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Gatherine 'Taboofox' Deepheavy's page

866 posts. Alias of e-terah earthenchild.

Full Name

Gatherine "Leadfox" Deepheavy




Gunslinger 5(Pistolero)







Special Abilities

deeds (deadeye, gunslinger’s dodge, quick clear,pistol whip,leaping shot), grit (4),gunsmith






Smuggler's Shiv




Amateur Adventuress, Rebellious Runaway ,Beginner Demolition Expert

Strength 12
Dexterity 18
Constitution 12
Intelligence 10
Wisdom 15
Charisma 10

About Gatherine 'Taboofox' Deepheavy

Gatherine "Taboofox" Deepheavy
Female Dwarven Gunslinger 5 (Pistolero)
Initiative:+3 Darkvision 60' Perception:+10

AC:18 +1 TouchAC:14 FlatFootedAC:14 (+4 armor, +4 dex)
Fort: +5(+4base) (+2 vs. poison, spells, spell-like abilities)
Ref: +10 (+4 base, +4 Dex, +1 trait) (+2 vs. spells, spell-like abilities)
Will: +3(+2 vs. spells, spell-like abilities

Ranged: -2 to hit and +4 damage on any shot when using Deadly Aim.
'Sneezy Dragon' Dragon Pistol
- 10' +10 (1d6+1/x4) touch attack
15- 20' +8(1d6+1/x4)
25- 30' +6 (1d6+1/x4)
-15' cone +10 (1d6+1/x4) touch attack

'Twinbellows' Double-barreled pistol
- 10' +10 (1d8+1/x4) touch attack
15- 20' +8 (1d8+1/x4)
25- 30' +6 (1d8+1/x4)
. . both Barrels at once -4 to hit, extra 1d8 damage

Melee:Heavy Pick +5 (1d6+1/x4)
War razor+5(1d4+1/x2)

Grit:4 Current Grit:4

Str:12 Dex:18 Con:12 Int:10 Wis:15 Cha:10
Base Attack Bonus:+5 CMB:+5 (+3 to Bullrush or Overrun) CMD:19

Point-Blank Shot: +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Deadly Aim: You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spot, at the expense of making the attack less likely to succeed. You can choose to take a –2 penalty on all ranged attack rolls to gain a +4 bonus on all ranged damage rolls. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Leaping Shot Deed: Move your speed and shoot.
Stowaway: +1 bonuses to Stealth and Survival checks for food.
Grounded: +2 trait bonus on balance related Acrobatic checks and + 1 on Reflex saving throws.

Acrobatics +8(rank 3, +4 Dex, +3 class, -2 armor) +2 to balance
Craft (alchemy) +4 (rank 1, +3 class)
Perception +10 (rank 5, +2 Wis, +3 class)
Survival +7(rank 2, +2 Wis, +3 class) +1 to find food
Stealth +7 (rank 3, +4Dex, +1 trait, -2 armor)
Swim +4(rank 3, +3 class, -2 armor)
Handle Animal +5(rank 2, +3class, +0Cha)
Ride +6 (rank 1,+4 Dex, +3 class, -2 armor)
Know( Engineering) +6 (1 rank,+2 Wis,+3 class)

Languages: Common, Dwarven


Up Close and Deadly (Ex): At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. She must choose to spend the grit point before she makes the attack roll. This is precision damage and is not multiplied if the attack is a critical hit.

Gunslinger's Dodge (Ex): 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

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

Pistol-Whip (Ex): At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 wielded by Small creatures) and two-handed firearms deal 1d1 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 20 ×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.

Leaping Shot Deed (EX): Move your speed and shoot.

----Grit----Grit (Ex): At the start of each day, a gunslinger gains a number of grit points equal to he modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot than her Wisdom modifier (minimum 1), though some feats and magic items may affect maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in following ways.

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

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

Extra Grit. Increase Grit by 2.

Explorer's outfit
Travelers outfit
Adventurer's sash
Two pistols with 60 bullets
Water Skin
gunsmith’s kit
hemp rope(50 ft.)
paper cartridges (0)
powder horn with 10 doses of black powder
war razor
heavy pick
Shield with crest from Tears of Grog shipwreck
Lamellar leather bustier and leggings +4AC MaxDex+4 ACPenalty-2 28lbs
Tricorne hat
Wool blanket (torn)
Empty leather satchel
70 gold
Ring of keys
Decorative tribal jewelry
Ring of resistance +1 on all saves
3 powderhorns w/30 doses of black powder
2 flare cartridges
3 dragon's breath cartridges
5 paper cartridges
3 pitted bullets (poison from blowdarts taken from cannibals)
Silver-trimmed black leather quiver of +1 crossbow bolts
Potion of waterbreathing
Fishing net
alton's knife
Blowgun w/ 12 darts and poison-soaked sponge
5 days of trail rations
Captain Kovack's log
Berzac's canvas journal from Tears of Grog
80 ye old ledger from Tears of Grog

Background : Precocious for her age and fiercely independent,the youngest child of Torgill Terah Deepheavy,a retired dwarven hero and ranger living in the Varisan hinterlands upon several hundred acres he owns and tends as a farmer,Gatherine "Taboofox" Deepheavy is set to become an adventuress.Except she's a few years shy of offically being considered an adult by dwarven measures and the fact she ran away from home too far for her sister or father to retrieve, taking her father's prized dragon pistol firearm he acquired and used in his early adventuring career--without so much as a word.Boisterous,bold, and proud, she refuses to turn back until she's proven she can be a successful adventurer with enough fame and an impressive trophy to show to all those naysayers (especially her father). She ran off when her father was away on business and her older sister was too preoccupied managing his land until it was too late and she had relocated to Janderhoff,and then became a stowaway on the merchant ship Jenivere headed to distant and mysterious Sargava. Because she knows her father won't step foot near a boat but her sister just might and she intends to lay low until she's in Sargava to have her grand adventure…that is unless she gets caught before then.

Personality :Gatherine is like your typical dwarf; stern,stubborn and sometimes downright grim.The only thing she isn't is wise.Barely out of her teens,she simply decided that she was grown and ready to venture out on her own, to her family's chargin. Although she feels a bit guilty for worrying her sister whom she fears will turn up and drag her home, she knows she won't prove herself in her father's eyes as being able to take care of herself and flourish unless she does this. From her point of reasoning,anyway. As for the pistol she 'borrowed' ,he wasn't using it anyway so she might as well.She may come across as a foolhardy brat at times but she will help out those who clearly need it to the best of her ability,no matter how clumsy her efforts.She mimics the fashions of humans who catch her fancy,altering them with her own personal flair and proudly boasts she has a body like Bolka,prone to striking exaggerated poses and subtle winks. She comes across as a child trying to be a arrogant one.

• Darkvision: see w/out light to specified range (black-and-white only); presence of light does not spoil darkvision
• Defensive Training: +4 Dodge bonus to AC vs. Giants
• Greed: +2 Racial bonus to Appraise nonmagical goods w/ precious metals or gemstones
• Hardy: +2 Racial bonus on saves vs. poison, spells, and spell-like abilities
• Hatred (orcs and goblinoids): +1 bonus on attack rolls vs. hated foes
• Relentless: +2 on CMB to bull rush or overrun opponent when both you and opponent are standing on ground
• Slow and Steady: speed is never modified by armor or encumbrance
• Stonecunning: +2 bonus on Perception checks to notice unusual stonework; make check to notice such if passing w/in 10', even if not actively looking
• Weapon Familiarity (Dwarven): proficient w/ Battleaxe, Heavy Pick, Warhammer; all "Dwarven" weapons are Martial

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