times in a full-attack action as you could attack if you were using a bow. Normal: A character without this feat needs a move action to reload a hand or light crossbow, a standard action to reload a one-handed firearm, or a full-round action to load a heavy crossbow or a two-handed firearm. Special: You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of crossbow or a new type of firearm.
+[Feat] Crossbow Mastery (Combat): You can load crossbows with blinding speed and even fire them in melee with little fear of reprisal. Prerequisites: Dex 15, Point-Blank Shot, Rapid Reload, Rapid Shot. Benefit: The time required for you to reload any type of crossbow is reduced to a free action, regardless of the type of crossbow used. You can fire a crossbow as many times in a full attack action as you could attack if you were using a bow. Reloading a crossbow for the type of crossbow you chose when you took Rapid Reload no longer provokes attacks of opportunity.
+[Class] Fighter 5
+[Favored Class Bonus] Hp +5
+[Class Feature] Weapon and Armor Proficiency A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
+[Class Feature] Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.” Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
+[Class Feature] Bravery (Ex) Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
+[Class Feature] Armor Training (Ex) Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed. In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor. Advanced Armor Training: Beginning at 7th level, instead of increasing the benefits provided by armor training (reducing his armor’s check penalty by 1 and increasing its maximum Dexterity bonus by 1), a fighter can choose an advanced armor training option (see Advanced Armor Training below) . If the fighter does so, he still gains the ability to move at his normal speed while wearing medium armor at 3rd level, and while wearing heavy armor at 7th level.
+[Class Feature] Weapon Training (Ex): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. Every four levels thereafter (9th*, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups. A fighter also adds this bonus to any combat maneuver checks made with weapons from his group. This bonus also applies to the fighter’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group. Advanced Weapon Training: Beginning at 9th level, instead of selecting an additional fighter weapon group, a fighter can choose an advanced weapon training option (see Advanced Weapon Training below) for one fighter weapon group that he previously selected with the weapon training class feature. Source: PPC:WMH Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups):
Crossbows: double crossbow, hand crossbow, heavy crossbow, launching crossbow, light crossbow, heavy repeating crossbow, light repeating crossbow, and tube arrow shooter.
+[Feat] Deadly Aim (Combat): You can make exceptionally deadly ranged attacks by pinpointing a foe’s weak spot, at the expense of making the attack less likely to succeed. Prerequisites: Dex 13, base attack bonus +1. Benefit: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
+[Bonus Feat] Weapon Focus (Combat): Heavy Crossbow Prerequisites: Proficiency with selected weapon, base attack bonus +1. Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
+[Bonus Feat] Clustered Shots (Combat): You take a moment to carefully aim your shots, causing them all to strike nearly the same spot. Prerequisites: Point-Blank Shot, Precise Shot, base attack bonus +6. Benefit: When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent’s damage reduction. Special: If the massive damage optional rule is being used, that rule applies if the total damage you deal with this feat is equal to or exceeds half the opponent’s full normal hit points (minimum 50 points of damage).
+[Bonus Feat] Point Blank Master (Combat): Prerequisite: Weapon Specialization with selected ranged weapon. Benefit: Choose one type of ranged weapon. You do not provoke attacks of opportunity when firing the selected weapon while threatened. Normal: Using a ranged weapon while you are threatened provokes attacks of opportunity.
+[Feat] Weapon Specialization: Heavy Crossbow+[Bonus Feat] Point Blank Master (Combat): Prerequisite: Weapon Specialization with selected ranged weapon. Benefit: Choose one type of ranged weapon. You do not provoke attacks of opportunity when firing the selected weapon while threatened. Normal: Using a ranged weapon while you are threatened provokes attacks of opportunity.
