Army Sharpshooter

Allied sharpshooter from the army

Description:

Attacks
Rifle (10 cold iron bullets)

  • +13/+8 1d10+4 x4
  • +10/+5 1d10+10 (Deadly Aim)
  • +14/+9 1d10+5 within 30 feet
    • +11/+6 1d10+11 within 30 feat and Deadly Aim
  • Natural 1 is a misfire. Weapon becomes broken. Misfire range increases by 2.
  • Range increment is 80’

Initiative +6
Hit points: 72

Grit (sort of like Ki)

  • 1/day
  • Covering Shot: Entangle a missed for for 1 round. Uses 1 grit. Must try to hit the target.
  • Dead Shot: As full round action, make single shot. Roll all attack rolls. For each extra hit, extra 1d10 damage. Uses 1 grit.
  • Quick Clear: If have grit, remove broken condition as a standard action. Or spend 1 grit and remove as a move action.
  • Startling Shot: Deliberately miss a target as a standard action. Target is flat-footed until start of next turn. Must have grit but uses none.
  • Stop Bleeding: Make an attack and then press the hot barrel against self or adjecent creature. Stops a bleeding condition. Must have grit but uses none.
  • Confirming a critical hit or killing a foe restores 1 grit, up to the maximum.

Special

  • Can make a ranged attack once in the middle of a move action. This uses the standard action (Shot on the Run)
  • Reload as a free action

AC

  • 19/17 touch/12 Flat footed
  • 23/21/12 vs AoO from movement

Skills

  • Perception +12
  • Acrobatics +15
  • Athletics +11
  • Heal +12

Not all of the character details are included here, but the omitted information is not relevant against incorporeal, undead foes.

Bio:

These men wear tough leather jackets (that count as leather armor) and carry rifles and revolvers. They only have regular bullets for the revolvers.

Army Sharpshooter

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