Giant Frog

Benny Hopper's page

2 posts. Alias of Iron Killer.


Full Name

Benny Hopper

Race

Gripplis

Classes/Levels

Rogue (Chameleon) 5/Gunslinger (Pistolero) 5

Gender

M

Size

S

Alignment

N

Strength 13
Dexterity 18
Constitution 14
Intelligence 12
Wisdom 15
Charisma 11

About Benny Hopper

Benny Hopper
Male Gripplis Rogue (Chameleon) 5/Gunslinger (Pistolero) 5
N Small
Init +10 (+2 w/ grit); Senses Darkvision; Perception 10
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DEFENSE
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AC 20; Touch 17; Flat-Footed 15 (+3 Armor, +4 Dex, +1 Size, +1 Deflection, +1 Dodge)
HP 65 (+50 Levels, +10 Con, +5 Favored Class)
Fort +7 (+2 vs poison, +4 vs alcohol); Ref +9; Will +4
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OFFENSE
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Speed 30; Climb 20;
+1 MWK Pistol (Main hand) +8 (1d6+4, ×4); B & P;
MWK Pistol (Off-hand) +7 (1d6+4, ×4); B & P;
MWK Pistol (Tongue) +7 (1d6+4, ×4); B & P
Gunslinger Deeds Gunslinger's Dodge, Gunslinger's Initiative, Pistol-Whip, Quick Clear, Up Close And Deadly, Utility Shot
Rogue Talents Camouflage, Fast Stealth
Traits Iron Liver, Reactionary
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STATISTICS
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Str 13, Dex 18, Con 14, Int 12, Wis 15, Cha 11
Base Atk +5; CMB 5
Feats Agile Tongue, Gunsmithing, Improved Initiative, Muliweapon Fighting, Quick Draw
Skills

  • Acrobatics 12,
  • Appraise 4,
  • Bluff 8,
  • Climb 9,
  • Craft: Bullets 4,
  • Diplomacy 3,
  • Disable Device 12,
  • Disguise 8,
  • Escape Artist 7,
  • Fly 4,
  • Handle Animal 3,
  • Heal 5,
  • Intimidate 3,
  • Knowledge Dungeoneering 9,
  • Knowledge Engineering 9,
  • Knowledge Local 9,
  • Linguistics 4,
  • Perception 10,
  • Perform: Dances 3,
  • Profession: Assassin 5,
  • Ride 7,
  • Sense Motive 5,
  • Sleight Of Hand 7,
  • Stealth 20,
  • Survival 5,
  • Swim 4,
  • Use Magic Device 3
    Languages
  • Common,
  • Grippli,
  • Draconic,
  • Elven,
  • Gnome,
  • Sylvan
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    TRACKED RESOURCES
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    Grit 2/2
    Paper Cartridge 100/100
    Trail Rations 5/5
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    SPECIAL ABILITIES
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    Darkvision:
    Gripplis can see in the dark up to 60 feet.
    Effortless Sneak (Underground)(Sp):
    At 3rd level, the chameleon chooses a single terrain from the ranger's favored terrain class feature. While she is within that terrain, she can take 10 on any Stealth check she can make within that terrain. When the chameleon reaches 6th level, and every three levels thereafter, she chooses a new type of terrain from the ranger's favored terrain list. She gains this ability with the newly picked terrain. This ability replaces trap sense.
    Evasion (Ex):
    At 2nd level and higher, 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.
    Favored Class Bonus (Gunslinger):
    Add a +1/4 bonus on attack rolls when making a utility shot or a dead shot.
    Favored Class Bonus (Rogue):
    Add a +1/2 bonus on Perception checks while in a forest or swamp.
    Glider:
    Gripplis' aerodynamic bodies and thick webbing between the toes enable a falling grippli to treat the distance fallen as half the actual distance. The grippli can steer himself while falling, moving horizontally up to a number of feet equal to half the vertical distance fallen. The grippli cannot use this trait if it is wearing heavy armor, is carrying a heavy load, or is unable to react to the fall (such as being helpless). This racial trait replaces swamp stride.
    Grit (Ex):
    A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it's more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger's ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. 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.
  • 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 condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it's worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.
    Misdirection (Ex):
    At 1st level, a chameleon begins her career knowing that the secret to disappearing lies in deceiving the senses of her observers. Every day she gains a pool of stealth points equal to her ranks in Bluff. These points refresh at the start of each day. Before making a Stealth check, she can choose to put stealth points into the roll, gaining a bonus on Stealth checks equal to the number of stealth points she puts into the roll. If she gains a bonus on Bluff checks because of a feat (such as Skill Focus [Bluff]), she adds a number of points to her stealth pool equal to the bonus the feat grants. This ability replaces trapfinding.
    Nimble (Ex):
    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 (Ex):
    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. This ability replaces gun training 1 to 4.
    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.

    Uncanny Dodge (Ex):
    Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.

    If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

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    FEET DESCRIPTION
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    Agile Tongue:
    Your long pink tongue is capable of manipulating small items and even stealing objects.