+[Feat] Weapon Specialization: Heavy Crossbow
+[Stat increases] Dex at 4th, Dex at 8th
+[Skill Rank] Acrobatics +10
+[Skill Rank] Bluff +4
+[Skill Rank] Climb +1
+[Skill Rank] Handle Animal +3
+[Skill Rank] Heal +1
+[Skill Rank] Perception +10
+[Skill Rank] Survival +10
+[Skill Rank] Swim +1
+[Background Skill Rank] Craft (Fletcher)+10
+[Background Skill Rank] Profession Bounty Hunter +10
[14/05/2017] Gunslinger (bolt Ace) 5/ Fighter 6
+[Bonus Feat] Improved Critical (Combat): Crossbows. Prerequisite: Proficient with weapon, base attack bonus +8. Benefit: When using the weapon you selected, your threat range is doubled.
+[Feat] Snap Shot (Combat): Prerequisite: Dex 13, Point-Blank Shot, Rapid Shot, Weapon Focus, base attack bonus +6. Benefit: While wielding a ranged weapon with which you have Weapon Focus, you threaten squares within 5 feet of you. You can make attacks of opportunity with that ranged weapon. You do not provoke attacks of opportunity when making a ranged attack as an attack of opportunity. Normal: While wielding a ranged weapon, you threaten no squares and can make no attacks of opportunity with that weapon.
+[Skill Rank] Perception +1
+[Skill Rank] Survival +1
+[Skill Rank] Acrobatics +1
+[Background Skill Rank] Craft (Fletcher)+1
+[Background Skill Rank] Profession Bounty Hunter +1
[14/05/2017] Gunslinger (bolt Ace) 5/ Fighter 7
+[Stat bonus] +1 dex
+[Skill Rank] Perception +1
+[Skill Rank] Survival +1
+[Skill Rank] Acrobatics +1
+[Background Skill Rank] Craft (Fletcher)+1
+[Background Skill Rank] Profession Bounty Hunter +1
[12/06/2017] Gunslinger (bolt ace) 5/Fighter 8
+[Bonus Feat] Improved Snap Shot (Combat) You can take advantage of your opponent’s vulnerabilities from a greater distance, and without exposing yourself. Prerequisite: Dex 15, Point-Blank Shot, Rapid Shot, Snap Shot, Weapon Focus, base attack bonus +9. Benefit: You threaten an additional 5 feet with Snap Shot. Normal: Making a ranged attack provokes attacks of opportunity.
+[Feat] Greater Weapon Focus: Crossbow
+[Skill Rank] Perception +1
+[Skill Rank] Survival +1
+[Skill Rank] Acrobatics +1
+[Background Skill Rank] Craft (Fletcher)+1
+[Background Skill Rank] Profession Bounty Hunter +1
[02/07/2017] Gunslinger (bolt Ace) 5/ Fighter 9
+[Class Feature] Trained Initiative (Ex) As long as he is wielding a weapon from the associated weapon group or is able to draw such a weapon (even if he is not currently wielding it), the fighter applies his weapon training bonus to initiative checks. In addition, if he has the Quick Draw feat and has a weapon from the appropriate weapon group that isn’t hidden, he can draw that weapon as a free action as part of making an initiative check.
+[Skill Rank] Perception +1
+[Skill Rank] Survival +1
+[Skill Rank] Acrobatics +1
+[Background Skill Rank] Craft (Fletcher)+1
+[Background Skill Rank] Profession Bounty Hunter +1
[27/07/2017] Gunslinger (bolt Ace) 5/ Fighter 10
+[Feat] Critical Focus (Combat) You are trained in the art of causing pain. Prerequisites: Base attack bonus +9. Benefit: You receive a +4 circumstance bonus on attack rolls made to confirm critical hits
+[Bonus Feat] Combat Reflexes (Combat) You can make additional attacks of opportunity. Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed. Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed. Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round
+[Skill Rank] Perception +1
+[Skill Rank] Survival +1
+[Skill Rank] Acrobatics +1
+[Background Skill Rank] Craft (Fletcher)+1
+[Background Skill Rank] Profession Bounty Hunter +1