Ratfolk Troubleshooter

Fezier's page

52 posts. Organized Play character for MisterSlanky.


Full Name

Fezier Tarboosh

Race

| HP: 41/41 | AC: 19 (14 Tch, 16 Fl) | CMB: +2, CMD: 15| F: +8*, R: +9*, W: +6* (+1 Sp/SpL fear) (+2 haunts) (+2 curse, fear, emotion), | Init: +4 | Perc: +12* (+1 tech), SM: +6

Classes/Levels

| Speed 20ft | Focus Abj: 2/2, Focus: Ill 1/2, Focus Trans 2/3, Grit 2/2, Shirt Reroll: 0/1, Spirit Bonus 2/2, | Spells: Lvl 1: 3/3 | Active conditions: Abj (+1 Res), Trans (+2 Con)

Gender

Male Ratfolk Technologist (5)

Size

Small

Age

22

Alignment

TN

Deity

Brigh

Languages

Aklo, Common, Hallit, Tien, Undercommon

Occupation

Alchemist (Gunsmith)

Strength 11
Dexterity 16
Constitution 14
Intelligence 18
Wisdom 14
Charisma 8

About Fezier

Conditions
- 60' movement (8 rounds remaining)
- 'Ol Reliable - "Scatter" Property (MF2)
- Double Damage - 10' extra range (MF3)

Fezier Tarboosh of Chitterhome
Male ratfolk gunslinger (gulch gunner, gun scavenger) 1/occultist (haunt collector) 3/unchained rogue 1 (Pathfinder Campaign Setting: Inner Sea Combat, Pathfinder Campaign Setting: Technology Guide 13, Pathfinder RPG Advanced Race Guide 152, Pathfinder RPG Bestiary 3 231, Pathfinder RPG Horror Adventures 62, Pathfinder RPG Occult Adventures 46, Pathfinder RPG Ultimate Combat 9, Pathfinder Unchained 20)
N Small humanoid (ratfolk)
Init +4; Senses darkvision 60 ft.; Perception +12 (+13 to locate mechanical or high-tech traps)
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Defense
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AC 19, touch 14, flat-footed 16 (+5 armor, +3 Dex, +1 size)
hp 40 (5 HD; 4d8+1d10+10)
Fort +8, Ref +9, Will +6 (+1 vs. Spells & Spell-like Fear); +2 vs. Haunts, +2 trait bonus vs. curse, fear, and emotion effects while wielding a firearm
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Offense
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Speed 20 ft.
Melee cestus +7 (1d3+2/19-20)
Ranged 'ol reliable (mw starter pistol) +8 (1d6+2/×4) or
. . double damage (mw double-barreled pistol) +8 (1d6+3/×4)
Special Attacks deeds (change out, flash and shock, gunslinger's dodge), grit (2), sneak attack (unchained) +1d6
Implement Schools
. . Abjuration (Security Bracers, 2 points) Resonant—warding talisman; Focus—mind barrier
. . Illusion (SCAI (Shipboard Cloaking Artificial Intelligence), 2 points) Resonant—distortion 5%; Focus—minor figment, possessed possessions, unseen
. . Transmutation (Anti-Grav Harness, 3 points) Resonant—physical enhancement (constitution); Focus—legacy weapon, sudden speed
Occultist (Haunt Collector) Spells Known (CL 3rd; concentration +7)
. . 1st (4/day)—longshot[UC], shield, vanish[APG] (DC 15)
. . 0 (at will)—ghost sound (DC 14), mending, resistance
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Statistics
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Str 11, Dex 16, Con 14, Int 18, Wis 14, Cha 8
Base Atk +3; CMB +2; CMD 15
Feats Deadly Aim, Gunsmithing[UC], Point-Blank Shot, Precise Shot, Technologist, Weapon Finesse
Traits black powder fortune, pragmatic activator
Skills Acrobatics +11 (+7 to jump), Bluff +3, Climb +4, Craft (alchemy) +14, Diplomacy +3, Disable Device +13 (+14 vs. mechanical or high-tech traps), Disguise +3, Intimidate +3, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +8, Perception +12 (+13 to locate mechanical or high-tech traps), Sense Motive +6, Sleight of Hand +7, Spellcraft +8, Stealth +11, Survival +6, Swim +4, Use Magic Device +15; Racial Modifiers +2 Craft (alchemy), +2 Perception, +2 Use Magic Device, rodent empathy
Languages Aklo, Common, Giant, Hallit, Tien, Undercommon
SQ cornered fury[ARG], extricate haunt, go by feel, gunsmith, implements 3, magic item skill, mental focus (7/day), object reading, possessed possessions, spirit bonus, technic training +1
Combat Gear adamantine bullet (6.1)[UC] (10), bullet (0.1)[UC] (30), cold iron bullet (0.2)[UC] (10), ghost salt bullet (20.1)[UC] (10), oil of air bubble, oil of bless weapon, oil of grease, oil of magic weapon, potion of cure light wounds, potion of cure light wounds, potion of touch of the sea, silver bullet (2.5)[UC] (10), wand of cure light wounds, wand of cure moderate wounds (10 charges), wand of endure elements (50 charges), antiplague[APG], antitoxin, bottled lightning[UE] (2), iron pellet grenade[UE] (2); Other Gear +1 mithral chain shirt, double damage (mw double-barreled pistol)[UC], 'ol reliable (mw starter pistol)[UC], alchemical cartridge (6.0)[UC] (20), alchemical entangling cartridge (s20.0)[UC] (2), alchemical flare cartridge (5.0)[UC] (2), black powder[UC] (10), black powder[UC] (10), black powder[UC] (10), cestus[APG], pellets[UC] (10), cracked dusty rose prism ioun stone, endless bandolier[UE], wayfinder[ISWG], bandolier[UE], bedroll, belt pouch, belt pouch, belt pouch, blanket[APG], gunsmith's kit[UC], masterwork backpack[APG], masterwork thieves' tools, powder horn[UC], powder horn[UC], powder horn[UC], silk rope (50 ft.), wrist sheath, spring loaded, wrist sheath, spring loaded, 1,030 gp
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Tracked Abilities
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Extricate Haunt (full rd action) (Su) - 0/5
Grit Pool (2/day) - 0/2
Mental Focus (7/day) (Su) - 7/7
Mental Focus: Abjuration Assigned (7 focus) - 2/7
Mental Focus: Abjuration Spent (2 focus) - 0/2
Mental Focus: Illusion Assigned (7 focus) - 2/7
Mental Focus: Illusion Spent (2 focus) - 0/2
Mental Focus: Transmutation Assigned (7 focus) - 3/7
Mental Focus: Transmutation Spent (3 focus) - 0/3
Spirit Bonus +1 (Champion, max +1, 2/day) (Su) - 0/2

