Cassandra May
Cassandra May
Human Medium Not set Not set (Adult) Not set Not set Not set Not set
Race Size Gender Age Height Weight Hair Eyes
CHA
x Artistry 1 =INT 1 +0 +0
Charisma
7 -2 Power 2
x Bluff 2 =CHA -2 +1 +3
x Climb 2 =STR -2 +1 +3
AC
Armor Class
36 =10+ 9 + 6 + 6 + 0 + 0 + 0 + 5
TOTAL Armor Shield Dex. Size Natural Deflect. Misc.
x Craft (a) 24 =INT 1 + 20 +3
x Craft (b) 1 =INT 1 +0 +0
Touch AC 23 Flat Footed AC 20
x Craft (c) 1 =INT 1 +0 +0
Total Base Save Ability Magic Misc. Mod. Temp. Mod.
Diplomacy -2 =CHA -2 +0 +0
FortitudeConstitution
18 = 11 + 2 + 5 + 0 + Disable Device* =DEX + +
Disguise -2 =CHA -2 +0 +0
Reflex 24 = 11 + 8 + 5 + 0 +
Dexterity
Escape Artist 8 =DEX 8 +0 +0
Will 17 = 8 + 4 + 5 + 0 +
x Fly 8 =DEX 8 +0 +0
Wisdom
x Handle Animal 2 =CHA -2 +1 +3
Spell Energy x Heal 27 =WIS 4 + 20 +3
B.A.B. 19 Resistance Resistance
x Intimidate 2 =CHA -2 +1 +3
CMB 17 = 19 + -2 + 0 + 0 x Knowledge (arcana)* =INT + +
Total BAB Strength Size Mod. Misc. Mod.
Knowledge (dungeoneering)* =INT + +
CMD 40 =10+ 19 + -2 + 8 + 0 + 5 x Knowledge (engineering) 5 =INT 1 +1 +3
Total BAB Strength Dex Mod. Size. Mod. Misc. Mod.
Knowledge (geography)* =INT + +
Weapon x Knowledge (history)* =INT + +
Revolver +5 Distance x Knowledge (local) 24 =INT 1 + 20 +3
Critical Type Range Ammo
x Knowledge (nature)* =INT + +
20/x4 B and P 40 ft. Knowledge (nobility)* =INT + +
Attack Damage
x Knowledge (planes)* =INT + +
+32/+27/+22/+17 1d8+5
Knowledge (religion)* =INT + +
Weapon Linguistics* =INT + +
Double-barreled shotgun +5 Distance x Lore* =INT + +
Critical Type Range Ammo x Perception 27 =WIS 4 + 20 +3
20/x2 B and P 40 ft. Perform (a) -2 =CHA -2 +0 +0
Attack Damage
Perform (b) -2 =CHA -2 +0 +0
+32/+27/+22/+17 1d8+5 x Profession (a)* =WIS + +
Weapon x Profession (b)* =WIS + +
Pepperbox rifle +5 Distance x Ride 12 =DEX 8 +1 +3
Critical Type Range Ammo Sense Motive 4 =WIS 4 +0 +0
20/x4 B and P 160 ft. x Sleight of Hand 12 =DEX 8 +1 +3
Attack Damage x Spellcraft* =INT + +
+32/+27/+22/+17 1d10+5 Stealth 11 =DEX 8 +0 +3
Weapon
x Survival 17 =WIS 4 + 10 +3
x Swim 2 =STR -2 +1 +3
Conditional Modifiers
Attack Damage
Weapon
Languages
Attack Damage
Armor Item Bonus Type Check Penalty Spell Failure Weight Properties
Lightning Reload
Menacing Shot
Nimble +5 Dodge AC Hands Qty. lbs.
Pistol-Whip
Quick Clear
Feet Qty. lbs.
Slinger's Luck
Startling Shot
Stunning Shot
Rings Qty. lbs.
Targeting
Utility Shot Ring of Evasion 1
Witch's Familiar
Play Notes
Racial Traits
Skilled
Background Traits
Spell Level 0 1 2 3 4 5 6 7 8 9
Prepared Spells
Prepared Spell Level 0 Metamagic School Duration Cast time Range/Area Save SR DC
Prepared Spell Level 1 Metamagic School Duration Cast time Range/Area Save SR DC
Known Spells
Spell Level 0
Mending; Touch of Fatigue;
Spell Level 1
Summon Minor Monster; Summon Monster I;
FEATS
Requirements: None
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to
Dexterity- and Strength-based skill checks.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
BLIND-FIGHT
Requirements: None
In melee, every time you miss because of concealment (see Chapter 8), you can reroll your miss chance percentile roll
one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you
don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. the
invisible attacker's bonuses do still apply for ranged attacks, however. You do not need to make Acrobatics skill checks
to move at full speed while blinded.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
CLUSTERED SHOTS
DEADLY AIM
EXTRA GRIT
FAR SHOT
Requirements: Dex 19, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.
You get a third attack with your off-hand weapon, albeit at a -10 penalty.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
GUNSMITHING
Requirements: None
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.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Ultimate Combat. Copyright 2011, Paizo Publishing, LLC
Requirements: Dex 19, Point-Blank Shot, Precise Shot, base attack bonus +11.
Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance
granted to targets by anything less than total concealment. Total cover and total concealment provide their normal
benefits against your ranged attacks.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
POINT-BLANK SHOT
Requirements: None
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
PRECISE SHOT
RAPID RELOAD
Requirements: Weapon Proficiency (crossbow type chosen) or Weapon Proficiency, Exotic (firearm).
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. If you have selected this feat for a hand crossbow
or light crossbow, you may fire that weapon as many times in a fullattack action as you could attack if you were using a
bow.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
RAPID SHOT
SIGNATURE DEED
TWO-WEAPON FIGHTING
Requirements: None
You make attack rolls with simple weapons without penalty.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
Notes
No build notes.