Calamity West

"Let's cause a ruckus."

Description:

Calamity West

  • Race: Human
  • Class/Level: “Holy Gun” Paladin 17
  • Alignment: Lawful Good
  • Languages: Common, Undercommon, Draconic
Vital Statistics
  • Max HP: 220 (254 Transfigured)(17d10+68+20 Vest of False Life)
  • BAB: 17
Combat Maneuver Base BaB Stat Size Misc Total
Defense 10 17 2 Str, 9 Dex 0 0 38
Bonus d20 17 2 Str 0 0 d20+19
  • Initiative: +18 (9 dex, 5 warning, 2 Reactive, 2 Grit, can draw weapon as part of check)
  • Speed: 40ft (50 when using Void Strike)
  • Void Points: 8 (6 base, +2 Void Capacity)
Armor Class Total 10+ Dex+ Armor Item+ Shield Item+ Natural Armor+ Deflection Item+ Size+ Misc Bonuses
Standard 39/47 10+ 9+ 8+ 6+ 3+ 3+ 0+ Can add 8 with Divine Shield
Transfigured 41/51 10+ 11+ 8+ 6+ 3+ 3+ 0+ Can add 10 with Divine Shield
Flat Footed: 30 10 - 8+ 6+ 3+ 3+ 0+ -
Touch: 22 10 9 - - - 3+ 0+ -
  • Damage Reduction 5/Evil
  • 50% Fortification from Buckler
  • Endure Elements (Cloak of Comfort)
  • Resist 10 Acid/Cold/Electricity when Transfigured.
  • Spell Resistance 22
Saves
Save Total Base Ability Magic Misc
Fortitude 25/31 10 4 2 8 Charisma, +1 Resilient, +6 when Transfigured
Reflex 24/30 5 9 2 8 Charisma, +6 when Transfigured
Will 23/27 10 3 2 8 Charisma, +4 when Transfigured
  • Immune: Fear, also grants +4 vs fear effects to all allies within 10ft
  • Immune: Diseases, including supernatural diseases like mummy rot or lycanthropy
  • Immune: Charm, also grants +4 vs Charm spells and spell like abilities to allies within 10ft.
  • Immune: Compulsion spells and spell like abilities, also grants +4 to allies within 10ft.
Attacks
Weapon Attack Damage Critical
Lion of Judah +32/+27/+22/+17 1d10+2d6+16 x2
Mane of Aslan +34/+29/+24/+19 1d10+2d6+18 x2
Smiting Shot MOA +34 1d10+2d6+45/62 x2
Pap’s Pistol +27 1d6+2 x2
Bowie Knife +20 1d4+2 19-20×2
  • Deadly Aim: -5 to hit, +10 damage
  • Void Strike: +4 to hit, +8 damage
  • Point Blank Shot: +1 to hit and damage within 30ft
  • Weapons are considered Good aligned for the purposes of overcoming damage reduction, as is any attack made against enemies within 10ft of him.
Ability Scores
Stat Total Modifier Base Magic
STRANTH 14 2 14 -
Dexterity 28 9 22 6
Constitution 18 4 16 2
Intelligence 14 2 14 -
Wisdom 16 3 16 -
Charisma 26 8 20 6
Skills
Skill Total Ranks Ability Magic Class Skill Misc
Acrobatics 30 16 9 5 Boots - -
Craft (Alchemy) 20 15 2 - 3
Diplomacy 25 14 8 - 3
Handle Animal 15 4 8 - 3
Knowledge (Planes) 15 13 2 - -
Knowledge (Religion) 15 10 2 - 3
Perception 11 8 3 - -
Ride 15 3 9 - 3
Sense Motive 23 14 3 - 3
Spellcraft 12 7 2 - 3
Stealth 15 6 9 - -
Class Abilities
  • Have Gun: Amateur Gunslinger and Gunsmithing as bonus feats
  • Divine Deed: Smiting Shot (Su)
  • Divine Bond: Gun (4/day, 17 minute duration, +5 enhance total)
  • Divine Grit: 2+Cha Grit (Daily Grit: 3+cha Maximum Grit: cha+wis, gain 2 Grit when Transfigured)
    1. Deed: (From Amateur Gunslinger) Deadeye
    2. Deed: Gunslinger Initiative
    3. Deed: Targeting
    4. Deed: Lightning Reload
  • Divine Grace
  • Lay On Hands: 8d6, 16/day (2 bonus uses when Transfigured)
  • Aura of Courage
  • Divine Health
  • Mercy
    1. Remove Fatigue
    2. Remove Disease
    3. Remove Curse (CL17)
    4. Remove Exhaustion
    5. Remove Paralysis
  • Channel Positive Energy
  • Spellcasting (CL 14)
  • Aura of Resolve
  • Aura of Justice? (ASK DM)
  • Aura of Faith
  • Aura of Righteousness
Feats
Level Feat Name Description
Human Point Blank Shot +1 to hit and damage when within 30ft
Holy Gun 1 Amateur Gunslinger Acquire and use Grit with guns
Holy Gun 1 Gunsmithing Can make ammunition and repair firearms
1 Exotic Weapon Proficiency: Quadbarrel Shotgun Proficiency with Quadbarrel Shotguns
3 Precise Shot No penalty for firing into melee
5 Void Strike +4 to attack rolls, +8 to damage rolls, for 8 rounds
7 Rapid Reload (Quadbarrel) Reduce reload times for Quadbarrel shotguns
9 Void Capacity +2 Void Points
11 Divine Shield Gain Charisma to Shield bonus for 1 minute
13 Void Pummel Convert lowest BAB attack to highest, +10 move speed while Void Strike is active
15 Deadly Aim -5 to hit, +10 damage
17 Void Threat +1 to critical range for 4 rounds
Traits
Trait Name What the Trait Does
Resilient +1 Trait bonus to Fortitude saves
Reactionary +2 Trait bonus to Initiative checks
Magical Equipment
Slot Item Effect Craft Check
Head Stetson of Charisma +6 Cha -
Face Sunglasses of Detect Evil Detect Evil -
Throat Amulet of Natural Armor 3 Nat Armor 3 -
Shoulders Cloak of Comfort Endure Elements, Resistance +2 -
Arms Armored Bracers of Gunnery Greater +8 armor, +1 to Gun attacks, +2 to gun damage -
Hands Leather Work Gloves of Dexterity +6 Dex -
Body Duster of Celestial Assault 1/day activate Smiting Shot as a free action -
Torso Vest of False Life +20 HP -
Waist Bandoleer of Many Pouches Con+4 -
Boots Spurs of Striding and Springing +10ft move, +5 Jump -
Shield Buckler +5, 50% crit immunity -
Ring 1 Ring of Deflection Deflection 3 -
Ring 2 Ring of Freedom of Movement Freedom of Movement -
Other Possessions

