Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Cheiton

Boomer Bellowpiper's page

84 posts. Alias of Doomed Hero.


Full Name

Roderick "Boomer" Durandal Thunderbottle Bellowpiper IV

Race

HP 11/11, AC 16, Fort +3, Ref +5, Will +1, Grit 0/3

Special Abilities

Thick Accent

Alignment

N-G

Deity

Booze

Languages

Dwarven, Unintelligable Common

Strength 10
Dexterity 16
Constitution 12
Intelligence 14
Wisdom 12
Charisma 8

About Boomer Bellowpiper

Male Dwarf Mechanist Gunslinger 1

XP:200

Initiative: +3
Senses: Perception +5
Speed: 20 ft

AC:16 (+3 studded leather, +3 dex)
Touch: 13
Flat-footed: 13

CMD: 14 (+1 bab, +3 dex)
Vs. Trip 18

Hit Points: 11

Fort: +3,
Ref: +5,
Will: +1 (+1 if Grit remaining)
+2 vs. spells & spell like abilities
+2 vs. Poison

Combat

Spoiler:

Melee
+1 base (+1 BaB)

Bowie Knife (Sawback Shortsword), +1 1d6, 19-20 x2

Light Hammer +1, d4, x2, 20' range

Ranged
+4 base (+1 BaB, +3 dex)

Blunderbuss, +4 1d8, x2 crit, 10' range/15 foot spread, 1-2 misfire.

Combat Net +0, entangle

Bolos +0 ranged trip

Feats and Traits

Spoiler:

traits
Dangerously Curious (+1 UMD, always class skill)

Feats
Gunsmithing
Point-Blank Shot

Skills

Spoiler:

Skill Points per level: 4 (Class), +2 int, +1 favored class
ACP -1

+6 Acrobatics (1 rank, +3 dex, +3 class, -1 ACP)
+6/8 Craft: Alchemy (1 rank, +2 int, +3 class)(+2 if metal or stone)
+6/8 Craft: Trap (1 rank, +2 int, +3 class)(+2 if metal or stone)
+6 Know: Engineering (1 rank, +2 int, +3 class)
+6 Disable Device (1 rank, +2 Dex, +3 class)
+5/+7 Perception (1 rank, +1 Wis, +3 class)(+2 if stone or metal)
+4 Use Magic Device (1 rank, -1 Cha, +3 class, +1 trait)

Class Abilities:

Gunsmith: At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she

knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.

Mechanical Aptitude (Ex) At 1st level, the mechanist adds Disable Device to her list of class skills. In addition, the mechanist gains the trapfinding ability, with her effective rogue level equal to her mechanist level. This means she can disable magical traps, and she gains a bonus equal to half her mechanist class levels (minimum +1) to Perception checks to notice traps and to Disable Device checks.
This ability replaces nimble 1.

Trapfinding A Mechanist adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A Mechanist can use Disable Device to disarm magic traps.

Knowledge Is Power (Ex) At 1st level, if the mechanist has one rank in Knowledge (engineering), she can spend a swift action to increase the damage done by her firearms by +1 for one round. For every 5 ranks of Knowledge (engineering) the mechanist possess, this bonus increase by +1, to a maximum of +5 at 20 ranks. By spending a grit point as a part of the swift action, she may double this bonus for one round.

This replaces the bonus feat gained at 4th and 12th level.

Grit:A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Int modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.

Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit.

Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit.

Daring Act
Each time a gunslinger performs a daring act, she can regain grit. As a general guideline, a daring act should be risky and dramatic. It should take a good deal of guts, and its outcome should have a low probability of success. If it is successful, the gunslinger regains 1 grit point.
Before attempting a daring act, the player should ask the GM whether the act qualifies. The GM is the final arbiter of what’s considered a daring act, and can grant a regained grit point for a daring act even if the player does not ask beforehand whether the act qualifies.

Deeds::
Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.

Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still

takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.

Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.

Matter Over Mind (Ex): A mechanist knows the secrets of ignoring some mystical energies. As long as the mechanist has at least 1 grit point remaining, whenever she makes a Will saving throw versus a spell or spell-like ability, she gets a +1 bonus on the roll. At 5th level and every 5 levels after, this bonus increases by one.

Racial Abilities

Spoiler:

Deep Warrior: Dwarves with this racial trait grew up facing the abominations that live deep beneath the surface. They receive a +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus to their CMB on attempts made to grapple such creatures (or to continue a grapple).

Craftsman: Dwarves are known for their superior craftsmanship when it comes to metal and stone works. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks that create objects from metal or stone. This racial trait replaces the greed racial trait.

Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them,
whether or not they are actively looking.

Equipment:

Total gear cost apx 100 gp

-Worn-
Armor: Studded leather
Shield:
Head:
Eyes:
Neck:
Cloak:
Waist: Ammo/tool belt
Body:
Vest:
Wrist: Spring-load Wrist Sheaths w/ Grapeshot Rounds (20,L) and Slugs
(20,R)(10gp)
Hands:
Ring:
Ring:
Feet: Steel shank stompers

-Sheathed or on belt-
Sawback Shortsword (15gp)
Light Hammer (5sp)
Iron Spike x3 (3cp)
Pitons x2 (2sp)

-Worn on/About Shoulders-
Blunderbuss

Powder Horn
50' rope and grapple (2gp)
10' heavy chain (30gp)
Signal Horn (1gp)
Crowbar (2gp)

-Pouches-
Alchemist's Kindness x3 (3 gp)
Bag of ground chalk (10 sticks worth) x10 (1gp)
Fishhooks x10
Roll of twine, 50' (1cp)
Flint and Steel
Whetstone
2 magnets (1gp)
Steel marbles x3 (3sp)

-In Main Pack-
Waterproof canvas (1gp)
Bedroll w/ hammock and winter blanket (7 sp)
Extra clothing (2gp)
Sewing kit (various threads, patches and needles (1gp)
3 bars of soap (3cp)
Cooking Kit x2 (2gp)

-In Lower (workman's) Pack-
Ink in metal jar (8gp)
Ink pen x2 (2sp)
Artisan's tools (traps, gun, smiths, alchemical) (20gp)
Assorted springs, gears, gun and trap mechanisms, and other mechanical oddities.
Broken pocketwatch
Broken wind up toys x6
Working wind-up toys x2
Waterproof bag x2 (1gp)
Chalk x100
Drill (5sp)
Saw (4cp)
Miner's Pick (3gp)
Shovel (2cp)
Iron spikes x10 (3sp)
Pitons x8 (8sp)
Magnets x8(4gp)

Cash

Spoiler:

20gp and some change.


©2002–2014 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.