Sir Ainsley


Race: Half-Elf (Mountain Elf)
Gender: Male
Class (level): Gunslinger (Gun Tank/Mysterious Stranger) 7th
Alignment: Neutral Good
Experience: 25170
Next Level: 34000
Age: 74 years

  • Citadel Born
  • Student
  • Bannerman
  • Foot Soldier
  • Sergeant
  • Captain
  • Chronicler
  • Adviser to the Court


Hit Points: (7d10+21) = 63
Str: 16
Dex: 20
Con: 14
Int: 18
Wis: 12
Cha: 18
Cash: 0gp, 0sp
Languages: Gael, Perbashket, Valeyar, Undercommon, Andorian, Krangi, Skaevrym, Lloegran, Frejsan, Saexe, Orvian [Literate]
AC: 23 (2 Dex, 1 dodge, 10 armor)
CMD: 26
Defenses: DR 1/-

Attack: +10 melee, +12 ranged

  • BAB: +7
  • CMB: +10
    • Heirloom Musket: +12/7 ranged, 40-ft. range
      • Damage: 1d12+4 damage, x4 Crit
    • Dragon Pistol: +11/6 ranged, 10-ft. range
      • Damage: 1d6+4 damage, x4 Crit
    • Dragon Pistol (pellets): +9/4 ranged, 15-ft. cone
      • Damage: 1d6+4 damage, x4 Crit


  • Fort: +7
  • Ref: +10
  • Will: +5
    • +2 vs. Divination and Enchantment
    • +1 vs. Evil Outsiders
    • Immune to Sleep


  • Land Speed: 20-ft.
  • Initiative: +8

Skill Points: 74

Weapon/Armor Proficiencies:

  • All Simple Weapons
  • All Martial Weapons
  • Firearms
  • Light Armor
  • Medium Armor
  • Heavy Armor
  • Shields
  • Tower Shields

Skills: (includes armor penalty)

  • Acrobatics (7 ranks): +11
  • Bluff (2 ranks): +9
  • Climb (2 ranks): +4
  • Craft [alchemy] (2 ranks): +9
  • Craft [calligraphy] (2 ranks): +9
  • Diplomacy (2 ranks): +9
  • Disable Device (6 ranks): +13
  • Handle Animal (2 ranks): +9
  • Heal (2 ranks): +6
  • Intimidate (7 ranks): +14
  • Knowledge [engineering] (2 ranks): +9
  • Knowledge [history] (2 ranks): +9
  • Knowledge [local] (2 ranks): +9
  • Linguistics (4 ranks): +12
  • Perception (7 ranks): +13
  • Perform [oratory] (2 ranks): +9
  • Perform [singing] (2 ranks): +9
  • Profession [scribe] (2 ranks): +6
  • Ride (2 ranks): +11
  • Sleight of Hand (2 ranks): +6
  • Stealth (7 ranks): +8
  • Survival (2 ranks): +9
  • Swim (2 ranks): +4

Class Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Linguistics (Int), Perform (Cha), Perception (Wis), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Survival (Wis), and Swim (Str).


Deadly Aim
Prerequisites: Dex 13, base attack bonus +1.
Benefit: You can choose to take a –2 penalty on all ranged attack rolls to gain a +4 bonus on all ranged damage rolls. 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.

Prerequisite: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Rapid Reload (one-handed firearms)
Prerequisites: 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 onehanded firearm), or a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity.

Eldritch Heritage (Boreal)
Prerequisites: Cha 13, Skill Focus with the class skill of bloodline selected for this feat (see below), character level 3rd.
Benefit: Select one sorcerer bloodline. You must have Skill focus in the class skill that bloodline grants to a sorcerer at 1st level (for example, Heal for the celestial bloodline). This bloodline cannot be a bloodline you already have. You gain the first-level bloodline power for the selected bloodline. For purposes of using that power, treat your sorcerer level as equal to your character level – 2, even if you have levels in sorcerer. You do not gain any of the other bloodline abilities.

Battle Scars [Bonus]
Prerequisite: Middle age or older
Benefit: You gain DR 1/–. This stacks with other DR/– you possess.

Skill Focus (Survival) [Bonus]
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Gunsmithing [Bonus]
Benefit: If you have access to a gunsmith’s kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.

  • Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day).
  • Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).
  • Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.


Chance Savior [Campaign Trait]
Benefit: You gain a +2 trait bonus on Initiative checks.

Without a Past [Social Trait]
Benefit: You earn +1 trait bonus to Bluff and Linguistics when used to forge documents, and choose one as a class skill.

Heirloom Weapon [Equipment Trait]
Benefits: You start with a masterwork weapon (you must pay the normal price). You are considered proficient with this weapon (but not others of its type) and gain +1 on attacks with the weapon.

Armor Expert [Combat Trait]
Benefit: When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.

Nimble Fingers, Keen Mind [Religion Trait]
Benefit: You gain a +1 trait bonus on Disable Device checks, and Disable Device becomes a class skill for you.

Carefully Hidden [Race Trait]
Benefit: You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.

