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Rohkar Cindren

Jutmon Symber's page

170 posts. Alias of Waterhammer.

Full Name

Jutmon Symber











About Jutmon Symber

Jutmon Symber
Human (Keleshite) gunslinger 1 (Pathfinder RPG Ultimate Combat 9)
N Medium humanoid (human)
Init +3; Senses Perception +5
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 12 (1d10+2)
Fort +3, Ref +5, Will +1
Speed 30 ft.
Melee dagger +4 (1d4+3/19-20) or
. . scimitar +4 (1d6+3/18-20)
Ranged pistol +4 (1d8/×4)
Special Attacks deeds (deadeye, gunslinger's dodge, quick clear), grit (1)
Str 16, Dex 17, Con 12, Int 12, Wis 12, Cha 12
Base Atk +1; CMB +4; CMD 17
Feats Gunsmithing[UC], Point-Blank Shot, Precise Shot
Traits touched by the sea, unblemished barrel
Skills Acrobatics +7, Climb +7, Craft (alchemy) +6, Perception +5, Profession (sailor) +5, Swim +8
Languages Common, Dwarven, Kelish
SQ gunsmith
Other Gear dagger (3), pistol[UC], scimitar, alchemy crafting kit[APG], belt pouch, gunsmith's kit[UC], signal whistle, silk rope (50 ft.), waterskin (2), weapon cord[APG], wrist sheath[UE], 226 gp, 1 sp
Special Abilities
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 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 condit
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.

Jutmom Symber was born to a well to do family in Cloudreaver Keep. As gunsmiths the family trade was in much demand. Jutmon had a pleasant and secure life to look forward to. Something was missing though. Jutmon felt an emptiness. He learned the family trades of gunsmithing and alchemy as was expected, and served with the militia as was demanded, but his longing was not satisfied. Only when he was down by the Ustradi River did he feel at ease. And even then it was incomplete.
At last, Jutmon could take it no more, he collected his things and booked passage on a river barge bound down-river, for Quantium, in Nex. There he finally found contentment. On the docks, looking out to sea, Jutmon finally knew he was home.
Jutmon was quickly able to convince Raithar Holik, the captain of the merchant ship, The Sabrefin to take him on. His skill as an alchemist was of value.
The Sabrefin, with Jutmon on board made it's long voyage, stopping in at various ports along the coast of Garund, before passing out of the Straits of Aroden, and into the Arcadian Ocean.
After a brief stop in Ilizmagorti, for resupply, [i]The Sabrefin made the dangerous passage around the Eye of Abendego and through The Shackles to Port Peril. With his coin pouch jingling with his sea-pay Jutmon steps ashore for some ships leave.

Jutmon is 6' tall and of lanky build, weighing in at 180 lbs. He has dark brown hair, black eyes, and light brown skin. His hair shoulder length, but is typically drawn back and tied in a ponytail.

Jutmon believes in living life to it's fullest. He is quick with a smile, but equally as quick with his anger.He is loyal to friends, and trusted ones, but vengeful if slighted. When working, be it gunsmithing, alchemy, or shooting, Jutmon takes it seriously. He is a meticulous problem solver type.

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