  • Mane of Aslan: +2 “Lion of Judah” Quadbarrel shotgun.
In the hands of a Paladin, the Mane of Aslan has the following qualities:
  • Transfiguration: Whenever the Paladin uses his Smite Evil (or equivalent, like Smiting Shot) ability with The Mane of Aslan, the Paladin gains a +4 Sacred Bonus to Dexterity, Charisma, and Constitution, as well as Resist 10 to Acid/Cold/Electricity.
  • Force of the Divine: Whenever a Paladin shoots this gun, he adds his Dexterity as a Sacred bonus to Damage.
  • Ammunition Eternal: This weapon is always loaded with Cold Iron Ammunition. As a standard action, a Paladin can switch between slugs and pellets. If the Paladin chooses, he can load this shotgun with his own ammunition. The action required is the normal for a gun of this type.
  • Greater Avenger: When a Paladin takes up this weapon. It functions as a Holy Avenger with the following special abilities added to it: Heavenly Burst, Warning, and Seeking.
    1. Warning: +5 to Initiative
    2. Seeking: Negates miss chance from concealment
    3. Heavenly Burst: +3d6 Holy damage on a Critical Hit
    4. Holy: Weapon is Good-aligned, deals +2d6 damage vs. Evil creatures.
    5. Avenger: Provides spell resistance of 5 + the paladin’s level (22) to the wielder and anyone adjacent to them. It also enables the paladin to use greater dispel magic (once per round as a standard action) at the class level of the paladin (17). Only the area dispel is possible, not the targeted dispel or counterspell versions of greater dispel magic.

Finally, this relic allows for a specialized attack. As a full-round action, Calamity may fire slugs from all four barrels at a single target. The target takes damage normally, and if it is evil, is subject to a Bull Rush, DC equal to 1/2 total damage dealt. This is a supernatural ability.

  • Bowie Knife: Masterwork Adamantine dagger
  • (25) “Dry Load” Metal Shotgun Cartridges (Pellet)
  • (75) “Dry Load” Metal Shotgun Cartridges (Slug)
  • (25) “Salt Shot” Metal Shotgun Cartridges (Nonlethal)
  • (20) “Dragon’s Breath” Alchemical Cartridges (2d6 Fire cone)
  • (5) “Entangling Shot” Alchemical Cartridges (Entangles, Reflex negates)
  • (1) Everlasting Rations
  • (1) Rod of Ropes
  • (3) Sunrods
  • (1) Bag of Marbles
  • (1) Silver Holy Symbol of Iomedae
  • (3) Blast Disks
  • (1) Sovereign Glue (50/50)
  • (1) Universal Solvent (50/50)

Racial Traits
  • +2 to one Attribute (Chosen: Dexterity)
  • +1 Feat
  • +1 Skill point per level
Gold
  • Plat:90, Gold: 120 , Silver: 4, Copper: 10
XP
  • 0/
MP
  • 0
|LANGUAGES|
  • Common
  • Undercommon
  • Draconic
|Miscellaneous Statistics|
  • Age: 28
  • Height: The short side of tall
  • Weight: Appropriate
  • Carrying Capacity: Light: lb. or less. Medium: lb. Heavy: lb.
  • Current weight carried: lbs.

Calamitous Notes!

  • How Holy Bond works: These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, distance, flaming, flaming burst, holy, keen, merciful, reliable, seeking, or speed.
  • Double Barrel firing: A double shot that fires bullets is inaccurate, and takes a –4 penalty on both attacks. A double shot that fires bullets targets only a single creature and increases the damage of each barrel to 2d8 points.
  • How Targeting works: As a full-round action, the gunslinger can make a single firearm attack and choose part of the body to target. She gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 grit point to perform no matter which part of the creature she targets. Creatures that are immune to sneak attacks are immune to these effects.
    1. Arms: On a hit, the target takes no damage from the hit but drops one carried item of the gunslinger’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
    2. Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.
    3. Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.
    4. Torso: Targeting the torso threatens a critical on a 19–20.
    5. Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.
  • Free Actions: 5-foot step, Draw Weapon, Reload single barrel, Drop prone, Talk, Celestial Assault
  • Swift Actions: Lay On Hands (Self), Activate Void Strike or Void Threat, Litany spells
  • Move Actions: Move, Reload LoJ, Change Ammo
  • Standard Actions: Activate Holy Bond, Smiting Shot, Lay On Hands (Other), cast a spell, Avenger Dispel
  • Full-Round Actions: Full Attack, Roar of Judah, Targeting Deed
Bio:

Calamity West

A Paladin in Hell TheBronzeGryphon