Gambler

Durest Ironsights's page

234 posts. Organized Play character for Azil.


Full Name

Durest Ironsights 'The Third'

Race

Dwarf

Classes/Levels

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 +9 | Effects: none ]

Gender

Male

Size

Medium

Age

67

Special Abilities

Darkvision 60ft, SR(7)

Alignment

CN

Deity

Torag

Languages

Common, Dwarven, Goblin, Terran

Occupation

Huntsman

Strength 12
Dexterity 15
Constitution 16
Intelligence 14
Wisdom 16
Charisma 5

About Durest Ironsights

Durest Ironsight
Male Gunslinger(Musket Master) 2
CN Medium Humanoid
Age: 67, 4'5", 200 lbs.
Init: +2(+4 underground), Perception: +9, Darkvision, SR(6)

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:
BAB +2, CMB +3
Melee: Dwarven Waraxe +3(1d10+1, 20/X3, S)
Ranged: Musket(MW) +5(1d12+1 20/X4, B/P, 40ft misfire:1(5ft))

Speed: 20ft
Languages: Common, Dwarven, Goblin, Terran

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:
Tunnel Fighter: Caves and tunnels are a second home to you. While underground, you receive a +2 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls for critical hits (this damage is multiplied on a critical hit).

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.
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.

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).

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:
Deadeye (Ex): The gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm's first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.

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:
Masterwork Studded leather 20lbs
Dwarven Waraxe 8lbs
Masterwork Musket(starter) (9lbs)
Bullets(21) (.5lbs)
Adamantine Bullet (1)
Blackpowder(10)-in powderhorn
15 Alchemical Cartridges(plain)

Magic Items:

Various:
Gunslinger's Kit (26gp, 10lbs)-
Hot-weather outfit(8gp, 4lbs)
Bedroll, Belt pouch, Flint+Steel, Gunsmith's kit, Powder horn, Rope(50ft), Trail rations(1/day), Waterskin)
Backpack Masterwork

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
Unlocked: A lost treatise entitled "The inward-facing circle" written by Coganaris the Wracker, a famous Chelish demon-binder. (when making an knowledge: Planes check this treatise gives a +2 circumstance bonus when dealing with devils. Using the treatise this way takes 1 minute.)(100gp). Potion of blur(300gp). Scroll of Arcane lock(175gp). Scroll of Cure moderate wounds(200gp), Scroll of delay poison(200gp)
Day Job: 10gp
Gold earned: 453gp
Prestige/XP: 2/1
76+453+10=539gp

Scenario 02: The Hydra's Fang Incident
Unlocked: Scroll of arcane lock(175gp), Oil of invisibility(300gp)
The Chelish Embassy of Absalom recognizes you for your outstanding service to the Empire. You are given a boon that grants you one free use of the Divination Spell from a Cleric of Asmodeus. You can only use this boon in Egorian, Cheliax's diabolical capital city.
The Andoren Embassy of Absalom regards you as an upstanding free citizen of the Republic
Day Job: 20GP
Gold earned: 456gp
Prestige/XP: 2/1

Purchases: Masterwork Backpack(50gp), 7doses of blackpowder(7gp), 5 Alchemical cartridges(plain)(30gp), upgrade starting musket(300gp)
Wealth: 539gp -87-300gp= 152gp

Scenario 03: Murder on the Silken Caravan
Unlocked: Map of the Silken Way through the Zho Mountains(250gp)
Gold earned: 474gp
Prestige/XP: 2/1
Purchases(pre-scenario): Hot-weather outfit(8gp)
Purchases(end of scenario): 11 alchemical(plain) shots[66gp], 4 doses of blackpowder[20gp], Adamantine bullet[61gp]

wealth: 669-8-66-20-61=471gp

Scenario 4: Mists of Magwani
Unlocked: Cracked mulberry pentacle ioun stone(seeker of secrets 400gp, Feather token Bird(300gp), Jambala Jaeg Cloth(scroll of break enchantment)(1,125gp), Scroll of cure moderate wounds(150gp), Scroll of Dispel magic(375gp), Scroll of false life(150gp)
Gold earned: 529gp
Prestige/XP: 2/1
Purchases(end of scenario): 5 alchemical shots(30gp)
471+529-30= 970gp

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: