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Mikhail Knight

The Russian Archangel

Race: Human/Symbiote-bound
Class: Fast Hero 4,Gun Fu Specialist 10,Gunslinger (Deadlands d20) 3, Bullet Maestro 8
Gestalt with Swift Assassin[Shadow Marksman variant]17, Gun Bunny 8
STR: 19
+4
DEX
30
+10
:
CON 20
+5
:
INT:
23
+6
WIS: 23
+6
CHA 22
+6
:
Eyes: Green
Hair: Black
Height: 61
Weight: 179lbs
Movement: 80ft, Climb 80ft and Swing 200ft per round.
Languages Spoken- All via polyglot feat.
English, Russian, Chinese, Abyssal, Infernal, Celestial
BAB-+32 Melee [Martial Finesse] and Ranged
HP- 300, Fast Heal 3
AC- +51= +10 Dex, +7 Tumble, +12 Defense, +6 Wis,+12 Dodge Bonus plus Elusive Target, +4
Natural
Init- +23
Saving Throws
Base
Attribute
Misc
Total
Fort
8
4
12*
24
Reflex
18
10
12*
40
Will
11
6
12*
29
* Dark Hardened Spirit class feature

Skills

Craft (mechanical) (Int)+28


Craft (chemical) (Int):+28
Craft (Gunsmithing):+28
Drive (Dex)+27
Escape Artist (Dex)+27
Pilot (Dex)+27
Gunplay (Gunslinger) (Dex)+19
Demolitions (Int)+25
Speed Loading (Gunslinger):+20
Fast Talk (Cha): +23
Intimidate (Cha): +23
Knowledge (Int) Firearms +28
Survival (Con)+31
Endurance (Con) +31
2skills at +26

His skill ranks in these skills are not affected by his


Intelligence score, nor does synergy bonuses.
Concentration (Con): Level +5
Balance: Level +5
Jump: Level +36{Speed+Racial}
Climb: Level +15
Tumble: Level +5
StealthLevel +5
Perception: Level +5
Bluff: Level +5
Disguise: Level +5
Knowledge(Martial Lore) Level+5

Special Abilities
Class Features:
Fast Hero- Evasion, Uncanny Dodge 1,Bonus Feat
Bullet Maestro
Gunslinger (Ex): Draw/reload as free action, Draw/attack immediate action. Adds +1d6/Cha mod to firearm damage
Twosome Time (Ex): No penalty for dual wielding. May aim at separate targets.
Missile Deflection (Ex): Must have initiative before the attacker/Ready action until a ranged attack is made. Make opposed attack

rolls to deflect. Deflect as many enemy projectiles as they can fire bullets in a round.
Hunter's Eye (Ex): Firearms attacks are now treated as Ranged Touch Attacks.
Ricochet Shot (Ex): May bounce bullets to strike secondary targets. Successful attack= make a second attack against any target within
30 feet of the first, at a -2 penalty. A number of secondary targets can be attacked equal to the Bullet Maestro's Cha Modifier, plus one,
each attack suffering a cumulative -2 penalty. (So, attacking three targets with the same shot incurs a 0, -2, and -4 penalty.)
Limb Shot (Ex): Individual lims targeted can be immobilized until the damage is healed. NO HEAD SHOTs. Legs targeted halve land
speed,arms are paralyzed.
Bullet Waltz (Ex): The Bullet Maestro may act in the same space an enemy is occupying, also he suffers no detriment for attacking
with Firearms at melee range. The Bullet Maestro after killing a target may make a DC 20 Reflex Save, if successful they may gain
the ability to act in the Slain creature's Initiative Count for that round.
Resonating Shot (Ex): .Whenever damaging an enemy, his next attack against that target will deal 1d6 more damage, this stacks until
the Bullet Maestro attacks another target(once another target would be affected by this ability).

