Dwarven Rager

Edrukk Odolgun's page

43 posts. Alias of Tenro.


Classes/Levels

LIGHTLY USEDGun Tank 2

Special Abilities

Grit 2/2

Alignment

LN

Languages

Dwarven, Common, Undercommon

Strength 14
Dexterity 16
Constitution 16
Intelligence 13
Wisdom 16
Charisma 8

About Edrukk Odolgun

STATISTICS
Name: Edrukk Odolgun
Sex: Male Race: Dwarf Class: Gunslinger (Gun Tank) 2 Age: 157
LN Medium Humanoid (Dwarf)
Init +3; Senses Darkvision 60ft; Perception +9

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DEFENSE
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AC 24, touch 11, flat-footed 23 (+1 Dex, +13 Armor) (+4 dodge vs giants) (+4 vs non-siege firearm or splash weapon attack)
HP 26 (2d10+6)
Fort +6, Ref +6, Will +2
+1 trait bonus on saving throws against spells, spell-like abilities, and poison. (Glory of Old)
+2 racial bonus on saving throws against poison, spells, and spell-like abilities. (Racial Traits)
As long as you are wielding a firearm, you gain a +2 trait bonus on all saving throws against curse, fear, and emotion effects. (Black Powder Fortune)

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OFFENSE
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Speed 20 ft. (Slow and Steady, Rock Stepper)
Melee Warhammer, +4 to hit, 1d8+2, x3, 5lbs, B
Range Mwk Pepperbox, +6 to hit, 1d8, x4, 20ft, M 1-2/5ft, C 6, 5lbs, B and P

(+1 racial bonus on attack rolls against humanoid creatures of the elf subtype.)
Space 5 ft., Reach 5 ft.

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SPECIAL ABILITIES
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RACIAL ABILITIES

  • Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
  • Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Type: Dwarves are humanoids with the dwarf subtype.
  • Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
  • Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.
  • Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
  • Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
  • Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
  • Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
  • Rock Stepper: Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.
  • Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
  • Ancient Enmity: Dwarves have long been in conflict with elves, especially the hated drow. Dwarves with this racial trait receive a +1 racial bonus on attack rolls against humanoid creatures of the elf subtype. This racial trait replaces hatred.
  • 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.

    CLASS ABILITIES

  • 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.
  • Grit (Ex)(2/day): 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.
  • 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.
    - Deadeye (Ex): At 1st level, 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.
    - 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.
    - Gun Tank's Resolve (Ex): At 1st level, the gun tank can shrug off the most serious of attacks. When the gun tank is wearing medium or heavy armor and is subject to a critical hit or sneak attack, she can spend 1 grit point as an immediate action to attempt to negate the critical hit or sneak attack damage. At 1st level, she has a 25% chance of doing so. At 10th level, the chance increases to 50%. At 15th level, the chance increases to 75%. While a gun tank’s resolve does not stack with the fortification armor special ability, it does work in concert with that armor special ability or similar effects, so a gun tank can use this ability even after the armor of fortification has failed to negate the critical hit or sneak attack damage. This deed replaces the Gunslinger’s Dodge deed.
  • Bullet Defection (Ex): A gun tank is adept at modifying and using her armor to stop firearm attacks. Starting at 2nd level, a gun tank wearing medium or heavy armor gains half the armor’s bonus plus the armor’s enhancement bonus (if any) as a deflection bonus against any non-siege firearm or splash weapon attack (including the alchemist’s bomb class ability; Advanced Player’s Guide 28). This ability has no affect on spells, spell-like abilities, or supernatural abilities that make a touch attack. This ability replaces nimble.

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    STATISTICS
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    STR 14, DEX 16, CON 16, INT 13, WIS 14, CHA 8
    BAB +2; CMB +4; CMD 17 (+Defl)
    +4 dodge to CMD vs giants
    +4 CMD vs Bull Rush

    Feats
    Story: Nation Builder (check again at 10th lv)
    Class: Gunsmithing
    1st: Rapid Reload (Firearms)

    Traits: Black Powder Fortune and Glory of Old (Five Kings Mountains)

