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|Maj. Oswin Breaker||Lawful Neutral (LN)||Human||none||Andrew|| This sheet was made by Keenan Jones, and is available to the public for free.|
Thank you to all my friends and fellow gamers for supporting this project, and to Paizo for making such a great game!
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|Abilities||Hit Points||Style:||Average round up (1st level max)||Class Recorder|
|Ability||Score||Modifier||Base||Enhance||Inherent||Temp.||Penalty||Temp.||HP from Lvl||HD||BAB||Fort||Reflex||Will||Skills||FC Skills||FC hp||FC Other||Level|
|STR||8||-1||=||8||+||+||+||0||-||-8 / 20||Health||+||12||10||Base||Gunslinger||1||2||2||0||7||1||1|
|INT||17||3||=||15||+||+||2||+||0||-||Automated Notes (Resistances)|
Defense and Offense
|_||Skills||20||/||20||Ranks||Armor Check Penalty:||0|
|Combat Maneuver Defense||BAB||STR||X||X||Craft:||Int||3||=||+||3||+||+||+||0||+|
|Max DEX Bonus||Arcane Spell Failure||0%||Initiative||0||=||0||+||Disguise|
|Saving Throws||Total||Base||Ability||Resist||Misc.||Temp.||Automated Notes (Saves & AC):||X||Fly|
|Fortitude||+ 4||=||2||+||2||+||0||+||+||0||X||Handle Animal*|
|0||=||+||0||+||+||+||0||+||Have been bestowed the title of Sphinx by Djing.|
|Automated Notes (Offensive):||X||Kn. Arcana*||Int||=||+||+||+||+||0||+||Find the next riddle statue on level 5|
|Will||+ 3||=||3||+||0||+||0||+||+||0||X||Kn. Dungeoneering*||Int||=||+||+||+||+||0||+|
|Miscellaneous Tracking||X||Kn. Geography*||Int||7||=||1||+||3||+||3||+||+||0||+|
|Melee||+||1||=||2||+||-1||+||0||+||+||0||X||X||Kn. Local* Djing||Int||7||=||1||+||3||+||3||+||+||0||+|
|Combat Man.||+||1||=||2||+||-1||+||0||+||+||0||X||Kn. Religion*||Int||=||+||+||+||+||0||+|
Weapons and Armor
|1||Revolver - Misfire 1, Capacity 6||Ranged Attack||DEX to hit (Crossbows, Firearms, Ranged Touch attacks)||+3||1d8||1d8 + 1||x4||20ft||X||Prof:||Wis||=||+||+||+||+||0||+|
|X||Sleight of Hand*|
|mP||mD||Enhance||Armor and Shield||Type||AC||Skill Check Penalty||Max Dex Bonus||Spell Failure||Category||Special Material||X||Use Magic Device*|
|Haramaki||Eastern||Haramaki||1||0||0%||Light||(Custom Skill)||T (Trained Only)||=||+||+||+||+||0||+||Damage Reduction||Base Speeds||Land||30||Energy Resistance|
|0%||(Custom Skill)||T (Trained Only)||=||+||+||+||+||0||+||Fly|
|Magical Protective||Purpose||Bonus Type||Bonus Value||Magic Protective||Purpose||Bonus Type||Bonus Value|
|Common (Amestrian), Xing, Ancient Xerxes, Drachman||Future Update: Automated Speed Calculation!||Swim|
|Altering Class Skills is easy! Just go to the 'Class Skills' tab and type an "X" in the relevant column / row!|
Some Sorcerers, Oracles, Outsiders, Abberations, Psions, and many individual archetypes will need to do this.
|Feats and Features||Tactics and Mechanics Notes||Quick-Reference GEAR||Quick-Reference MAGICAL ITEMS|
|Skill Focus - Engineering|
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.
At 1st level, a techslinger can spend 1 grit point as a free action to prevent a timeworn firearm from glitching. This deed replaces quick clear.
|Advanced firearms reload as a move action and provoke an attack of opportunity.||Quantity||Charges||Item|
You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological subjects, you must still have ranks in that skill in order to gain the benefit of Technologist.
At 1st level, a techslinger can spend 1 grit point to use 1 charge fewer than normal when firing a technological weapon (minimum 0), as long as the weapon has enough charges remaining to be fired at least once. This deed replaces deadeye.
|Can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell's DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.|
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.
Special: If you are a gunslinger, this feat grants the following additional benefit. You can use this feat to repair and restore your initial, battered weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type.
At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.
At 1st level and each time a spell specialist gains a new spell level, she chooses a signature spell. The spell specialist can cast this spell without preparing it, in the same way a sorcerer casts spells spontaneously. Even though the spell specialist does not need to prepare this spell, it still counts against the number of spells she can prepare, reducing the number of spells of each level she can prepare each day by 1. A spell specialist can swap out a single signature spell for another spell of the same level when gaining a class level.
The DC for signature spells increases by 1. The spell specialist gains a +2 bonus on concentration checks when casting signature spells; this bonus increases to +4 at 10th level. Additionally, a spell specialist can apply one of the following additional effects by spending 1 point from her arcane reservoir.
Dismiss (Su): A spell specialist can dismiss a signature spell as a swift action instead of a standard action. Alternatively, the spell specialist can dismiss a signature spell that has a duration but isn't normally dismissible.
Spell Bender (Su): The spell specialist can bend the line of a spell that has a line area of effect up to 90 degrees at any single point along the line's length.
Spellwarp (Su): A spell specialist can reduce the radius of a spread or burst effect or shorten the length of a cone. All changes must occur in 5-foot increments, to a minimum of 5 feet. Alternatively, the spell specialist can change the area of effect of a cone spell to a line with a length equal to the spell's range.
This ability replaces the arcanist exploits gained at 1st, 7th, 13th, and 19th levels.
You gain an extra spell prepared of the highest level you can currently cast as an arcanist when selecting this feat. This is in addition to the number of spells you can normally prepare from your spellbook. You can instead add two spells prepared, but both of these slots must be at least 1 level lower than the highest-level spell you can currently cast as an arcanist when selecting this feat. You must choose which benefit you gain when you take this feat, and the extra spells prepared do not change level when you gain access to higher-level spells.
|Signature Spell Specialty - See Notes|
All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
|Widows Snare - Gun is +1 and can use Web 3 times a day at DC 15, has drawback number 3.|
This guns sworn enemy is monstrous humanoids.
|Buffs and Other Effects|
|Buff or Effect||Type||Active?||Armor Class||Saving Throws||Ability Scores||Melee||Ranged||Extra Attack||Skill Checks||Size Change||Send to Where?||Automated Notes|
|Natural||Other||Fort||Ref||Will||St||De||Co||In||Wi||Ch||Attack||Damage||Off-Hand Only (Stacks with "Damage")||2-Handed Only (Stacks with "Damage")||Attack||Damage||TWF||Melee||Ranged||All||Unique|