Captain "Glass-eye" Morant

Glass-eye Morant
A weather-beaten gunman with a prosthetic eye made of polished quartz. He holds a long, beautifully carved musket as if it were a limb. He doesn't aim; he simply decides what dies.
CR 13 | XP 25,600 Male Human Gunslinger (Musket Master) 11 / Slayer 3 LN Medium humanoid (human) Init +11; Senses Perception +22 Aura Grit Aura (5 points/day)
Defense: AC 29, touch 19, flat-footed 20 (+7 armor, +7 Dex, +2 deflection, +3 natural [Barkskin])
HP: 129 (11d10+3d10+42 Con + 14 Toughness)
Fort +14, Ref +17, Will +9 Defensive Abilities Nimble +3, Gunslinger's Dodge (+2 AC/Reflex vs ranged as immediate action).
----- Offense ----- Speed 30 ft. Ranged +1 Reliable Distance Musket +24/+19/+14 touch (1d12+18/19-20/x4) Ranged (Rapid Shot) +22/+22/+17/+12 touch (1d12+18/19-20/x4) Ranged (Deadly Aim) +18/+18/+13/+8 touch (1d12+26/19-20/x4) Special Attacks
- Sneak Attack: +1d6.
- Studied Target (+1): Move action to study. +1 hit/damage/skills vs target.
- Grit Deeds (Musket Master):
- Deadeye: Target Touch AC beyond first range increment (costs 1 grit).
- Targeting: Full-round attack to shoot specific body parts (Head = Confusion, Wings = Fly check, Arms = Disarm, Legs = Knockdown).
- Bleeding Wound: Deal Con/Dex/Str bleed damage.
- Lightning Reload: Reload as swift/free action (redundant with Fast Musket, but prevents AoO).
----- Tactics ----- The Executioner: Morant hits Touch AC, meaning he rarely misses.
- The Barrage: He uses Rapid Shot and Deadly Aim combined.
- Calculation: Base +14, Dex +7, Weapon +2 (Enchant/Focus), PBS +1, Studied +1 = +25.
- Modifiers: Deadly Aim (-4), Rapid Shot (-2). Total +19 vs Touch AC.
- Damage: 1d12 + 7 (Dex) + 8 (Deadly) + 1 (PBS) + 1 (Studied) + 1 (Weapon) = 1d12+18.
- Crit: If he confirms a crit (19-20), the x4 multiplier deals 4d12+72 damage in one shot.
- Distance Control: His musket has the Distance property, giving it a range increment of 80 ft. He targets Touch AC up to 80 ft. With Deadeye (1 Grit), he can target Touch AC practically across the map.
- Targeting (Utility): If an enemy is flying, he uses the Targeting deed to shoot their wings, forcing a Fly check or they crash. If they are holding a McGuffin, he shoots their arm to disarm them.
----- Statistics ----- Str 12, Dex 24, Con 16, Int 10, Wis 16, Cha 8 (Stats include +4 Belt of Dex/Con) Base Atk +14; CMB +15; CMD 34 Feats Rapid Reload (Musket)^B, Point-Blank Shot, Precise Shot, Rapid Shot, Deadly Aim, Weapon Focus (Musket), Improved Critical (Musket), Clustered Shots (Total damage before DR), Improved Precise Shot (Ignore Cover/Concealment), Toughness, Improved Initiative. Skills Perception +22, Survival +20, Stealth +24, Acrobatics +20, Knowledge (Local) +10, Craft (Alchemy) +14. SQ Fast Musket (Reload 2H firearm as 1H), Gun Training (Dex to Damage), Track (+1), Stalker (Studied target acts as favored enemy for feats). Slayer Talent Fast Stealth (Move at full speed while stealthing).
----- Gear ----- Combat: Paper Cartridges (200 rounds - enables Free Action reload), Oil of Silence (Silences gun for 1 hour). Equipment: +3 Mithral Chain Shirt, +1 Reliable Distance Musket (Reliable reduces Misfire to 0; Distance doubles range to 80ft), Belt of Physical Might +4 (Dex/Con), Headband of Inspired Wisdom +2, Ring of Protection +2, Amulet of Natural Armor +3, Sniper Goggles (+2 damage/die on Sneak Attack at any range), Cloak of Resistance +3. The Eye: Glass Eye of the Hawk (Functions as Eyes of the Eagle, +5 Perception).
Build Notes
- Musket Master 3: This archetype grants "Fast Musket," allowing him to treat 2-handed muskets as 1-handed for reloading speed. With the Rapid Reload feat and Paper Cartridges, reloading becomes a Free Action. This is the only way to get a Full Attack with a Musket.
- Slayer Dip: The 3 levels of Slayer provide Studied Target (a flat math boost), a talent, and a little Sneak Attack. More importantly, it breaks the monotony of Gunslinger levels (which have diminishing returns after level 11) and boosts his Fort/Ref saves.
- Reliable Weapon: Muskets normally misfire on a 1-2. The Reliable enchantment reduces misfire value by 1. With paper cartridges increasing misfire by 1, they balance out, keeping his misfire low (1-2) or zero depending on the specific cartridge/enchant math (usually keeps it at 1). If he does misfire, he has the Quick Clear deed to fix it as a Move Action.