    Skills (8 ranks, +2 Int, +2 Favored Class):
    (-) Acrobatics +
    (-) Bluff +
    (-) Climb +
    (1+3) Craft (Alchemy) +5*
    (1+3) Craft (Armorsmithing) +5*
    (1+3) Craft (Firearms) +5*
    (-) Handle Animal +
    (1+3) Heal +6
    (-) Intimidate +
    (1+3) Knowledge (engineering) +5
    (-) Knowledge (local) +
    (2+3) Perception +9
    (-) Profession +*
    (-) Ride +
    (-) Sleight of Hand +
    (1+3) Survival +8
    (-) Swim +
    (* = See Racial Trait: Craftsman)
    (** = Feat: Nation Builder; +2 applied (except to stealth, since it isn't a skill he is likely to use))

    Languages: Dwarven, Common, Undercommon

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    GEAR/POSSESSIONS
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    550 Mwk Full Plate (+9 AC / +1 MD / -5 ACP) (crafted)
    10 Tower Shield (+4 AC / -10 ACP) (crafted)
    12 Warhammer (1d8, x3, 5lbs, B)
    0 Battered Dragon Pistol (1d6, x4, 20ft, M 1-2/5ft, C 1, 3lbs, B and P, Scatter) (class feature)
    350 Mwk Pepperbox (1d8, x4, 20ft, M 1-2/5ft, C 6, 5lbs, B and P) (crafted)
    15 Gunslinger's Kit
    Soldier's Uniform
    5 Tools, Armorsmithing
    24 Powderhorn x8
    24.3 90 shots (including bullets plus the powder in the powderhorns) (crafted)

    (one complete shot, including bullet and gunpowder, costs 27.5 silver)

    Carrying Capacity: Light: 58 lbs. Medium: 116 lbs. Heavy: 175 lbs. (not slowed by encumbrance)

    Currency: 9 gp, 7 sp

    Encumbrance: 128 lbs (including armor)

    Profile
    Edrukk Odolgun was born in Rolgrimmdur, to a prestigious family tracing their lineage back to the battle of Tar Taargadth, and spent the entirety of his early youth there. Like most young dwarves there, he was a prime physical specimen and trained extensively in combat. Once he came of age, he followed in the proud tradition of becoming the prime export of his hold: warriors.

    He gained high marks in his recruit training for both physical ability and mental fortitude, and was rewarded with a great honor and great responsibility: orders to the prestigious 7th Battalion. Known as the Black Skulls, they are known for their belief that they are already dead. This is because they were deployed to the front lines of the combat against the encroaching drow in the deep tunnels.

    He gladly reported to the 7th Battalion and trained in their signature combat style. They are so effective against drow because their shadow-cursed eyes are pained by the flash of gunpowder, and their dainty elf-ears are pained by the clamor of armor and the reports of the muskets. Form a shield wall so none of 'em get past, and fill the air with hot lead and gunsmoke. Push forward and stick what ain't dead.

    It was a simple, if grim, life that he lead. He enjoyed the honor of defending his nation and the closeness of the ties of brotherhood that those outside of the 7th couldn't know. As such, it was somewhat painful when he was reassigned to the Skuldafn Expeditionary League. Not only was he being told to leave his brothers behind, he had to go far away from his nation, and on a SHIP no less. Over water! After long discussions with his superiors and the agents of the Skuldafn Expeditionary League was Edrukk convinced that this was a great service to his nation, and that he was still doing his family proud by being part of an even more exclusive group of dwarves that would be integral in securing the future of the dwarven nation against terrors unknown. He wasn't happy about it; but the honorable thing wasn't always the enjoyable thing, and it would have been downright dishonorable to refuse.

    Appearance
    If there were ever a dwarf that looked pissed-off all the time, Edrukk would be that dwarf. His beard is cut short, which sometimes leads to city dwarves who like politikin' too much to think he is some kind of lowborn mercenary or city guard or somethin'. No worry though, he'll set 'em straight in a hurry. "Glory is in deeds, not beards," he was taught. He wears thick plate armor covered in grey soot from built-up and ground-in carbon. "No sense in being shiny in dark tunnels," after all. He carries a big, thick slab of a tower shield with a skull relief ringed with spikes on it, and his thick helmet continues the skull motif. Both are similarly soot-colored.

    Personality
    Edrukk is basically a book you can judge by its pissed-off cover. He stares hard into people, and often judges and issues challenges to those he considers too weak to pull their own weight. He is accustomed to working and fighting alongside grim yet brutally efficient warriors who have earned every bit of reknown they have, and as such he often still holds his new companions to a similar standard. He is slowly learning that other dwarves just won't stack up to the standard, yet have other worthwhile things to contribute to the success of the mission, but still comes off surly and gruff in the end.