Gun Fu Specialist
Improved Close Combat Shot:Make attacks with medium/smaller firearm without provoking AoO. Treats medium/smaller firearms
as melee weapons for threatened squares, the extra attack granted by Improved Trip, armed attacks while grappling/similar effects or
abilities.
Weapon Finesse: All medium or smaller firearms for the purpose of making melee attacks
Pistol Whip: 1d6 damage,19-20x2. Does not provoke attacks of opportunity.
Clever Shooting: 1/round, +1d8 damage/any target within one range increment (or 30 feet, whichever is higher.)
Bonus Feats: At 3rd, 6th and 9th levels the Gun-Fu Specialist gains a bonus feat.
Elusive Target: -4 to ranged attacks against you while engaged in melee).
Improved Dodge: Dodge feat to 1/2 his level in opponents.
Execution Shot When using Clever Shooting in melee, he applies his dexterity modifier to the damage dealt.
Ranged Combat Expertise Make use of Combat Expertise even when not engaged in melee combat.
Never Outmanned: 1 action point for Whirlwind feat. No exceed range or use Clever Shooting ability

Shadow Marksman
Proficient with all simple weapons, all light martial weapons, and all ranged martial and exotic weapons.
Martial Finesse: Dexterity bonus instead of his Strength bonus on melee attack rolls with all weapons.
Martial Insight: Wisdom bonus to AC/weapon damage rolls/unarmed strikes when wearing light or no armour.
Combat Mobility: The swift assassin gains a dodge bonus to AC equal to half his level, rounded down.
Dark-Hardened Spirit: The swift assassin gains a resistance bonus to saves equal to half his level, rounded down.
Celerity: The swift assassin gains an insight bonus to initiative rolls equal to one-quarter his level, rounded down.
Sudden Strike +13d6 for foes denied his Dex to AC, counts as sneak attack dice for the purpose of feat prerequisites.
Stances- Traded for BESM points (10) for feats.

Gunslinger
Bonus Feat: Dead Eye- Adds their level as damage to all firearm damage rolls. This applies to each attack in the round and is
multiplied in a critical hit.
Greased Lightning: +2 to all Quick Draw checks

Gun Bunny
Divine Relationship 2 rerolls of failed dice checks per session.
Massive Damage +2 to damage with all firearms.
Blind Shot Feat- Halves penalties when firing in poor lighting, darkness, when blinded.
Portable Armory Feat- The character will always have easy access to any weapon required for a particular task, including illegal
weapons and accessories not available to the general public. The character can access them whenever he or she needs
them instead of being forced to return to where they are normally stored. Characters with Portable Armoury may also make field
modifications, switching options such as laser sights or scopes in a single round.
Weapon Encyclopedia Feat- A character has the ability to recall the vital statistics and important quirks of practically all known
commercially available weapons. This includes, but is not limited to, its general level of reliability as well as all vital statistics i.e
material composition, ammunition capacity, calibre, possible outfitted accessories, etc. In addition, this also includes knowledge on
acquiring weapons, so characters will have a +4 bonus on any Knowledge: Streetwise or Knowledge: Business Skill checks needed to
locate or buy weapons.
Judge Opponent feat- The character can judge his or her opponent's approximate BAB/Weapon Skill Rank/Remaining HP's from the
foe's attitude/posture even without actually seeing him or her fight.

Symbiote

Str +4, Dex +10, Con +4 Int +6, Wis +6, Cha +6
Wall Crawling- Mikhail may climb on any surface except ice and extremely slippery surfaces, even upside down .
Web Lines- RI 80ft to swing /use the run action while swinging, at 2 times his ground movement.
Darkvision/Lowlight Vision- 60ft, excluding magical darkness/may see in conditions of starlight as a human does at midday.
Resistances- 1/2 damage from bludgeoning,treat all falls as if they were 80ft less/ Ref save DC15 to halve all fall damage
Semi-Distinct Anatomy/Regeneration- alter self at will, body as an extra-dimensional space.(500lb weight limit). Any items may be
drawn as a move action. Negates 50% of critical hits.Fast heals 2 per round. He may repair severed limbs by rejoining them to the
severed portion for 1d4 rounds. He may not regenerate a severed head.
Feats: Alertness,
Skills: +10 Climb, Jump, +10 Disguise, +5 Tumble, Perform, Hide and Move Silently,