Watching Taldor [Regional Trait]
Benefit: You gain a +1 trait bonus to Initiative checks, and if you are able to act during the surprise round of an encounter, you can draw a weapon (but not a potion or magic item) as a free action during that round.

Purity of Faith [Faith Trait]
Benefit: You take +1 trait bonus on all Will saves and a +1 bonus on all saving throws made against spells and effects originating from an outsider with the evil subtype.

Race Abilities
  • +2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
  • Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Half-elves have a base speed of 30 feet.
  • Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light (see low-light vision).
  • Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
  • Elf Blood: Half-elves count as both elves and humans for any effect related to race.
  • Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
  • Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
  • Multitalented: Half-elves choose two favored class at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
  • Spell-like abilities: Guidance 1/day (Caster level 5th).

Class Abilities:

Cold Steel (Sp): At 1st level, you can touch a weapon or up to 50 pieces of ammunition as a standard action, giving it the frost property for a number of rounds equal to 1/2 your sorcerer level (2 rounds). You can use this ability a number of times per day equal to 3 + your Charisma modifier (7/day).

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 Charisma modifier (4). Her grit goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (4), 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.

Deeds (Ex): 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.

  • 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.
  • Gun Tank’s Resolve (Ex): At 1st level, the gun tank can shrug off the most serious of attacks. When the gun tank is wearing medium or heavy armor and is subject to a critical hit or sneak attack, she can spend 1 grit point as an immediate action to attempt to negate the critical hit or sneak attack damage. At 1st level, she has a 25% chance of doing so. While a gun tank’s resolve does not stack with the fortification armor special ability, it does work in concert with that armor special ability or similar effects, so a gun tank can use this ability even after the armor of fortification has failed to negate the critical hit or sneak attack damage.
  • Focused Aim (Ex): At 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn. At 7th level, when she uses the dead shot deed, she multiplies this bonus by the number of hits she made while rolling the Dead Shot attack.
  • 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.
  • Dead Shot (Ex): At 7th level, as a full-round action, the gunslinger can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She 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 gunslinger’s 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. For instance, if a 7th-level gunslinger firing a musket hits with both attacks, she does 2d12 points of damage with the shot, instead of 1d12 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The gunslinger only misfires on a dead shot if all the attack rolls are misfires. She cannot perform this deed with a blunderbuss or other scatter weapon when attacking creatures in a cone. The gunslinger must spend 1 grit point to perform this deed.
  • Startling Shot (Ex): At 7th level, 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.
  • Targeting (Ex): At 7th level, 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. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 grit point to perform no matter which part of the creature she targets. Creatures that are immune to sneak attacks are immune to these effects.
    • Arms: On a hit, the target takes no damage from the hit but drops one carried item of the gunslinger’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
    • Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.
    • 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.
    • Torso: Targeting the torso threatens a critical on a 19–20.
    • Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.

Bullet Defection (Ex): A gun tank is adept at modifying and using her armor to stop firearm attacks. Starting at 2nd level, a gun tank wearing medium or heavy armor gains half the armor’s bonus plus the armor’s enhancement bonus (if any) as a deflection bonus against any non-siege firearm or splash weapon attack (including the alchemist’s bomb class ability; Advanced Player’s Guide 28). This ability has no affect on spells, spell-like abilities, or supernatural abilities that make a touch attack.

Armor Training (Ex): At 4th level, a gun tank learns to be more maneuverable while wearing armor. Whenever she is wearing armor, the armor check penalty is reduced by 1 (to a minimum of 0) and the maximum Dexterity bonus allowed by her armor increases by 1. Every four levels thereafter (8th, 12th, and 16th), the bonus increases by 1, to a maximum of a –4 reduction of the armor check penalty and a +4 increase to the maximum Dexterity bonus allowed. This ability stacks with the fighter class ability of the same name. If the gun tank has both class features, she takes the most advantageous benefit of the two class features.

Stranger’s Fortune (Ex): Starting at 5th level, a mysterious stranger can ignore a firearm misfire a number of times per day equal to her Charisma bonus (4/day). She can use this ability as a free action.


Encumberance: X lbs. (Light Load)

  • Carrying Capacity:
    • Light Load: 0-60 lbs.
    • Medium Load: 61-120 lbs.
    • Heavy Load: 121-180 lbs.


  • +1 Jousting Full Plate Armor
  • Masterwork Dragon Pistol
  • Heirloom Masterwork Musket
  • Masterwork Thieves’ Tools
  • Gunsmith’s Kit
  • Belt Pouch
    • 10 Dragon’s Breath Cartriges
    • 10 Entangling Shot Cartriges
    • 10 Bullet Cartriges
    • 10 Pellet Cartriges
  • Heavy War Horse
  • Masterwork Chain Barding
  • Military Saddle
  • Sapphire and Silver Holy Symbol of Mitra
  • Standard Adventuring Pack
  • Grappler’s Mask


  • Location
    • Contact: profession, how you know them

Sir Ainsley

The World of Tel-Avi Brand_Darklight SirKnightly