Tanya the Pebble - Gunslinger Girl

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A beautiful, dark-skinned elf often shrouded in shadow and mystery, Tanya typically rides shotgun with her fellow dwarves (she thinks of herself as a dwarf) as a caravan guard. She's been taught not to make a big deal about her race or why people treat her like crap for it, but it still happens and all she can do is sigh.

Tanya
Drow Noble Gunslinger 1
N Medium Humanoid (elf)
Init +7; Senses darkvision 120 ft.; Perception +8


Defense


AC 19, touch 16, flat-footed 13 (+2 armor, +1 shield, +6 Dex)
hp 12 (1d10+2)
Fort +4, Ref +8, Will +2 (+2 vs enchantments)
Defensive Abilities spell resistance 12, immune to sleep effect, +2 saves vs enchantment


Offense


Speed 30 ft.
Melee Greataxe -1 (1d12-1/x3)
Ranged masterwork Musket +8 (1d12/x4)
Special Attacks
Spell-Like Abilities (CL 1st)

Constant—detect magic
At will—dancing lights, deeper darkness, faerie fire, feather fall, levitate
1/day—divine favor, dispel magic, suggestion (DC 14)


Statistics


Str 7, Dex 22, Con 14, Int 12, Wis 14, Cha 12
Base Atk +1; CMB +0; CMD 15
Feats Point Blank Shot, Gunsmithing
Traits Reactionary, Rich Parents
Skills Acrobatics +10, Craft (alchemy) +2 Perception +8, Ride +10, Survival +6
Languages Common, Dwarf, Undercommon
SQ poison use
Other Gear Masterwork musket, ammunition, sexy leather armor, wide-brimmed hat, gunsmithing kit, alchemy kit for making/fixing/reloading guns and ammo, scarf, handkerchief for favors, Dad's greataxe, parasol, horse (The Thoroughbred of Sin)


Special Abilities


Reactionary +1 trait bonus to Initiative checks.
Rich Parents starting wealth is 900gp
Darkvision (120 feet) You can see in the dark (black and white vision only).
Light Blindness (blinded for 1 round if exposed to bright light, such as sunlight or the daylight spell. Such creatures are dazzled as long as they remain in areas of bright light.)
Deadeye 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.
Steady Aim as long as a musket master has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet. This stacks with other abilities that increase her range increment.