About Durest IronsightsDurest Ironsight
Basics:
Defense: AC 16, Tch 13, FF 13 CMD 15(19 against bullrush or trip) HP 21/21 (10+5)+(3xlevel)(+2favored class bonus) Fort +6, Ref +5, Will +3 Offense:
Speed: 20ft
Stats:
Str: 12 Dex: 15 Con: 16 Int: 14 Wis: 16 Cha: 5 (Includes Dwarf adjustment(s): Con+2, Wis+2, Cha-2)
Feats & Traits:
Feats: Gunsmithing, Rapid Reload(Musket) - starter class feats Point-blank shot(core)- You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Traits:
Frontier-Forged: A hard life on the edge of civilization has made you resourceful but has also given you a streak of self-preservation bordering on paranoia. You receive a +1 trait bonus on Perception checks and a +1 bonus on Survival checks made to get along in the wild. Class Archetypes: - Musket Master
Skills:
Acrobatics (): +2 Appraise(): +2 Bluff(): -3 Climb (II): +6 Craft (Alchemy) (I): +5 Craft () () : Diplomacy (): -3 Disguise (): -3 Esc. Art. (): +2 Fly (): +2 Handle Animal (II): +3 Heal (I): +7 Intimidate (): -2 Know. Arcana (): +2 Know. Dung. (): +2 Know. Eng. (II): +7 Know. Geo. (): +2 Know. Hist. (): +2 Know. Loc. (): +2 Know. Nat. (): +2 Know. Nob. (): +2 Know. Planes (): +2 Know. Rel. (): +2 Linguistics (): +2 Perception (II): +9=+5+3+1(Frontier forged) Perform () (): Perform () (): Profession (Huntsman) (I): +5 Ride (I): +6 Sense Motive (): +3 Sleight of Hand ():+3 Spellcraft (): +2 Stealth (): +2 Survival (II): +6=+5+1(Frontier forged) Swim (): +1 Use Magic Device (): -3 (14/14 ranks; current ACP 0)Favored skillpoints(2)
Spells & Abilities:
Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed. Magic Resistant: Some of the older dwarven clans are particularly resistant to magic. Dwarves with this racial trait gain spell resistance equal to 5 + their character level. This resistance can be lowered for 1 round as a standard action. Dwarves with this racial trait take a –2 penalty on all concentration checks made in relation to arcane spells. This racial trait replaces hardy. Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. Darkvision: Dwarves can see in the dark up to 60 feet. Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype. Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes. Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon. Gunsmith(Musket Master): Instead of proficiency with all firearms, a musket master only gains proficiency with two-handed firearms. She must take the Exotic Weapon Proficiency (firearm) feat to gain proficiency with one-handed firearms and firearm siege engines.
Nimble (Ex)
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. Rapid Reloader: At 1st level, a musket master gains Rapid Reload (muskets) as a bonus feat. Musket Training (Ex): Starting at 5th level, a musket master increases her skill with two-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a two-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 replaces firearm training 1,2,3, and 4. Deeds: Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed. Deeds:
Steady Aim (Ex): At 1st level, as long as a musket master has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet. This stacks with other abilities that increase her range increment. This deed replaces the gunslinger's dodge deed. Quick Clear (Ex): 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 action. Fast Musket (Ex): At 3rd level, as long as the musket master has 1 grit point, she can reload any two-handed firearm as if it were a one-handed firearm. This deed replaces the utility shot deed.
Equipment:
L:<43(50) OH= 130 M:44<86(55-100) Lift= 260 H:87<130(101-150) Push/drag= 650 Total Weight: lbs. (44.5) Weapons, Armor, Ammunition:
Magic Items: Various:
Cash: 4gp, sp, cp
Backstory:
Boons:
Chronicles & Wealth:
Starting: 150gp Starting gear- Leather armor, Dwarven Waraxe, Musket(Free), Bullets(30), Blackpowder(5),Gunslinger's Kit After initial purchases: 76gp Scenario 01: Silent Tide
Scenario 02: The Hydra's Fang Incident
Purchases: Masterwork Backpack(50gp), 7doses of blackpowder(7gp), 5 Alchemical cartridges(plain)(30gp), upgrade starting musket(300gp)
Scenario 03: Murder on the Silken Caravan
wealth: 669-8-66-20-61=471gp Scenario 4: Mists of Magwani
Misc:
PFS # 180851-4 XP: 4 PP: 8/8 FCB (Gunslinger): +1HP/+1SP, -2/4 chance to misfire with muskets Header: Gunslinger 2 [ HP 21/21 (0 LN) | AC 16, Tch 13, FF 13 | Fort +6 Ref +5 Will +3 | CMD 15(19/bullrush or trip) | Init +2(+4 underground) | Perc +7 | Effects: none ] Magical equipment:
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