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Haundo's page

351 posts. Alias of Corerue.


Gun 3/Clr 2 - HP 36/36: AC 26: Touch: 12 Flat: 24 - F+7, R+6, W+5


Init +5; Darkvision (60 feet); Per +8

About Haundo

Rifleman's bulwark -Specialized Tower Shield:
40gp +4 - -10 50% 45 lbs.

Rifleman's bulwark
This heavy iron tower shield is a hallmark of the Hammerfall High Shield Gun Corps of Rhul. It follows all the rules for a normal tower shield, including needing the Tower Shield Proficiency feat in order to use the shield effectively, with the following exceptions. When using the rifleman's bulwark to benefit from total cover, the character can make a ranged attack with a rifle or pistol by placing the firearm on the precision-tooled notch and peer through the view port. The attack gains a +1 circumstance bonus to hit; with the -2 penalty to attack rolls that tower shields give, the total is a -1.
I didn't know if you'd allow Variant Tiefling Abilities and Features. From Council of Thieves Pages 64-67 or not so here is my guy thus far. If you allow the variants (which will replace his darkness 1/day ability) then I will make the appropriate rolls and such.

Male Tiefling Cleric 1 Gunslinger (Gun Tank, Pistolero) 3
CN Medium Outsider (Native)
Hero Points 1
Init +5; Senses Darkvision (60 feet); Perception +8
AC 26, touch 12, flat-footed 24. . (+10 armor, +4 shield, +2 Dex)
hp 28 (3d10+1d8+4)
Fort +7, Ref +6, Will +5
DR 2/bludgeoning; Resist cold 5, electricity 5, fire 5
Spd 30 ft.
Melee +1 Battleaxe +6(+8 without TShield) (1d8+4/20/x3) and
. . Gauntlet (from Armor) +5 (+7 without TShield) (1d3+3/20/x2) and
. . Masterwork Battleaxe +6 (+8 without TShield)(1d8+3/20/x3) and
. . Unarmed Strike +5 (+7 without TShield) (1d3+3/20/x2)
Ranged Pistol +6 (+7 without TShield) (1d8/20/x4)
Spell-Like Abilities Strength Surge (4/day)
Cleric Spells Known (CL 1, 4 melee touch, 4 ranged touch):
1 (3/day) Enlarge Person (DC 12), Bless, Abundant Ammunition, Hide From Undead
0 (at will) Read Magic (DC 11), Detect Magic, Mending Purify Food and Drink
Str 16, Dex 16, Con 13, Int 15, Wis 12, Cha 8
Base Atk +4; CMB +7; CMD 19
Feats Gunsmithing, Rapid Reload: Pistol, Channel Smite
Traits Armor Expert, Dangerously Curious

Skills -Tower Shield (Riflemans Bulwark):

Acrobatics -1,
Appraise +6,
Bluff +1,
Climb 0,
Craft (Gunsmithing) +6,
Escape Artist -6,
Fly -6,
Handle Animal +3,
Heal +9,
Intimidate +3,
Knowledge (Engineering) +6,
Knowledge (Religion) +6,
Perception +8,
Ride -2,
Stealth -2,
Survival +5,
Swim 0,
Use Magic Device +5

Skills (no minuses):

Acrobatics +4,
Appraise +6,
Bluff +1,
Climb +5,
Craft (Gunsmithing) +6,
Escape Artist -1,
Fly -1,
Handle Animal +3,
Heal +9,
Intimidate +3,
Knowledge (Engineering) +6,
Knowledge (Religion) +6,
Perception +8,
Stealth +2,
Survival +6,
Swim +5,
Use Magic Device +5

Languages Common, Dwarven, Elven, Infernal

SQ Aura (Ex), Bullet Defection (+2) (Ex), Channel Positive Energy 1d6 (2/day) (DC 9) (Su), Cleric Domain: Exploration, Cleric Domain: Strength, Deeds, Door Sight (4/day) (Su), Grit (Ex), Gun Tank's Resolve (25%) (Ex), Gunslinger Initiative (Ex), Hero Points (1), Muleback Cords, Pistol-whip (Ex), Quick Clear (Ex), Spontaneous Casting, Up Close and Deadly +1d6, Utility Shot