    Prerequisite:
    Grippli.

    Benefit:
    You have a prehensile tongue with a range of 10 feet. You can pick up items weighing no more than 5 pounds, make Sleight of Hand checks, perform the steal or disarm combat maneuvers, or make melee touch attacks with your tongue.

    Gunsmithing:
    You know the secrets of repairing and restoring firearms.

    Benefits:
    If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.

  • Crafting Firearms You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM's discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm's price (minimum 1 day).
  • Crafting Ammunition You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM's discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).
  • Restoring a Broken Firearm Each day, with an hour's worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.
    Special:
    If you are a gunslinger, this feat grants the following additional benefit. You can use this feat to repair and restore your initial, battered weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type.
  • Improved Initiative:
    Your quick reflexes allow you to react rapidly to danger.

    Benefit:
    You get a +4 bonus on initiative checks.

    Muliweapon Fighting:
    This multi-armed creature is skilled at making attacks with multiple weapons.

    Prerequisites:
    Dex 13, three or more hands.

    Benefits:
    Penalties for fighting with multiple weapons are reduced by –2 with the primary hand and by –6 with off hands.
    Normal
    A creature without this feat takes a –6 penalty on attacks made with its primary hand and a –10 penalty on attacks made with all of its off hands. (It has one primary hand, and all the others are off hands.) See Two-Weapon Fighting in the Pathfinder RPG Core Rulebook.
    Special:
    This feat replaces the Two-Weapon Fighting feat for creatures with more than two arms.

    Quick Draw:
    You can draw weapons faster than most.

    Prerequisite:
    Base attack bonus +1.

    Benefit:
    You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.
    A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).
    Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.
    Normal:
    Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.

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    GUNSLINGER DEED DESCRIPTION
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    Gunslinger's Dodge (Ex):
    At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. 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.
    Gunslinger's Initiative (Ex):
    At 3rd level, 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 (Ex):
    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.
    Quick Clear (Ex):
    At 1st level, 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.
    Up Close and Deadly (Ex):
    At 1st level, 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. 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. The cost of using this deed cannot be reduced with the Signature Deed feat, the true grit class feature, or any similar effect. This deed replaces the deadeye deed.
    Utility Shot (Ex):
    At 3rd level, 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.
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    ROGUE TALENT DESCRIPTION
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    Camouflage:
    Once per day, a rogue with this talent can craft simple but effective camouflage from the surrounding foliage. The rogue needs 1 minute to prepare the camouflage, but once she does, it is good for the rest of the day or until the rogue fails a saving throw against an area effect spell that deals fire, cold, or acid damage, whichever comes first. The rogue gains a +4 bonus on Stealth checks while within terrain that matches the foliage used to make the camouflage. This ability cannot be used in areas without natural foliage.
    Fast Stealth:
    This ability allows a rogue to move at full speed using the Stealth skill without penalty.
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    TRAIT DESCRIPTION
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    Iron Liver:
    Due to a lucky constitution or frequent exposure, your body is resistant to poison, including alcohol and drugs.

    Benefit: You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.

    Reactionary:
    You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
    Gear Weapon: +1 MWK Pistol, Weapon: MWK Pistol (2), Armor: +1 Leather Armor, Adventuring Gear: Rogue Kit, Adventuring Gear: Gunsmith Kit, Ammunition: Paper Cartridge (100); Money 825 gp
    Backstory:
    Hi, my name is (insert croaking sound), but you can call me Bobby, Bobby Hopper. I come from a little swamp in the land of (insert more croaking). I had a nice life growing up, plenty of bugs and fish to keep my belly full and parents that loved me. Why would anyone want to leave you ask? I would have said the same thing until 5 years ago. That was when the storm came. It destroyed everything. The houses, the villagers, everything. Lucky I was off trading in the human village when it happened, herbs for shiny things. Lucky for me human buildings are a bit stronger than Grippli huts, because when I returned home my whole village had been blown away. Not a tadpole was left, I searched for days through the rubble only to find a single shiny trinket, a small pistol. Now having been through a storm of that magnitude it was gunked up to no end, so I took it apart and cleaned every piece learning all of the inner workings of this beautiful thing. When it was all clean it was time to learn how to use it. I would fire it with one hand and then the other hand, or sometimes using both hands, after mastering that I wanted to try something new so I started using my tongue finding I was even pretty good with that.
    Now playing with a gun doesn't keep a roof over your head or bullets in your gun so sometimes you have to do things that are a little against your morals. Weather it's sneaking into someone's attic to get out of the cold for the night or stealing a few cartridges for your gun, you do what you have to do.
    Now sleeping in enough rafters you learn a thing or two, like how people will pay you to do little jobs for them and that sometimes you even can find some good stuff along the way. How else do you think a little frog could get his hands on two more guns. Now guns don't commonly come in small sizes, but if you've figured the suckers out you can make them work for you.
    Now they say Rappan Athuk has some really good stuff, if you can live long enough to find it. Now I think I might be sneaky enough and skilled enough to make it through. What do you think?