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Tracked Ammunition
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Adamantine Bullet (6.1) - 0/10
Alchemical cartridge (6.0) - 0/20
Alchemical Entangling Cartridge (S20.0) - 0/2
Alchemical Flare Cartridge (5.0) - 0/2
Black powder - 2/10
Black powder - 0/10
Black powder - 0/10
Bullet (0.1) - 0/30
Cold Iron bullet (0.2) - 1/10
Ghost Salt Bullet (20.1) - 0/10
Pellets - 1/10
Silver bullet (2.5) - 0/10

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Tracked Gear
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Antiplague - 0/1
Antitoxin - 0/1
Bottled lightning - 0/2
Oil of air bubble - 0/1
Oil of bless weapon - 0/1
Oil of grease - 0/1
Oil of magic weapon - 0/1
Pellet grenade, iron - 0/2
Potion of cure light wounds - 0/1
Potion of cure light wounds - 0/1
Potion of touch of the sea - 0/1
Wand of cure light wounds - 9/50
Wand of cure moderate wounds (10 charges) - 0/10
Wand of endure elements (50 charges) - 1/50

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Special Abilities
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Abjuration (Security Bracers) Abjuration implements are objects associated with protection and wards.

Implements: Amulet, armor, bell, bracers, brooch, cloak, holy symbol, shield.
Cornered Fury +2 melee attack and AC if no conscious ally in 30 ft.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deeds Use Grit to perform special abilities with your firearms.
Extricate Haunt (full rd action) (Su) Create haunts from your haunted implements that can deliver your spells
Go By Feel (Ex) Your firearms can always misfire on a natural 1.
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.
Illusion (SCAI (Shipboard Cloaking Artificial Intelligence), Haunted, Champion) Illusion implements allow the occultist to distort the senses and cloak creatures from sight.

Implements: Crystal, hat, mask, prism, ring.
Implements (Su) Gain a series of items which grant access to schools and powers.
Legacy Weapon +1 (Su) 1 focus: weapon touched gains enhancement bonus plus a special ability.
Magic Item Skill Add half level as bonus to Use Magical Device.
Mental Focus (7/day) (Su) You have a pool of points that activate your focus powers.
Mind Barrier (-6 damage) (Sp) 1 focus, swift action: Reduce next damage taken before next turn. 2 for Imm.
Minor Figment (3 rounds) (Su) 1 focus: create minor figment, as ghost sound or minor image.
Object Reading (Su) Examine an object for 1 minute to learn properties, history, and about last user.
Physical Enhancement +2 (Constitution) (Su) Implement grants bearer enhancement to one physical attribute.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Possessed Possessions (Su) Altered implements grant a medium's seance boon and 1r of spirit bonus
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rodent Empathy Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spirit Bonus +1 (Champion, max +1, 2/day) (Su) Swift: bonus to attack rolls, non-spell damage rolls, Str checks, Str-based skill checks, Fort saves
Sudden Speed (Sp) 1 focus: As swift action, gain +30 land speed for 1 minute.
Technic Training +1 (Ex) +1 to Perception and Disable Device vs. mechanical or high-tech traps.
Technologist You are familiar with the basic mechanics of technology.

Benefit: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological su
Transmutation (Anti-Grav Harness) Transmutation implements can alter the properties of both objects and creatures.

Implements: Belt, boots, sandals, vest, weapon.
Unseen (3 minutes) (Sp) 1 focus: become invisible, as invisibility, 2 focus for willing creature.
Warding Talisman +1 (Su) Implement grants Resistance bonus to saves.

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