His Mighty Girthness Chief Rendwattle Gutwad

Goblin Gus's page

41 posts. Alias of Nu'Raahl.


Full Name

Goblin Gus the Gunslinging Guru. ( Or the Gungoon Sobreaker)

Race

Goblin

Classes/Levels

Musket master 7 / Sohei 1 / Dragoon 1 / spellbreaker 2

Gender

Male

Size

Small

Age

21

Special Abilities

Shooting people in the face

Alignment

N

Deity

Abadar

Languages

Goblin

Occupation

Tanner

Strength 8
Dexterity 28
Constitution 12
Intelligence 10
Wisdom 20
Charisma 5

About Goblin Gus

DEFENSE:

AC 37, touch 31, flat-footed 21 (+4 AC mage armor, +9 Dex, +5 Wis, +2 Deflect, +3 dodge, +2 natural, +1 size +1 monk)
hp 78 (11 HD)
Fort +16, Ref +19, Will +16
Resist: none.

Attributes:

base lvl item race Total
STR 10 -2 08
DEX 18 +2 +4 +4 28
CON 12 12
INT 10 10
WIS 16 +4 20
CHA 07 -2 05

OFFENSE:

Speed 30 ft. (6 squares) Initiative: +19 (Dex +9, trait +2, Gunslinger +2, Monk +1, +5 Wis)

CMB: 7 CMD 37

BAB +9/+4
Melee by weapon +9/+4 (unarmed strike, 1d4-1)
Ranged: Musket (Crit 20/X4)
+21/+16 (1d10 +11)

Feats and class abilities:

1 GS: MM (feat dodge) [class features:
Deeds
Steady Aim (Ex): At 1st level, as long as a musket master has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet. This stacks with other abilities that increase her range increment.
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.
rapid reloader At 1st level, a musket master gains Rapid Reload (muskets) as a bonus feat.
Grit
Gunsmith
2 GS: MM
Nimble +1: Starting at 2nd level, a gunslinger gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).
3 GS: MM (feat: Mobility: Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Deeds: Gunslinger’s Initiative
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 if wielded by Small creatures) and two-handed firearms deal 1d10 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.
fast musket: At 3rd level, as long as the musket master has 1 grit point, she can reload any two-handed firearm as if it were a one-handed firearm.
4 GS: MM (bonus Feat: Deft Shootist: Benefit: As long as you have at least 1 grit point, you do not provoke attacks of opportunity when shooting or reloading a firearm.
5 GS: MM (Feat: Master Craftsman)
Musket Training: Starting at 5th level, a musket master increases her skill with two-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a two-handed firearm, the misfire value increases by 2 instead of 4. Every four levels thereafter (9th, 13th, and 17th), the bonus on damage rolls increases by +1. At 13th level, a musket master never misfires with a two-handed firearm.
6 Fighter: Dragoon [Skilled Rider {mounted combat, skill focus Ride}]
7 Inquisitor: Spellbreaker
Domain: Order inquisition: Mantle against Chaos (Sp): You can use protection from chaos on yourself or another creature as a spell-like ability. You can use this ability for a number of minutes per day equal to your inquisitor level (minimum 1). This duration does not need to be consecutive, but it must be used in 1 minute increments.
judgment 1/day: Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.
When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).
Strong Willed: At 1st level, a Spellbreaker is able to stand strong against magical effects that seek to control, compel, or persuade her. The Spellbreaker rolls twice and takes the best result when making a Will saving throw against a mind-affecting effect.
orisons:
stern gaze: Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Feat point blank shot:
8 Monk: Sohei (Bonus feat, Mounted Archery) flurry of blows, Devoted Guardian (Ex), unarmed strike, Monk AC Bonus, Sohei Weapons
9 GS: MM [Nimble+2] (Feat Deadly Aim)
10 GS: MM [Deeds: Dead shot, Startling shot, Targeting]
11 Inquisitor: Spellbreaker
Cunning initiative: At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

detect alignment, track] (Feat craft wondrous Item)

Skills:

Acrobatics (+16)
Appraise (+0)
Bluff (-3)
Climb (-1)
Craft Alchemy (+4)
Diplomacy (-3)
Disguise (-3)
Escape Artist (+9)
Heal (+12)
Intimidate (-3)
Perception (+19)
Profession Tanner (+19)
Ride (+33)
Sense Motive (+6)
Stealth (+31)
Survival (5)
Swim (-1)

Traits:
Indomitable Faith, Reactionary .

Gear:

+2 distance Musket 18300
Ring of Protection +2 4000
Headband of Inspired Wisdom +4 8000
Wand of CLW 750
Amulet of Natural Armor +2 4000
Monks Robe 6500
Cloak of resistance +3 4500
Belt of incredible dexterity +4 8000
Boots of speed 6000
Salve of Slipperiness 500
Potion of mage armor (4) 200
Potion of invisibility (3) 900
Smokestick (5) 100
Tanglefoot Bag (3) 150
Gunsmith's kit 15
Weapon cord 0.1
Universal Solvent (10) 250
Shirt, Unfettered 5000
*Onyx dog Fig. wonderous power 7750
Combat trained dire bat 450
Exotic military saddle 60
Bat food, 2 days 2
Bullets (100) 10
10 powder horns 30
100 doses of gunpowder 10
50 dry load alch cartridges 1500
5 tracer bullets 500
200 alch paper cartridges 1200
Handy Haversack 1000
Pot of lesser restoration (3) 900
Rations, wandermeal, (2) 0.02
Wrist Sheath (2) 2
Rope, 50' knotted (2) 4
Bandolier, Endless 750
Bandolier, Beneficial 500
Spell component pouch. 5
Holy symbol x3. 3
Total 81841.12

*Speaks Goblin, not Common

Wealth:
Pp: 15
Gp: 8
Sp: 8
Cp: 8

Spells:

0 level = 5
Bleed, Detect Magic, Guidance, Read Magic, Stabilize
1st level 2 + 2 bonus/day, 3 known
Divine Favor, Wrath, True Strike

Active spells: Potion of mage armor. subtract 1 from total (total potions MA now = 3)