Valeros

Brannin Dowtry's page

96 posts. Alias of Grumbaki.


Race

Wounds (0) HP (22) Saves (5/6/0, -2 vs poison, +2 vs mind affecting, +4 vs fear) AC (17/12/13)

Classes/Levels

Constructed Pugilist VMC Trench Fighter (2) Hero Points (1)

Strength 18
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 10
Charisma 8

About Brannin Dowtry

Offense:

To Hit Melee: +2 (BaB) + 4 (Str) -2 (Flurry) = +4
Damage: 1d6 (base) + 4 (Str) + 1 (Trait) = 1d6+5

[dice=Hit]1d20+4[/dice]
[dice=Damage]1d6+5[/dice]

[dice=Hit]1d20+4[/dice]
[dice=Damage]1d6+5[/dice]

Shooting: + 2 (BaB) -2 (Rapid Shot) + 2 (Dex) +1 (MW) = +3
Damage: 1d8
+1 hit and damage if within 30ft

[dice=Touch]1d20+4[/dice]
[dice=Damage]1d8+1[/dice]

[dice=Touch]1d20+4[/dice]
[dice=Damage]1d8+1[/dice]

Defense:

AC: 10 (base) + 2 (dex) + 4 (armor) + 2 (shield) = 18

Race, Traits, Stats:

Human
* Alchemically Enhanced: Some humans use alchemical or scientific enhancements to push their bodies beyond the limits of nature. However, doing so comes at a significant price. A human with this trait gains a +3 racial bonus to Constitution, Dexterity, or Strength. However, the character’s biology is now more susceptible to chemicals, causing her to take a –2 penalty on Fortitude saving throws against poison. This racial trait replaces the +2 bonus to any one ability score and the bonus feat racial trait.
* History of Terrors: Humans with this trait gain a +2 racial bonus on saving throws to resist mind-affecting effects. The bonus increases to +4 if the effect is also a fear effect. This racial trait replaces the skilled trait.

Traits
* Secret Knowledge (+2 engineering and class skill)
* Foreign Opportunist (You gain a +2 trait bonus on Appraise checks, and Appraise is always a class skill for you. In addition, your contacts in the antiquities markets allow you to sell relics for 60% of their listed price, rather than the normal 50% value. What is considered an ancient relic is left to the GM’s discretion.)
* Heavy Hitter: +1 unarmed damage
* Scarred: You take a –5 penalty on Disguise checks and a –2 penalty on Bluff checks.

Stats
* Str: 15 + 3 (Race) = 18
* Dex: 14
* Con: 14
* Int: 10
* Wis: 10
* Cha: 8

Feats, Skills, Equipment:

Feats
* Drawback Hard of Hearing (-4 Perception to hearing and can't take 10), Bonus Gunsmithing
* Lvl 1: Point Blank Shot, Improved Unarmed Attack
Lvl 2: Rapid Shot
Lvl 3: VMC Fighter: (Bravery lvl -1)
Lvl 5: Dragon Style, Dragon Ferocity
Lvl 7: VMC Trench Warfare (Dex damage 1 firearm type)
Lvl 8: Weapon Focus Revolver
Lvl 9: Deadly Aim
Lvl 11: VMC Trench Fighter (Weapon Training firearms), Weapon Specialization Revolver
Lvl 12: Weapon Focus Unarmed
Lvl 13: Weapon Specialization Unarmed
Lvl 14: Power Attack
Lvl 15: VMC Trench Warfare (Dex damage another firearm type)
Lvl 17: Greater Weapon Focus and Greater Weapon Specialization Firearm or Unarmed
Lvl 19: VMC Weapon Training 2
Lvl 20: Toughness

Skills
* Intimidate: SP+4
* Knowledge Dungoneering: +5
* Perception: +5 (+1 hearing)
* Acrobatics: +7 (-2 ACP)

Background Skills
* Profession Soldier: 1 SP (+4)
* Knowledge Engineering: 1SP +6
* Appraise: +7

Equipment
* Studded Leather $25
* Fighter's Kit with masterwork Backpack: $57
* Revolver, Nagant M1895: $40
* 7 magazines: $7?
* Compass: $10
* Pocket Watch: $20
* Bandolier: $1
* Efficient Tent: $150
* Foldable Shovel: $10
* Gas Mask: $25
* $1155 left

Constructed Pugilist VMC Trench Fighter:

Martial Training (Ex)
At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

Constructed Limb (Ex)
* A constructed pugilist begins play with a special prosthetic limb built for fighting and typically made of iron, steel, stone, or wood, with the corresponding hardness and hit points. She treats attacks with this limb as unarmed strikes that gain all the benefits of the brawler’s unarmed strike class feature. She treats the limb as a light weapon and is proficient with it. Removing or reattaching the constructed limb takes 10 minutes.
* The constructed pugilist can improve her constructed limb as if it were a normal melee weapon. For the purpose of rebuilding the limb as a masterwork weapon, rebuilding the limb out of a special material, or adding certain magical special abilities to it, the limb counts as a one-handed melee weapon that costs 60 gp and weighs 6 pounds—though it is specially fitted to the constructed pugilist and can’t be resold or used by anyone else. A constructed limb can benefit from either its own enhancement bonus and special abilities or those granted by an amulet of mighty fists, but if it would benefit from both simultaneously, it benefits only from the source with the higher effective enhancement bonus (the limb benefits from its own abilities in the case of a tie).
* Shielding Limb: The constructed pugilist learns to block blows with her mechanical limb. She gains a +2 shield bonus to AC, though she loses this bonus anytime she loses her Dexterity bonus to AC.