Vitreous Samson Quzu Smailing Von Childers Drimplegatto
Race
Gnome
Classes/Levels
Experimental Gunsmith 3 | AC 21 T 16 FF 16 | HP 28/28 |F 5 R 7 W 2 | Init +7
Gender
Male
Size
Small
Age
147
Alignment
Chaotic Fluxuates
Deity
Brigh
Location
Mana Wastes
Occupation
Experimental Gunsmith
Strength
17
Dexterity
19
Constitution
15
Intelligence
12
Wisdom
14
Charisma
9
About Vitreous "Darling" Drimplegatto
Vitreous Samson Quzu Smailing Von Childers Drimplegatto, known locally as Darling Drimplegatto the failed ladies man, has been wandering the 'Wastes for several years apparently looking for the right mechanical parts for the perfect gun or the perfect lady friend; no one is sure and neither is he really.
Originally from somewhere else he appeared in the Mana Wastes about 73 years 2 months and 17 days before he was "abducted into the new Goblin Smashing Unit." Beyond the fact that he is an excellent shot, he is also rather adept at repairing firearms and other mechanical objects.
Stat block
Vitreous "Darling" Drimplegatto
Male Gnome Gunslinger (Experimental Gunsmith) 3
CN Small humanoid (gnome)
Init +7; Senses low-light vision; Perception +6
Defense:
AC 21, touch 16, flat-footed 16 (+5 armor, +3 Dex, +1 size, +1 dodge)
hp 28 (3d10+6)
Fort +5 (+8 circumstance bonus vs. visual-based attacks), Ref +7, Will +2; +2 vs. illusions, +2 bonus vs. fear and despair
Offense:
Speed 20 ft.
Melee dagger +7 (1d3+3/19-20) and
dagger +7 (1d3+3/19-20) and
dagger +7 (1d3+3/19-20) and
dagger +7 (1d3+3/19-20) and
dagger +7 (1d3+3/19-20) and
masterwork cold iron switchscythe +8 (1d6+4/×4) and
wooden stake +7 (1d3+3) and
wooden stake +7 (1d3+3)
Ranged masterwork pistol +8 (1d6+2/×4)(Deadly Aim)
Statistics:
Str 17, Dex 19, Con 14, Int 12, Wis 14, Cha 10
Base Atk +3; CMB +5; CMD 20
Feats:
Deadly Aim, Rapid Reload(Pistol)
Traits:
rapscallion, unblemished barrel
Skills:
Acrobatics +10 (+4 jump), Craft (alchemy) +8, Craft (blacksmith) +3, Escape Artist +6, Handle Animal +5, Knowledge (engineering) +5, Knowledge (local) +5, Perception +6, Perform (wind instruments) +1, Ride +8, Sleight of Hand +8, Survival +6 (+8 to avoid becoming lost when using this); Racial Modifiers +2 Craft (alchemy), +2 Perception
Languages:
Common, Dwarven, Gnome, Sylvan
Gear: On Person:
explorer's outfit (uniform)
Light Armor w/ armored kilt (AC +5, max DEX +6 DR 6/- vs. light ranged and ammo Resist acid 1)
Duster
poncho
masterwork cold iron switchscythe
wrist sheath, spring loaded with wooden stake
dagger
dagger
In belt pouch: compass, mirror, signal whistle, 221 gp, 5 sp
In Beneficient Bandoleer: cold iron firearm bullet (50), alchemical cartridge (paper) (50), powder horn (black powder (10)),gunsmith's kit
In bandoleer: acid (2),alchemist's fire (3), holy water (2),potion of cure light wounds (2),potion of cure moderate wounds)
Gear: On Snuffles the Donkey:
Medium Barding (AC +6, max Dex +5, DR 3/bludgeoning and slashing Resist acid 3)
Masterwork Military Saddle (+4 bonus to stay in saddle, 80% chance to stay in unconscious)
Beneficial bandolier (52 @ 3 lbs) Teleport bullet/powder into gun as swift action.
Cleats -50% walking penalty for slick surfaces.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Deed: Gunslinger's Dodge (+2 AC) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack.
Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.
Eternal Hope (1/day) +2 save vs. fear and despair. 1/day, reroll a 1 rolled on 1d20.
Experimental Firearm (- Custom / magic weapon -) (Ex) Can use Gunsmithing feat on experimental firearm only.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Neck guard +1 AC vs attacks that specifically target your throat when worn with light, medium, or no armor.
Smoked goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment.
Swarmsuit DR 5/- vs. Diminutive Swarms, DR 10/- vs. Fine swarms.
Unblemished Barrel It takes 30 min to remove the broken condition from a firearm.
Vial Launcher (DC 13) Launch an alchemical vial with your firearm.