About Gunner Ock Gunner Ock
Defense:
AC 23, touch 15, flat-footed 19 (+7 armor, +1 deflection, +4 Dex, +1 shield) hp 65 (10d8+12) Fort +10, Ref +13, Will +12; +2 Trait bonus vs. mind-affecting effects for 1 hour after drinking alcohol DR 1/— vs. Aspis; Resist fortified drinker CMD 22 Offense:
Melee +1 keen rapier +12/+7 (1d6+5/15-20) or . . cold iron dagger +10/+5 (1d4+1/19-20) or . . silver dagger +10/+5 (1d4/19-20) or . . silver light mace +10/+5 (1d6+1) Ranged light crossbow +10 (1d8/19-20) Sneak attack +2d6 Base Atk +6; CMB +7 Cleric Abilities:
Channel positive energy 9/day (DC 18, 5d6)
Ferocious strike (+4 dmg) 6/day Might of the gods 9/day Domain Spell-Like Abilities (CL 9th; concentration +12) . . At will—dimensional hop (90 feet/day) Cleric Spells Prepared:
CL 9th; concentration +12
. . 5th— . . 4th— . . 3rd—dispel magic, . . 2nd— . . 1st—comprehend languages, expeditious retreat[D], liberating command[UC] (2), protection from evil, remove fear . . 0 (at will)—create alcohol (ale or wine), detect magic, guidance, light . . D Domain spell; Domains Travel (Exploration[APG] subdomain), Strength (Ferocity[APG] subdomain) Statistics:
Str 12, Dex 18, Con 13, Int 8, Wis 16, Cha 18 Feats & Traits:
Feats Accomplished Sneak Attacker, Extra Channel, Fencing Grace[UI], Quick Channel[UM], Selective Channeling, Weapon Finesse, Weapon Focus (rapier)
Traits deft dodger, fortified drinker Skills:
Acrobatics +8 (+13 acrobatics to move through enemy space or threatened square w/o provoking using boots. +1 attack if successful., +12 to jump), Appraise -1, Bluff +12, Climb +1, Diplomacy +12 (+15 vs high-standing members of House Thrune, the Chelish gov., or a Hellknight order in good standing), Disable Device +12, Disguise +8, Escape Artist +8, Fly +5, Heal +7, Intimidate +4, Knowledge (dungeoneering) +3, Knowledge (history) +3, Knowledge (local) +3, Knowledge (planes) +3, Knowledge (religion) +9, Perception +7, Profession (barkeep) +8, Ride +4, Sense Motive +8, Sleight of Hand +8, Spellcraft +3, Stealth +8, Survival +3, Swim +1, Use Magic Device +8 Languages:
Common SQ:
door sight, trapfinding +1 Gear:
Combat Gear oil of magic weapon (2), pearl of power (2nd level), scroll of breath of life, scroll of communal delay poison, scroll of endure elements (5), scroll of invisibility purge, scroll of liberating command, scroll of life bubble, scroll of remove blindness/deafness, scroll of remove disease, tankard of the drunken hero, wand of bless (46 charges), wand of cure light wounds (50 charges), wand of cure light wounds (6 charges), wand of cure moderate wounds (7 charges), wand of lesser restoration (6 charges), wand of protection from evil (14 charges), wand of summon monster ii (9 charges), acid (2), alchemist's fire (2), alkali flask[APG] (2), antiplague[APG], antitoxin, holy water (2)
Other Gear +3 mithral shirt, mwk buckler, +1 keen rapier, cold iron dagger, crossbow bolts (14), light crossbow, silver dagger, silver light mace, belt of incredible dexterity +2, cloak of resistance +2, daredevil boots[ARG], handy haversack, headband of alluring charisma +4, lesser talisman of beneficial winds[OA], lesser talisman of freedom[OA], lesser talisman of life's breath[OA], pathfinder pouch, ring of protection +1, alexandrite gem (heightened continual flame - level 3 [cl5]) (worth 750 gp), bedroll, cold weather outfit, furs[APG], masterwork backpack[APG], masterwork thieves' tools, silver holy symbol of Cayden Cailean, token of thrune's favor (from "the disappeared"), torch (2), waterskin, weapon cord[APG], wrist sheath, spring loaded, wrist sheath, spring loaded, diamond dust (100gp) (worth 100 gp), 159 gp, 2 sp, 5 cp Special Abilities:
