Quinn

Dinomite's page

6 posts. Organized Play character for Jakuri.


Full Name

Dinomite

Race

| HP: 21/21 | AC: 18 (12 Tch, 16 Fl) | CMB: +5, CMD: 17 | F: +6, R: +6, W: +2 | Init: +2 | Perc: +6, SM: +2

Classes/Levels

| Speed 20ft | Martial Flexibility 4/4, Grit 2/2 | Active conditions: None

Gender

Male Mwangi Human Brawler 1, Gunslinger (Pistolero/Gun Tank) 1

About Dinomite

Dinomite
Human (Mwangi) brawler 1/gunslinger (gun tank, pistolero) 1 (Pathfinder RPG Advanced Class Guide 23, Pathfinder RPG Ultimate Combat 9, 50, 51)
LG Medium humanoid (human)
Init +2; Senses Perception +6
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Defense
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AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 shield)
hp 21 (2d10+5)
Fort +6, Ref +6, Will +2
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +5 (1d4+3/19-20) or
. . kunai +5 (1d4+3) or
. . kunai +5 (1d4+3) or
. . kunai +5 (1d4+3) or
. . longsword +5 (1d8+3/19-20) or
. . nunchaku +1 (1d6+3) or
. . unarmed strike +5 (1d6+3)
Ranged boomerang +0 (1d6+3) or
. . gunslinger starting pistol +4 (1d8/×4)
Special Attacks deeds (gun tank's resolve, quick clear, up close and deadly +1d6), grit (2), martial flexibility 4/day
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Statistics
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Str 17, Dex 14, Con 15, Int 7, Wis 14, Cha 10
Base Atk +2; CMB +5; CMD 17
Feats Combat Reflexes, Gunsmithing[UC], Improved Unarmed Strike, Panther Style[UC]
Traits charming, world traveler
Skills Acrobatics +4 (+0 to jump), Bluff +0 (+1 vs. characters who could be attracted to you), Craft (alchemy) +2, Diplomacy +5 (+6 vs. characters who could be attracted to you), Intimidate +4, Perception +6
Languages Common, Polyglot
SQ brawler's cunning, gunsmith, martial training
Combat Gear wand of cure light wounds, alchemist's fire (5), antiplague[APG] (2), antitoxin (2); Other Gear armored coat[APG], mwk heavy steel shield, black powder[UC] (10), boomerang[APG], bullet[UC] (10), dagger, gunslinger starting pistol[UC], kunai, kunai, kunai, longsword, nunchaku, bandolier[UE], belt pouch, blanket[APG], grappling hook, masterwork backpack[APG], noble's outfit (worn by Cream Corn), powder horn[UC], silk rope (50 ft.), smoked goggles[APG], soap, sunrod (3), trail rations (5), waterskin, 2091 gp, 6 sp
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Special Abilities
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Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Deeds Use Grit to perform special abilities with your firearms.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmith Gain free starting firearm that only you can use properly.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Panther Style (1/round) Retaliate against opponents that take attacks of opportunity against you

Prestige Vanities:
Herald (1 PP), Cream Corn.
Herald (1 PP), Bull Horn.

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Ain't nothin' in the world get Black Dynamite more mad than some jive ass sucka dealin' smack to the kids!