Goblin

Urk Boombringer Gremlinsploder's page

65 posts. Alias of Dave Herman.


Classes/Levels

AC: 29 (T: 22, FF: 20) - CMD: 28 - F:13 R:18 W:9 - Hp: 24/123 - Grit 2/3

About Urk Boombringer Gremlinsploder

Age: 16 / Height: 2'10" / Weight: 80 lbs
Appearance: He has larger than normal ears, even for a goblin, and his skin is strangely colored. Weird patches seem to adjust their hue and shading to match his surroundings. Otherwise, he looks like a goblin. They all look alike to you anyway, right? Racist.

Don't read this stuff just yet:

Male CE Goblin Gunslinger (Pistolero) 13

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Abilities and Stats
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STR: 10 / DEX: 22 / CON: 14
INT: 13 / WIS: 16 / CHA: 8

HP: 123

Initiative: +10 (+8 when grit=0)

Move Rate: 30ft

AC: 29 (Touch: 22, Flat Footed: 20)
BAB: +13/8/3
CMB: +12
CMD: 28

Fort Save: +13
Reflex Save: +18
Will Save: +9
Conditional Modifiers: +1 Against divine spells

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Combat
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+1 Lucky Distance Pepperbox: +20/15/10 (1d8+9) : Range: 40 / Crit 20 x4 / Misfire 0
-Deadly Aim: +16/11/6 (1d8+17)
-Pistol Whip: +16/11/6 (1d6+3)
-Up Close and Deadly: +3d6 as long as I have 1 grit
-Rapid Shot: +18/+18/+13/+8

+1 Flaming Dragon Pistol: +20/15/10 (1d6+9+1d6 fire)
-Pistol Whip: +15/10/5 (1d6+2)

+1 Fey Bane Dragon Pistol: +20/15/10 (1d6+9) or (1d6+11+2d6 vs fey)
-Pistol Whip: +15/10/5 (1d6+2)

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Skills
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Acrobatics: +19
Appraise: +9
Climb: +8
Craft (Alchemy): +6
Diplomacy: -1
Disguise: -1
Escape Artist: +12
Fly: +6
Heal: +3
Intimidate: -1
Know. Engineering: +11
Know. Local: +9
Linguistics: +3
Perception: +23 (+28)
Ride: +6
Sense Motive: +3
Sleight Of Hand: +16
Stealth: +16
Survival: +11
Swim: +8

Languages: Common, Goblin, Sylvan, Undercommon

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Racial Abilities
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Darkvision

Over-Sized Ears: +4 Perception

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Character Traits
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Reactionary: +2 initiative

Color Thief: +2 stealth (better than other, boring goblins)

Disbeleiver: +1 on saves against divine spells

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Gunslinger Abilities
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Grit (3): A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.

Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit.

Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit.

Daring Act: Each time a gunslinger performs a daring act, she can regain grit. As a general guideline, a daring act should be risky and dramatic. It should take a good deal of guts, and its outcome should have a low probability of success. If it is successful, the gunslinger regains 1 grit point.

Deeds:

Up Close and Deadly (+3d6): 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 extra damage anyway. She must choose to spend the grit point before she makes the attack roll. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level. This precision damage stacks with sneak attack and other forms of precision damage.

Gunslinger’s Dodge: When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

Quick Clear: 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 this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.

Gunslinger Initiative: 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 is not hidden, she can draw a single firearm as part of the initiative check.

Pistol Whip: 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 rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.

Utility Shot: 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 firing the shot.
-Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.
-Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot’s origin. On a miss, she damages the object normally.
-Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally.

Dead Shot: As a full-round action, the gunslinger can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the gunslinger’s single attack is considered to have hit. For each additional successful attack roll beyond the first, the gunslinger increases the damage of the shot by the base damage dice of the firearm. For instance, if a 7th-level gunslinger firing a musket hits with both attacks, she does 2d12 points of damage with the shot, instead of 1d12 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The gunslinger only misfires on a dead shot if all the attack rolls are misfires. She cannot perform this deed with a blunderbuss or other scatter weapon when attacking creatures in a cone. The gunslinger must spend 1 grit point to perform this deed.

