Female human iron gunslinger 6 / iron rogue 4
Medium humanoid (human)
Init + 8; Senses Perception + 14
AC 24, touch 20, flat-footed 24 (+ 4 armor, + 6 dex, + 2 dodge, + 2 deflection)
hp 72 (6d10 + 4d8 + 16)
Fort +9, Ref +16, Will +7, +1 Reflex to avoid traps
Implant CON 13/12+3
Implant INT 13/14+2
Resist acid 5 , cold 5 , electricity 5 , fire 5;
Defensive Abilities evasion, danger sense +1, evasion;
Speed 30 ft.
Ranged + 1 laser pistol + 17 / + 12 (1d8 + 7/x4)
Melee + 1 adamantine gladius + 16 / + 11 (1d6 + 7/19-20)
Special Attacks grit 3; panache 1; pistol whip; sneak attack 2d6; up close and deadly 2d6;
Str 10, Dex 22, Con 12, Int 14, Wis 16, Cha 12
Base Atk +9; CMB +9; CMD 27
Feats Amateur Swashbuckler (Derring-Do), Far Shot, Fast Learner, Point-Blank Shot, Precise Shot, Rapid Shot, Snap Shot, Weapon Focus (Laser Pistol)
Skills Acrobatics +20 , Climb +14 , Computer Use +15 , Craft (Mechanical) +15 , Knowledge (Engineering) +15 , Perception +16 , Perception (Trapfinding) +17 , Profession (Engineer) +16 , Sense Motive +16 , Stealth +23
Traits acrobat, reactionary
Languages English, German, Cybertang
SQ grit, nimble, danger sense, deeds, derring-do, finesse training (punching dagger), gunslinger’s dodge, gunslinger initiative, gun training (mag pistol, laser pistol), deeds, evasion, expert leaper +2, favored terrain (urban), panache, pistol-whip, utility shot, terrain mastery
Gear +1 laser pistol, sash, adventurer’s, e-pick (prismatic), battery (9), water bottle (5), nanite canister (5), nanite hypogun (white), space rations (5), +1 inssuit, veemod goggles, veemod (red)
Cybertech implanted +1 adamantine gladius, skillslot, cybernetic arm (2), cyberfiber muscles (mark i), instinct booster (mark i), social enhancer (mark i), stealth skillchip (mark ii), wirejack tendons (mark i)
Acrobat Having trained from a young age, you’re capable of amazing feats of daring. You gain a +1 bonus on Acrobatics checks, and you take only a -2 penalty instead of the normal -5 penalty when using the Climb skill to attempt an accelerated climb.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Danger Sense (Ex) At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level).
Derring-Do (Ex) At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.
Expert Leaper (Ex) When making jump checks, the rogue is always considered to have a running start. Also, when the rogue deliberately falls, a DC 15 Acrobatics check allows her to ignore the first 20 feet fallen, instead of the first 10 feet.
Finesse Training (Ex) At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
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.
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.
Gun Training (Ex) Starting at 5th level, a gunslinger can select one specific type of firearm (such as a mag pistol, laser rifle, or emp rifle). Thereafter, she gains a bonus equal to her Dexterity modifier on damage rolls when using that firearm. Every 4 levels thereafter (9th, 13th, and 17th), the gunslinger selects another type of firearm, gaining these bonuses for those types as well.
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 twohanded 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/x2. 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.
Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 2d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.
Trapfinding (Ex) You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks.
Terrain Mastery (Ex): A rogue with this talent gains a favored terrain, as the ranger class feature of the same name, but the bonus does not increase with her level. A rogue can select this talent multiple times, each time applying it to a new terrain.
Up Close and Deadly (Ex) At 1st level, when the gunslinger uses a firearm to hit a target within her first range increment, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level and does not stack with sneak attack dice. Characters with both this ability and the sneak attack class feature must instead use the highest of the two dice pools when attempting to use this ability against enemies that are being denied their Dexterity bonus to AC or are being flanked. This deed replaces the deadeye deed.
The cost of using this deed cannot be reduced with the Signature Deed feat, the true grit class feature, or any similar effect. This precision damage stacks with sneak attack and other forms of precision damage.
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
Vigilant Loading (Ex) At 1st level, as long as a gunslinger has at least 1 grit point, she does not provoke attacks of opportunity when loading a firearm.
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).