Abra Lopati

Rowdy Copperpelt's page

286 posts. Organized Play character for Fiasko.


Full Name

Rowdy "The Honey Badger" Copperpelt

Race

| HP 23/27 | AC 15 T 15 FF 11 | CMB +2, CMD 16 | F: +3, R: +8, W: +4 | Init: +6 | Perc: +6, SM: +0

Classes/Levels

| Speed 30ft | Ranged: +1 Arcane Gun (Pistol) +8 (+9 w/ Point Blank Shot) 1d8+1 (1d8+2 PBS) , Melee: Rapier +1 1d6 | Spells: 0 6/6, 1st 6/6 | Active conditions: None.

Gender

CG Human Spellslinger 1/ Eldritch Scoundrel 3

Size

Medium

Age

30

Special Abilities

Arcane Gun

Alignment

Chaotic Neutral

Deity

Cayden Cailean

Location

Alkenstar City

Languages

Common, Dwarven, Osirian

Occupation

Gunsmith

Strength 10
Dexterity 19
Constitution 11
Intelligence 16
Wisdom 11
Charisma 8

About Rowdy Copperpelt

This scrappy, red-headed human has an unshaven chin, bright blue eyes, and a toothpick in his mouth. A weathered bandoleer strapped across his body holds various types of ammunition and alchemical weapons. A rapier hangs from one hip and a pistol covered in gems and arcane runes hangs from the other. A stripped poncho covers his dusty clothes and the hair on his head still holds the imprint of a hat.

Rowdy "The Honey Badger" Copperpelt

Spellslinger 1/ Eldritch Scoundrel 3
CG Medium humanoid (Human)
Init +6; Senses Perc +7, SM +0

Background:
Rowdy was born and raised in the Smokeside district of Alkenstar City. A third-generation gunsmith, Rowdy’s father taught him how to build and shoot guns. His mother however instilled in him an appreciation for the arcane arts, despite Smokeside’s anti-magic zone. But it was Rowdy’s cantankerous grandfather, affectionately known as Ol' Frosty-Eyes, who inspired Rowdy to seek adventures beyond the factories and gunworks of Alkenstar City. An early girlfriend gave Rowdy his nickname: the Honey Badger, because he talked real sweet, and fought real good.

One day, exploring the Mana Wastes, looking for scrap, Rowdy was captured by mutant gnoll slavers and sold to one of Alkenstar’s many mining operations. He was a troublesome slave however, causing fights and constantly trying to escape. The miners took him to Absalom with the intent to sell him. He was there when the most recent assault on Absalom occurred, and during the fight he was freed by Venture Captain Gobo Fushigi of the Pathfinder Society.

VC Gobo Fushigi, a master of Ninjitsu and the number one chicken thief in Tien Xia, immediately took a liking to the spirited Rowdy, and began training him in the way of the ninja. Reveling in his newly restore freedom, Rowdy took up the cause of the Liberty’s Edge, and swore to fight slavery wherever it's found. It was also during the raid on Absalom that Rowdy discovered the scrap of arcane metal that he would later forge into his arcane gun, affectionately known as Serena.

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Defense
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AC 15, touch 15, flat-footed 11
HP 22
Fort +2, Ref +8, Will +3

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Offense
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Speed 30 ft.
Melee Rapier +2 1d6
Ranged +1 Pistol +8 (+9 w/ Point Blank Shot) 1d8+1 (1d8+2 PBS)
Space 5 ft.; Reach 5 ft.
Spells Known (CL 4th; concentration +7)
Spellslinger 1st (2/day) Burning Hands, Color Spray, Ray of Enfeeblement, Ray of Sickening, Gentle Breeze
0 (at will)—Light, Spark, Disrupt Undead, Prestidigitation
Eldritch Scoundrel 1st (4/day) Grease, Obscuring Mist, Heightened Awareness, Abundant Ammunition, Shield, Protection from Evil
0 (at will) Detect Magic, Read Magic, Mending, Acid Splash, Mage Hand

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Statistics
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Str 10, Dex 19, Con 12, Int 16, Wis 11, Cha 12
Base Atk +2; CMB +2; CMD 16
Feats Precise Shot, Point Blank Shot, Equipment Trick: Thieves Tools
Traits Reactionary, Magical Knack
Languages Common, Dwarven, Osirian
SQ Arcane Gun, Mage Bullets, Alarm Sense
Skills Acrobatics +9, Bluff +6, Climb +4, Craft Traps: +7, Diplomacy +2, Disable Device +10, Escape Artist +8, Intimidate +5, Kn: Arcana +7, Kn: Dungeoneering +7, Kn: Engineering +7, Kn: Local +7, Kn: Religion +7, Perception +7, Prof: Gunsmith +5, Slight of Hand +9, Spellcraft +8, Stealth +9, Use Magic Device + 5
Combat Gear +1 Pistol, MW thieves tool, Ring of Protection +1, Cloak or Resistance +1
Other Gear Alchemist Fire (4), Alkali Flask (4), Holy Water (2), Gunsmith's kit, backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, MW thieves’ tools, torches (10), trail rations (5 days), and a waterskin

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Special abilities
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Alarm Sense (Su) An eldritch scoundrel gains an intuitive sense that warns her when she is near a magic trap. This functions as the trap spotter rogue talent, but applies only if the eldritch scoundrel comes within 10 feet of a magic trap.

Arcane Gun (Su) A spellslinger can cast any ranged touch attack, cone, line, or ray spells through his arcane gun. When he casts through the arcane gun, the gun’s enhancement bonus (if any) is a bonus to the spell’s attack rolls or to the spell’s saving throw DCs.

Mage Bullets (Su)A spellslinger is adept at transferring spell energy into his arcane gun attacks. As a swift action, he can sacrifice a spell and transform that energy into a weapon bonus equal to the level of the spell sacrificed on a single barrel of his firearm. With that weapon bonus the spellslinger can apply any of the following to his arcane bond: enhancement bonuses (up to +5) and dancing, defending, distance, flaming, flaming burst, frost, ghost touch, icy burst, merciful, seeking, shock, shocking burst, spell storing, thundering, vicious, and wounding. An arcane gun gains no benefit from having two of the same weapon special abilities on the same barrel. The effect of the mage bullets ability lasts for a number of minutes equal to the level of the spell sacrificed, or until this ability is used again to assign the barrel different enhancements.

Sneak Attack If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

Trapfinding A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Evasion (Ex) A rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.