Boggard

Hopfrey Bogart's page

36 posts. Organized Play character for thunderspirit.


Full Name

Hopfrey Bogart

Race

Male grippli Gun (pistolero)5/Inv (sleuth) 4 | hp 68/68 | Init +10 | AC 25, T 19, FF 18 | CMB +7, CMD 25 |

Classes/Levels

F +8 (+2 vs poison) R +16 W +11 | Prcptn +20 (darkvision, trapfinding +2), Disable Device +22 |

About Hopfrey Bogart

Hopfrey Bogart

Bot Me!:

Hopfrey can disarm magical traps, but does not have trapspotter. His take 10 on Perception for traps is 32.

Hopfrey has two +1 pistols, and most of the time will draw and fire/reload (Rapid Reload) and fire.

Hopfrey has 6 grit points available and will willingly use 5, most often for Up Close and Deadly deed, adding another 2d6 to damage rolls.

He also has 7 inspiration points available and will use those pretty freely.

Hopfrey Bogart
Male grippli gunslinger (pistolero) 5/investigator (sleuth) 4 (Pathfinder RPG ACG 30, 101, 127, Pathfinder RPG Bestiary 2 149, Pathfinder RPG UC 9, 51)
NG Small humanoid (grippli)
Init +10; Senses darkvision 60 ft.; Perception +20

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Defense
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AC 25, touch 19, flat-footed 18 (+6 armor, +1 deflection, +6 Dex, +1 dodge, +1 size)
hp 68 (9 HD; 4d8+5d10+14)
Fort +8, Ref +16, Will +11; +2 bonus vs. poison
Defensive Abilities nimble +1, trap sense +1

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Offense
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Speed 30 ft., climb 20 ft.
Melee mwk cold iron gladius +10/+5 (1d4/19-20) or
. . mwk silver light mace +10/+5 (1d4)
Ranged +1 pistol +18 (1d6+8/×4) or
. . +1 pistol +18 (1d6+8/×4)
Special Attacks deeds (gunslinger initiative, gunslinger's dodge, pistol-whip, quick clear, run like hell, up close and deadly +2d6, utility shot), studied combat (+2, 2 rounds), studied strike +1d6, grit/luck (6), inspiration (7)

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Statistics
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Str 10, Dex 23, Con 12, Int 14, Wis 16, Cha 12
Base Atk +8; CMB +7; CMD 25
Feats Extra Grit[UC], Extra Inspiration[ACG], Gunsmithing[UC], Point-Blank Shot, Ranged Study[ACG], Rapid Reload, Weapon Focus (pistol)
Traits Indomitable faith, Never stop shooting
Skills Acrobatics +18, Climb +8, Craft (alchemy) +14, Diplomacy +15, Disable Device +22, Intimidate +3, Knowledge (engineering) +10, Knowledge (nobility) +8, Perception +20, Stealth +22; Racial Modifiers +2 Diplomacy, +2 Intimidate
Languages Common, Grippli, Kelish, Osiriani
SQ deeds: daring, make it count, opportunist evasion, second chance, sleuth's initiative, gunsmith, inspiration (7/day), investigator talent (quick study[ACG]), jumper[ARG], keen recollection, pistol training, poison lore, sleuth's luck, trapfinding +2
Combat Gear oil of bless weapon, oil of daylight, oil of keen edge, oil of magic weapon, potion of fly, wand of cure light wounds, acid (2), alchemist's fire (2), holy water; Other Gear +2 mithral chain shirt, +1 pistol[UC], +1 pistol[UC], black powder[UC] (6), mwk cold iron gladius[UC], mwk silver light mace, paper cartridge[UC] (40), paper cartridge (alch silv)[UC] (10), paper cartridge (cold iron)[UC] (10), belt of incredible dexterity +2, cloak of resistance +2, endless bandolier[UE], eyes of the eagle, feather step slippers[UE], handy haversack, headband of inspired wisdom +2, lesser talisman of freedom[OA], lesser talisman of good fortune[OA], lesser talisman of life's breath[OA], ring of protection +1, alchemy crafting kit[APG], bedroll, belt pouch, flint and steel, gunsmith's kit[UC], hemp rope (50 ft.), ink, masterwork thieves' tools, mess kit[UE], paper (5), pot, powder horn[UC], torch (10), trail rations (5), waterskin, 8,908 gp

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Special Abilities
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Climb (20 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white only).
Deed: Daring (Ex) Spend 1 luck to add 1d6 to Acrobatics, Climb, Escape Artist, Fly, Ride, Swim check.
Deed: Make it Count (Ex) Spend 1 luck to apply talent you don't know when using inspired strike.
Deed: Opportunist Evasion (Ex) Spend 1 luck to take no damage after successful Reflex save.
Deed: Run Like Hell (Ex) Spend 1 luck point to gain a +20-foot bonus to speed for 1 minute.
Deed: Second Chance (Ex) Spend 1 luck to reroll an inspirationd die or daring deed die.
Deed: Sleuth's Initiative (Ex) While have luck, can use a free hand to draw ligt/1-hand melee weap as part of the initiative check.
Deeds Use Grit to perform special abilities with your firearms.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmith Gain free starting firearm that only you can use properly.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Inspiration (+1d6, 7/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Jumper You always are considered to have a running start when jumping.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Nimble +1 (Ex) +1 AC while wearing light or no armor.
Pistol Training (+6, misfire value -2) (Ex) Starting at 5th level, a pistolero increases her skill with one-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a one-handed firearm, the misfire value increases by 2 instead of 4. Every
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Lore (Ex) After 1 min can use Know to ID poisons, 1 min more to neutralize with Craft (alchemy).
Quick Study (Ex) Use studied combat as a swift action.
Ranged Study (Pistol) Gain bonuses and can use studied combat and studied strike with chosen weapon.
Rapid Reload (Pistol) You can reload fast with one type of Crossbow or Firearm.
Sleuth's Luck At 1st level, a sleuth gains a fluctuating pool of luck, measuring her ability to get out of scrapes. At the start of each day, a sleuth has a number of luck points equal to her Charisma modifier (minimum 1). Her luck goes up or down throughout the d
Studied Combat (+2, 2 rounds) (Ex) As a swift action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +1d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.