Combat Gear +1 Battleaxe, +1 Breastplate, Alchemical Cartridge, Paper (50), Four-mirror armor, Torso Piece, Masterwork Battleaxe, Masterwork Scale, Arm Piece, Masterwork Scale, Leg Piece, Pistol, Riflemen's Bulwark; Other Gear Backpack (empty), Bag, Waterproof (empty), Bedroll, Blanket, winter, Coffee (per cup) (5), Cooking kit, Crowbar, Flint and steel (5), Grappling hook, Gunsmith's Kit, Hammer, Heatstone, Heatstone, Holy Water Flask, Iron Spike (4), Keros Oil, Muleback Cords, Potion of Cure Light Wounds (4), Potion of Shield of Faith +2, Rations, trail (per day) (4), Rope, silk (50 ft.), Smokestick (4), Whetstone (2)

Potions: Potion of shield of faith +2, potion of fly.
Armor Expert -1 Armor check penalty.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bullet Defection (+2) (Ex) A gun tank is adept at modifying and using her armor to stop firearm attacks. Starting at 2nd level, a gun tank wearing medium or heavy armor gains half the armor's bonus plus the armor's enhancement bonus (if any) as a deflection bonus against any n
Channel Positive Energy 1d6 (2/day) (DC 9) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Exploration Associated Domain: Travel
Cleric Domain: Strength Granted Powers: In strength and brawn there is truth–your faith gives you incredible might and power.
Damage Reduction (2/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deeds Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longerlasting effects. Some deeds stay in effect as long as a gunslinger has at least 1 grit point. The
Door Sight (4/day) (Su) By touching a door for 1 minute, use clairvoyance on the other side.
Grit (Ex) 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
Gun Tank's Resolve (25%) (Ex) At 1st level, the gun tank can shrug off the most serious of attacks. When the gun tank is wearing medium or heavy armor and is subject to a critical hit or sneak attack, she can spend 1 grit point as an immediate action to attempt to negate the crit
Gunslinger Initiative (Ex) At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm i
Gunsmithing You know the secrets of repairing and restoring firearms.

Benefit: If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft c
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Muleback Cords These thick leather cords wrap around the wearer’s biceps and shoulders; when worn, they make the muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity (see Pathfinder RPG Core Rulebook page 171). This bonus does not apply to combat, breaking items, or any other Strength-related rolls except the amount of equipment or material the wearer can carry.

Requirements Craft Wondrous Item, bull’s strength; Cost 500 gp
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
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 t
Rapid Reload: Pistol You can reload fast with one type of Crossbow.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Strength Surge (4/day) (Sp) Grant +1 to a melee atack or strength check.
Up Close and Deadly +1d6 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
Utility Shot At 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before

Remaining Purse 123 GP 5 Silver

Haundo's Story::

Haundo, or Hound of Culan, was born a Tiefling and has lived a very hard life until he arrived in Absalom. He is eighteen years old and stands roughly seven feet tall and has an unusually light build for someone so strong. unlike most of his kind Haundo looks more like a dog then a half fiend, he doesn't bare any horns, cloven feet or the smell of ash.
Instead he looked like a bipedal hound, with backward bending knees and pawed feet and fanged teeth. He looks akin to a doberman or Ibizain hound. Not only does he look and act mostly like a hound, he works like one as well. He serves in the Night Watch of Absalom, trying to keep the streets safe at night and crime down in the rough district of the city he was assigned too. Many times muggers, gangbangers and other criminals have tested his skills with both the blade or long arm. Most of these encounters end with Haundo's opponents leaving in a coffin. His ability to see in complete darkness has given him an advantage over normal humans and is something out of his fiendish heritage that he is thankful for.

He doesn't talk very much and when he does his voice is rough and gratty much like a dogs. So instead of talking he has focused on listening, watching and learning. His heavy armor makes him a hard opponent for most people to take down as well. He was raised in violence and was toughened over the years by the severe beatings and horrible treatment he was put through.

Haundo joined the group originally as a fledgling mercenary, because he was just starting off he sold his skills cheaply in the hopes he would reap a larger bonus. After several missions he came to enjoy the adventuring life, deciding to become a full time adventurer. He encountered the others again when he was about to attempt a solo mssion and after much discussion he rejoined them for their expedition into the Mwangi.