Cleric Channel Positive Energy 5d6 (9/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Cleric Domain (Exploration) Cleric Domain (Ferocity) Damage Reduction (1/-) You have Damage Reduction against all attacks made by members of the Aspis consortium or their direct associates (PaizoCon 2016 Boon #5). Dimensional Hop (18 5-ft inc/day) (Sp) As a move action, teleport with no AoO to seen destination. Spend an equal distance to carry others. Door Sight (6/day) (Su) By touching a door for 1 minute, use clairvoyance on the other side. Fencing Grace Use Dexterity on rapier damage rolls Ferocious Strike (+4, 6/day) (Su) +4 damage for a melee attack. Might of the Gods (9 rounds/day) (Su) Add your cleric level to your STR for checks. Quick Channel Channel energy faster by expending more uses Selective Channeling Exclude targets from the area of your Channel Energy. Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed. Trapfinding +1 Gain a bonus to find or disable traps, including magical ones. ----- PFS Credits:
(1) #4-11 - The Disappeared (2) #7-05 - School of Spirits (3) #7-22 - Bid for Alabastrine (4) #7-10 - The Consortium Compact (5) #0-03 - Murder on the Silken Caravan (6) #6-10 - The Wounded Wisp (7) Module - Ire of the Storm, part 2: Beyond the Colony (8) Module - Ire of the Storm, part 3: The Sky Tempest Temple (9) #6-11 - The Slave Master's Mirror (10) #4-01 - Rise of the Goblin Guild (11) PFS Special - Blood Under Absalom (12) #7-17 - Thralls of the Shattered God (13) #7-15 - The Deepmarket Deception (14) #6-07 - Valley of the Veiled Flame (15) #2-16 - The Flesh Collector (16) #1-56 - The Jester's Fraud (17) #4-10 - Feast of Sigils (18) #5-10 - Where Mammoths Dare Not Tread (19) #3-26 - Portal of the Sacred Rune (20) #8-20 - Torrent's Last Will (21) #4-08 - The Cultist's Kiss (22) #1-40 - Hall of Drunken Heroes (23) Module - The Gauntlet! ----- Bot me in combat!:
Gunner mostly plays support these days, buffing then using his wand of bless at the beginning of combat and/or casting prayer if it seems like a tough fight. He will cast spiritual weapon, unless it seems like his allies are likely to take down the opponent quickly. He will then move up and use his wands to heal allies in combat, casting buff (bull's strength, expeditious retreat, fly, etc.) and condition removal (remove fear, dispel magic, calm emotions, etc.) spells as needed. He generally saves his dimension hop domain ability for medivac situations, and keeps a scroll of breath of life in a spring-loaded wrist sheath so he can dimension hop up as a move action, draw the scroll as a swift, and cast it the same turn, if needed to revive a dead ally. If an opportunity presents itself, he's not opposed to stepping into a flank (using his daredevil boots as needed for acrobatics checks) and attacking with his +1 Keen rapier, using Ferocious Strike (+4 damage, 6/day) liberally to increase the damage and doing Sneak Attack damage (2d6) whenever possible.
Spoiler:
[dice=attack]1d20+9[/dice]crit threat 18+
[dice=damage]1d8+3[/dice] [dice=iterative]1d20+4[/dice]
----- Rapier, without flanking or ferocious strike: Spoiler:
[dice=+1 keen rapier]1d20+12[/dice] crit threat on 15+ [dice=damage]1d6+5[/dice] [dice=iterative]1d20+7[/dice]
----- Rapier, with Ferocious Strike: Spoiler:
[dice=+1 keen rapier]1d20+12[/dice] crit threat on 15+ [dice=damage, ferocious strike]1d6+5+4[/dice] [dice=iterative]1d20+7[/dice]
----- Rapier, with flanking: Spoiler:
[dice=+1 keen rapier]1d20+12+2[/dice] crit threat on 15+ [dice=damage]1d6+5[/dice] [dice=sneak attack]2d6[/dice] [dice=iterative]1d20+7+2[/dice]
----- Rapier, with flanking and Ferocious Strike: Spoiler:
[dice=+1 keen rapier]1d20+12+2[/dice] crit threat on 15+ [dice=damage, ferocious strike]1d6+5+4[/dice] [dice=sneak attack]2d6[/dice] [dice=iterative]1d20+7+2[/dice]
Bot me out of combat!:
Gunner is friendly, preferring diplomacy (though not opposed to bluff, if necessary). He is quick to pour a drink for anyone, and likes to use Cayden's blessings as a diplomatic tool, believing that negotiations are best conducted over a foamy glass and having found previously that a free hand with the booze can sometimes grease the skids, as it were. He will act as party face if needed (+12 diplomacy, +12 bluff), but is just as happy in a supporting roll, providing aid-anothers where he can. Similarly, he is happy to aid his allies in other skills, such as disable device, and does not mind playing second-fiddle. ----- Resources used in Race for the Runecarved Key: CLW wand:
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