Gorf Repus
Male grippli gunslinger (musket master) 9 (Pathfinder RPG Bestiary 2 149, Pathfinder RPG Ultimate Combat 9, 50)
CG Small humanoid (grippli)
Init +10; Senses darkvision 60 ft.; Perception +13
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Defense
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AC 27, touch 21, flat-footed 19(+6 armor, +6 Dex, +2 dodge, +1 size, +1 insight, +1 deflection; +2 deflection vs. evil)
hp 80 (9d10+22)
Fort +10 (+5 circumstance bonus vs. cold weather), Ref +14, Will +10; +2 resistance vs. evil
Defensive Abilities nimble +2
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Offense
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Speed 30 ft., climb 20 ft.
Melee club +10/+5 (1d4) or
. . cold iron dagger +10/+5 (1d3/19-20) or
. . net +10/+5 (entangle)
Ranged +1 merciful musket +18 (1d10+8 nonlethal/×4 plus 1d6 non-lethal) or
. . .mwk blunderbuss +17 (1d6+7)
Special Attacks deeds (dead shot, deadeye, fast musket, gunslinger initiative, pistol-whip, quick clear, startling shot, steady aim, targeting), grit (4)
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Statistics
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Str 10, Dex 22, Con 14, Int 12, Wis 18, Cha 7
Base Atk +9; CMB +9; CMD 26
Feats Clustered Shots[UC], Deadly Aim, Gunsmithing[UC], Point-Blank Shot, Precise Shot, Rapid Reload, Rapid Shot, Snap Shot[UC], Weapon Focus (musket)
Traits indomitable faith, reactionary
Skills Acrobatics +11, Bluff +5, Climb +20, Craft (alchemy) +5, Diplomacy -2 (-1 within Absalom), Disable Device +7, Handle Animal +2, Heal +8, Intimidate +2, Knowledge (engineering) +7, Knowledge (geography) +2, Knowledge (local) +9 (+11 to identify and learn about humanoids from the Darklands, such as drow, derro, and duergar), Knowledge (nature) +2, Knowledge (nobility) +2 (+3 within Absalom), Knowledge (planes) +2, Perception +13, Profession (trapper) +11, Sense Motive +4 (+6 vs. humanoids native to the Darklands, such as drow, derro, and duergar), Sleight of Hand +10, Stealth +11 (+15 in marshes and forested areas.), Survival +12 (+14 to avoid becoming lost), Swim +4
Languages Aklo, Common, Goblin, Grippli
SQ camouflage, glider[ARG], gunsmith, musket training
Combat Gear +1 aberration-bane bullet[UC] (3), +1 flaming bullet[UC] (3), +1 shock bullet[UC] (4), cold iron bullet[UC], cold iron bullet[UC] (50), ghost salt bullets[UC] (28), oil of daylight, potion of cure serious wounds, riffle scroll of communal resist energy (CL 7th), scroll of lesser (x4) restoration, wand of cure light wounds (10 charges), wand of cure light wounds (50 charges), wand of endure elements (38 charges), acid (2), acid neutralizer, alkali flask[APG] (2), antiplague[APG], antitoxin, holy water, weapon blanch (ghost salt); Other Gear +2 mithral chain shirt, +1 merciful musket[UC], .mwk blunderbuss[UC] with 4 trail rations, adamantine bullet[UC] (19), adamantine paper cartridge[UC] (17), black powder[UC] (24), club, cold iron dagger, cold iron paper cartridge[UC] (46), dragon's breath cartridge[UC] (7), entangling shot cartridge[UC] (5), flare cartridge[UC] (4), net, pellet paper cartridges[UC] (8), pellets[UC] (19), salt shot cartridge[UC] (10), silver bullet[UC] (20), silver paper cartridge[UC] (20), belt of incredible dexterity +2, cloak of resistance +2, dusty rose prism ioun stone, handy haversack, headband of inspired wisdom +2, lesser talisman of beneficial winds[OA], lesser talisman of freedom[OA], lesser talisman of life's breath[OA], lesser talisman of warrior's courage[OA], ring of protection +1, seeker's sight[UC], wayfinder[ISWG], bandolier[UE], bedroll, cold weather outfit, gunsmith's kit[UC], powder horn[UC], sunrod (5), thieves' tools, trail rations (4), twine (50')[APG], waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 3,204 gp, 8 sp, 2 cp
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Special Abilities
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Camouflage +4 Stealth in marshes and forested areas.
Climb (20 feet) You have a Climb speed.
Clustered Shots Total damage from full-round ranged attacks before applying DR
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deeds Use Grit to perform special abilities with your firearms.
Glider Halve falling distance, may move horizontally during fall half of vertical distance fallen.
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.
Musket Training (+7, misfire value -2) (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. Ev
Nimble +2 (Ex) +2 AC while wearing light or no armor.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Reload (Musket) You can reload fast with one type of Crossbow or Firearm.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Snap Shot Threaten squares within 5 feet of you when wielding a ranged weapon
Resources used in [scenario]:
- Endure Elements: 12 charges
- CLW:
- Black powder: 2
- CI bullets: 2
- CI paper cartridges: 4
- Adam. paper cartridges: 4
- Rock salt cartridge: 1