Haundos personality:

Haundo acts and thinks much like his namesake, he talks very little and is aggresive to anyone/thing threatening the group. He is extremely loyal to those who treat him well and bares his teeth at those who would try to beat him down. He is still very young and reckless in his decisions and tends to abuse the fact he is so well protected in his armored shell. His skin is also more resilient to weapons, he is able to weather bullets and swords, but a solid club harms him just like any other humanoid.

He is also a semi skilled individual and uses his abilities to better the group as a whole. He has no memories of his family and his name Haundo is a constant reminder of the horrors he grew up with and constantly drives him forward to better himself despite what others think.

In all reality he is a gunslinger without a name nor a home to return to...

DM's Questionnaire:

1. Failing to accomplish something great before he dies.
2. Culann ever remembering what had happened the night of the fire.
3. Being beaten and forced to beg, again.
4. Being humiliated or degraded.

1. Culann...
2. Orphans - He sees his childhood in many of them and seeing them poorly treated is a way to gain his Ire and a bullet in the a**.
3. Training and engaging in mock combat to test his skills against a real opponent.

1. His heritage
2. His poor skills

1. Adventuring and exploring new realms
2. His secret belief that he is the child of a Hound Archon and is slowly starting to deny his demonic heritage. He knows that he doesn't look exactly like one but after seeing its golden visage in the church of Cayden Cailen he has started seeing himself in a new light.

1. The fact that he was a murderer.

Untold story of Haundo's early years~
He has never spoke of his childhood, he remains completely silent because he is haunted by his past. He ran away from his foster home after all the beatings he had received from his foster parents. He tried to hide out in the city and survive off the scraps and garbage that others left behind or tossed aside. Malnutrition and sickness found him eventually and caused him so much pain that he could not move. As he languished in a dark alley, waiting in agony to die, he was found by a young girl who started to take care of him.

Her name was Culann and she was the first person he ever trusted, she lived in the slums and for some reason took it upon herself to nurse him back to health. When he had fully recovered they built a decent life together, stealing food and outrunning their pursuers and for some reason she loved that he was named 'Haundo' and the bitterness he had over his name faded in time. Their decent life ended though when the guards in the lesser districts caught and arrested her, dragging her off to their shanty of a precinct.

When he went to free her that same night, he found her cell and when he climbed up to look in the scene before him forever scarred him. Culann had been savaged by the guardsmen, they had beaten and terrorized her, when she did not respond o him calling her name a rage took hold of him. Something he had never felt before, perhaps his demon nature asserting itself. His only thought was.... Revenge.

When the night reached its darkest, he struck, smashing and scattering lanterns as he charged into the understaffed precinct. Before long the surprised guardsmen found themselves in a darkened, burning building with an enraged dog-demon picking them off one at a time. That night he used his abilities to slay five men in cold blood, he savaged them with the pent up rage and hate he had held in for so long. The guardsmen found that their poorly maintained swords and daggers could not find purchase on his demonic skin. Eventually when the last guardsmen fell Haundo unlocked the door to Culann's cell and stole off into the night with his dying friend.

He eventually found a Church and upon hearing the revelry going on inside, he entered to seek help. It was a church of Cayden Cailen, the priests at first reacted poorly to his demon like looks but the Head Priest quickly silenced the others as Haundo laid Culann at his feet. He knew that he could not take care of her and that they were the only way for her to survive and, to his surprise, the Head Priest took her in. But when he offered for Haundo to stay as well, he refused and stole off into the night to face what he had done alone.

He stayed close though and watched the church for several days until Culann suddenly appeared, wearing vestments and appearing to have joined the church of Cayden. Thinking it a grand ruse on her part, he approached her, excited to see her well. But her reaction was not what he expected...

She did not remember him...

Not a single memory of their time together remained...

In fact he scared her at first, because he reminded her of the night of flames and death. That was the day he started working to join the Night watch, to watch over Culann from a distance. Her silent guardian. Eventually though she grew into Womanhood and strength within the church and he drifted away, he didn't feel that she needed him to watch over her anymore and so he decided to take to the life of an adventurer. He promised himself though, when he returned to Absalom, he would see her again and hopefully she would remember happier times together...

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