Droogami

Mruf's page

86 posts. Alias of Krisam.


Classes/Levels

catfolk gungineer 6 hps:33/33 - AC: 20|16|15* (*no flatfooted) - Fort:+7 | Ref:+10 | Will:+5 - Per:+12, low-light vision, Init:+3

About Mruf

Fluff:

Mruf
male catfolk gungineer 6 CN (hey, he's a cat)
hgt: 5’9 wgt: 170 lbs
eyes: green
hair: white with black spots
age: 20

Appearance:
Mruf

Mruf 2

With the white fur and black spots of a snow leopard, Mruf is attired in a silvery chain shirt, and carries a long firearm on his back along with his pack. He keeps a mace and a dagger on his belt, and there's humor in his green eyes, and inquisitiveness in the tilt of his ears.

Background:
Born in the Smokeside of Alkenstar City, Mruf learned catfolk lore at his mother's knee and ran riot as a child along with his twin sister Rawla until, when they were six years old, their mother died in a gang scuffle. Mruf was forced to steal and sell his fine-tuned senses as a mine-canary in the crystal mines of Dongun Hold, and eventually lost track of his sister.

He slept in the clamorous workshops of Dongun Hold, but like any child, he wasn't oblivious to what went on around him - far from it. He learned the skills of gunsmithing there, and when he was fourteeen, he stole a bag of components and fled the noisy, dangerous life for a (relatively) quiet, dangerous life of freedom. The dwarves didn't take lightly to theft, and he found it necessary to flee Alkenstar entirely.

In his wanderings, he met and joined an adventuring party, one of whom eventually retired - Ameiko Kaijitsu. When the rest of the party disbanded, Mruf decided to visit Ameiko, who had settled down someplace in Varisia called Sandpoint.

Languages:
Common, catfolk, dwarven, giant, Thassilonian

Crunch:

CLASS: gungineer
Str 12
Dex 16
Con 10
Int 17
Wis 12
Cha 10

SENSES Perception +12, low-light vision

DEFENSE
AC 20 Touch 16 FF 15* (Dex +3, nimble +2, mithral shirt +4, ring of protection +1)
*Defensive strategist: You aren't flat-footed during a surprise round that you don't get to act in or before you get to act at the start of a battle.

CMD 18

HP: 33 (6d8)

SAVES
Fort: +7
Ref: +10*
Will: +5
*Cat’s Luck (Ex): Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.

Black powder fortune (trait): As long as you are wielding a firearm, you gain a +2 trait bonus on all saving throws against curse, fear, and emotion effects.

OFFENSE
Init: +3
Speed: 30'
Sprinter: Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.

*********************************

Melee
heavy mace +5 (1d8+1, x2) B
dagger +5 (1d4+1, 19-20) P/S

Ranged
MW firearm Rowl +10 (2d8, x4) 40', capacity:6, no misfire, 2h, B/P hits touch AC within 1st and 2nd range increments, counts as magic, Weapon Focus - see mods below
dagger +7 (1d4+1, 19-20) 10', P/S

PBS: +1 att/dmg within 30'

*********************************

BAB: +4 CMB: +5

Racial traits:

Racial traits: catfolk

Traits, Feats and Skills:

Traits:
Black powder fortune (combat)
Defensive strategist (religion)

Feats:
Gunsmithing (bonus gungineer)
Point-blank shot
Precise shot
Weapon focus: rifle

Skills:
Skill pts/lvl: 4+3 Int +1 fc = 8

Acrobatics +12
Bluff +9
Craft: alchemy +12
Disable device +12 (+2 MW thieves' tools)
Intimidate +9
Knowledge: engineering +11
Knowledge: local +7
Perception +12
Stealth +11
Survival +3

Equipment:

Worn equipment:
mithral chain shirt
cloak of resistance +2
ring of protection +1
beneficial bandolier:
metal alchemical cartridges x33 (14 silver, 19 cold iron blanched)
gunsmith's kit
MW thieves tools (bugbears')
explorer's outfit

MW gun "Rowl"
heavy mace
dagger

belt pouch:
MW thieves' tools (+2 Disable device)
smokestick
thunderstone x3
alchemist's fire x3
oil of silence

Carried equipment:
bedroll
MW backpack
trail rations x4
waterskin
silk rope, 50'
tanglefoot bag

Money: 2664gp

Modifications to Rowl:

Mod pts available: 0/9

Standard Issue (0-point Modifications)
Alchemical light (bottom rail): This glowing attachment sheds light as a hooded lantern.

1-point Modifications

Reflex Sight (top rail): With a lens and reflective overlay at its focus, an optical collimator produces a virtual image of a reticle providing a +1 bonus on attack rolls.

Sufficiently Advanced Technology: Attacks made with the named firearm count as magic for the purposes of overcoming damage reduction or damaging incorporeal creatures.

2-point Modifications

Comfort Grip (grip): Attacks with the named firearm are resolved against touch AC at the first and second range increments.

Copious Chamber (chamber): The named firearm has a capacity of 8 if it is one-handed or 6 if it is two-handed.

3-point Modifications

Mithral Barrel (barrel): The lightness and strength of mithral allow the barrel to be much more substantial without affecting its weight or balance. The named firearm deals damage as though it were one size category larger.