Deadeye (80 ft): The gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.

Targeting: As a full-round action, the gunslinger can make a single firearm attack and choose part of the body to target. She gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 grit point to perform no matter which part of the creature she targets. Creatures that are immune to sneak attacks are immune to these effects.
-Arms: On a hit, the target takes no damage from the hit but drops one carried item of the gunslinger’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
-Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.
-Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.
-Torso: Targeting the torso threatens a critical on a 19–20.
-Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.

Bleeding Wound:: When the gunslinger hits a living creature with a firearm attack, she can spend 1 grit point as a free action to have that attack deal extra bleed damage. The amount of bleed damage is equal to the gunslinger’s Dexterity modifier. Alternatively, the gunslinger can spend 2 grit points to deal 1 point of Strength, Dexterity, or Constitution bleed damage (gunslinger’s choice) instead. Creatures that are immune to sneak attacks are also immune to these types of bleed damage.

Expert Loading: Whenever the gunslinger rolls a misfire with a gun that has the broken condition, she can spend 1 grit point to keep the gun from exploding, though it retains the broken condition.

Lightning Reload: As long as the gunslinger has at least 1 grit point, she can reload a single barrel of a one-handed or two-handed firearm as a swift action once per round. If she has the Rapid Reload feat or is using an alchemical cartridge (or both), she can reload a single barrel of the weapon as a free action each round instead. Furthermore, using this deed does not provoke attacks of opportunity.

Twin Shot Knockdown: When the pistolero hits a single target with two or more one-handed firearm attacks during her turn, she can spend 1 grit point to knock the target prone. She can choose to spend the grit point after the attacks are made.

Nimble (+3): Starting at 2nd level, a gunslinger gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).

Pistol Training (+8): 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 four levels thereafter (9th, 13th, and 17th), the bonus on damage rolls increases by +1. At 13th level, a pistolero never misfires with a one-handed firearm.

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Feats
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Gunsmithing: Craft firearms, ammo; repair firearms.

Goblin Gunslinger: Can wield size large firearms.

Rapid reload: Reload as move action.

Quickdraw: Draw a weapon as a free action or draw a hidden weapon as a move action.

Point Blank Shot: +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot: No penalty for firing into melee.

Deadly Aim: -4 to hit / +8 damage

Signature Deed (Deadeye): Use deed at -1 grit cost

Rapid Shot: When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.

Signature Deed (Up Close and Deadly): Use deed at -1 grit cost

Clustered Shots: When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent’s damage reduction.

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Other Abilities
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Acid Spit: 1d4 acid damage, ranged touch, standard action. Range : 30 ft.

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Gear
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Magic:
+1 Lucky Distance Pepperbox
+1 Fire Dragon Pistol
+1 Feybane Dragon Pistol
+3 Mithral Shirt
+2 Ring of Protection
Handy Haversack
Beneficial Bandolier
Endless Bandolier
Dry Load Horn
Daredevil Softpaws (Boots)
Eyes of The Eagle

Mundane
Masterwork Coat Pistols (x2) (Concealed, DC 36 to detect)
Masterwork Dagger (Concealed, DC 36 to detect)
Masterwork Thieves Tools
Gunsmith's Kit
Gunslinger's Kit
Thieves Ring

Ammo:
Standard Bullets: 300
Standard Pellets: 100
Silver Bullets: 20
Silver Pellets: 10
Adamantine Bullets: 10
Cold Iron Pellets: 50
Cold Iron Bullets: 20
Entangling Shot: 10
Salt Shot: 10
Dragons Breath: 10
Powder Keg: 1
Powder Horn: 1

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Background
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He's traveled the multiverse, just to shoot Grik-Grok in the face. No, really.

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Character Notes
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Best not to ask.

After saving the multiverse (totally without any help from anyone else at all) from a horrible demon god monster, Urk returned to his homeworld and quickly established himself as King Urk, Emperor King Lord of Urktopiastantinopleopolis. Many things were shot to make this happen. However, he grew bored after a few years (ruling a kingdom is WORK), and ran off to pursue the horrible demon god monster across the multiverse for revenge. Many more things were shot to make this happen.