FEATS **denotes BESM pt


Firearms Proficiency/Point Blank Shot/Sniper/Zen Archery/Speed Trigger/Hunter- Proficient with all firearms.Out to 60' ,+3
bonus to-hit, add BAB to damage in first increment.No provoke AoO with ranged. Make ranged AoO's within 60ft. Range increments
+50%, No -4 when firing into melee/never hit unintended targets in close combat or grapples. Ranged attacks ignore all but total
cover. Foes struck do not automatically know where the shot came from, must locate you normally.Autotfire attack targets (10x10
area, Ref Save DC 15 for 1/2). Double Tap +1 die damage/Burst Fire ,+2 dice damage. Use burst fire or double tap without penalty.
All other reload times down by one action. Reload all firearms as a free action. All firearm hits a critical threat. .Gain Whirlwind
attack for everything within your first range increment. May use Wisdom Modifier for ranged attack rolls. Target any foe you can hear.
Deliver touch spells with ranged attack. Full Round Action,+20 insight bonus to hit, automatically a critical threat. If weapon threat
range is 19-20, increase multiplier by 1. With Sniper feat, weapons with 19-20 crit range critical for +2 (Weapons with a threat range
of 19-20 strike for x4 damage). May do burst fire so long as the weapon has 3 shots remaining, even if not normally possible.No
penalties for ranged attacks from unstable ground, a moving platform or anything. Standard action to take a ranged attack during a
move action. Full round action to move up to 4x your base speed and make a ranged attack at any point during that movement, retains
Dex mod while running
DANGER SENSE- +3 Initiative. Always considered actively searching for Perception checks, gain Uncanny Dodge. Take 10 on
Perception checks. Sense Motive vs Foe's Bluff to detect foes in 60ft with harmful intenet, even if invisible.
BLITZ-Lose Dex bonus to AC when charging for +1d6 damage. Go "All out" to add BAB to damage, provokes AoO. Iterative attacks
are at -2, instead of -5.When you do damage, free Intimidate check. Make a full attack as a standard action
BLIND FIGHTING- Reroll miss chance due to concealment. Move normal speed while blinded. Tremorsense 120"/Blindsense 60".
Cannot be caught flat-footed
ATTACK FOCUS- You may give up all your attacks but one for the round in a full attack action. This single attack gets a +2 bonus,
plus an additional +2 bonus for each attack you gave up.
RESILIENCE-Resist size dependant attacks as if one size larger.Mettle class features (Fort/Will based evasion). Fast Heal +1. Gains
construct immunity to fatigue/exhaustion.Gain immunity to any effect requiring a Fortitude save.
**TEA HOUSE FIGHTER- No penalties from fighting drunk /with improvised weapons.Never spilling any liquid of any respectable
you carry no matter the circumstance. All improvised weapons inflict 2d6(crit either 20x3 or 18-20,x2 choose when you attack)Move
through crowded spaces, furniture and minor rumbles as if normal terrain. Improvised weapons may be thrown with 30ft increments.
All improvised weapons have reach/can attack adjacent targets. Your improvised weapon may be considered to be : double weapon,
trip weapon, disarming weapon, sundering weapon, special monk weapon (selected at the start of the round).
**DIEHARD- +4 on checks/saves requiring endurance. Sleep in any armor without fatigue. Automatically stabilize when in negative
HP. Gain 1hp/level. Immunity to all nonmagical disease/all poisons. Fast Heal 3 or stacks with existing
**KNOW THY ENEMY +2 hit, +7d6 damage. (Fort Save DC 10+1/2 level+Wis)

Humanoids-All successful attacks are critical hits.You may make a lethal attack as a standard action. If you deal any damage
with this attack, the foe must make a Fortitude save or die. This is not a death effect and works normally against creatures
immune to such effects.

Outsiders- As a swift action useable at will, you may cast align weapon on all weapons you are currently wielding.: Each of
your attacks carries the effect of a targeted greater dispel magic spell against the creature struck, with your attack roll counting
as the caster level check. Your effective caster level for this effect is equal to your character level. This ability only applies to
attacks gained from BAB; any extra attacks (such as from a speed weapon) do not count.You may take a standard action to make
a single attack that carries the effect of a banishment spell as cast by a cleric of your class level. An creature banished in this
fashion is also confined to their own plane (as if under a dimensional anchor spell) for 24 hours afterward.

Undead- You can sense ethereal and incorporeal creatures normally, and may detect such creatures by scent. Plus, all your
weapons are treated as having the ghost touch enhancement when you are wielding them.Creatures slain by you cannot be raised
from the dead or animated as undead unless you wish it. If you are slain, your will can no longer be an influence over these

corpses until you are raised.You may now make critical hits and apply precision-based damage normally to any creature that is
normally immune to those effects.
**LEAP OF THE HEAVENS- The DCs for your jumps don't double if you fail to get a running start, and if you do, you get a +3
bonus on the check.Hop up onto any object shorter than you automatically.NEVER takes falling damage.Ignore difficult terrain in
regard to movement speed/skill checks/charging. DC 40 Jump check to Fly for 1 round. Each 5 ranks in Jump increases move by 10ft
(and Jump checks)
**LEARNED ARCHERY- Use Int mod for ranged attacks. Add Int mod to any critical threat confirmation (Standard action) study
foe for weak point to make one attack at highest BAB, bypasses damage reduction except X/- or epic. Add Int mod to ranged damage
rolls. Any confirmed crits penetrate any damage reduction.
**MAGEKILLER- Foes cannot cast defensively in your threat area. When foe uses spell-like/supernatural ability in threat range, use
an AoO to interrupt it.(Concentration check = 10+Damage).Ignores concealment from spells/spell-like/supernatural abilitites (as well
as like Mirror Image)/bonuses to AC from the same.1/encounter cause a targeted spell/spell-like/supernatural ability to rebound on
caster (you are unaffected/caster treated as target, declared before rolling a save) When you hit a foe, Fort save (DC 10+1/2 Level+Str
or Dex) or foe loses spellcasting/spell-like/supernatural effects for 1 round. If foe saves, Immune to this until start of your or their next
turn, whichever is first.
**MASTER CRAFTSMAN- +3 all Craft checks. Craft items 2x faster (earns 2x money with Craft checks) Enchant magic items as if
possessing all requisite feats, spells and have caster level equal to your HD. Craft items for 1/2 the cost and exp.
**RAPID FIRE- reload handheld projectile weapons/draw thrown weapons as free action (No AoO). Make single attack as swift
action, if you have the Edge, cannot deflect/block with Deflect Arrows/similar abilities. Volley attack in 60ft cone (as Whirlwind).
Threatens an area out to 15ft with ranged weapons, make AoO's as normal,may make 1 ranged attack as immediate action. All ranged
attacks do 2x damage/consume 2x ammo.
**SIEGE SHOT- Make 1 siege shot per attack granted by BAB at tripled range,(double the threat range and add 1 to crit modifier), it
counts as a siege projectile ignoring damage reduction (except DR/-) and hardness.This deals an extra 1d6 per BAB and creatures hit
make Fort Save DC 10+1/2BAB+Dex or be stunned for 1 round (Creatures saving are immune for a round).
[Epic] POLYGLOT- Speaks/reads/writes all languages.
[Epic]
PENETRATE DAMAGE REDUCTION,EPIC- Your weapons bypasses the magic and epic damage reduction and regeneration of
any creature you strike. Once you reach 30 HD, you may also bypass damage reduction and regeneration cosmic.

Gear
+6 Wisdom bonuses to damage with weapons/unarmed strikes, if the target is hit with a ranged attack and is
denied their Dexterity, he inflicts +13d6 Sudden Strike Damage.
Adds his level to all firearm damage rolls(multiplied in a crit) and he may go all out, adding his BAB to
his damage, but he triggers an Attack of Opportunity.
All Firearm damage adds (25+6+6d6 damage),is a ranged touch attack,automatically a critical threat.
Give up all other attacks- +68 to hit with that single attack.
6G-30 Russian 40mm Rotary Grenade Launcher
Damage: 1d4x10
Magazine: 6
Critical: 20 Size: Large
Range Increment: 70 ft.
Rate of Fire: S Restriction: Mil (+3)

Damage Type: Ballistic Weight: 15 lb.

To Hit

Within 60ft

First Range Increment


105ft

+32 Fragmentation, BR 10 Reflex DC 15 for

+35/+33/+31/+29

+32 White Phosphorus

+35/+33/+31/+29

10 fragmentation grenades (4d6 Reflex DC 15 for 1/2, Slashing, BR 20ft), 10 Smoke, and 10 Tear Gas (Fort DC 15 or nauseated for
1d6 rounds after leaving the cloud
8 lbs of C4/Semtex- (4d6, Reflex DC 18 half)each additional block increases the damage by +2d6 and the burst radius by 2 feet,
200 ft of Det Cord (2d6 Fire, Ref DC 12 for )-can also be doubled up; for each additional 5 feet of cord within a single 5-foot
square, increase the damage by +1d6 to a maximum increase of +4d6. Ring of Invisibility

Amulet of Natural Armor +4


Item
Item
Item

Item
Item
Item
Epic Item
25 disposable/consumable items
Trophies
+3 Silver Colt M1911A1 Custom Models American .45ACP of Absorption- (+1 additional to attack and DR-3)
+3 Ivory Colt M1911A1 Custom Models American .45ACP of Vim- (+2 to saves vs Mind Attacks, +3 to Con),
1896 Mauser Broomhandle "Red 9" series, 10 shots
Sharps Big .50 Tiffany Custom

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