Ratfolk Troubleshooter

Ikit the White's page

290 posts. Alias of Seth86.


Full Name

Ikit Klaw

Race

Ratfolk

VITALS:
AC: 19, T: 16, FF: 14; HP: 11/11; F:2, R:7, W:3; CMB +0, CMD 15 ; Init: +5; Perc: +9

Classes/Levels

Gunslinger/Rogue 1

SKILLS:
Acrobatics +9 (+5 to jump), Climb +4, Craft (alchemy) +7, Disable Device +9, Escape Artist +9, K. Engineering +5, Perception +9, Sense Motive +7, Stealth +13, Survival +7, Swim +4

Gender

Male

Size

Small

Alignment

Neutral

Languages

Common, Gnome

Occupation

Sniper

Strength 10
Dexterity 20
Constitution 10
Intelligence 12
Wisdom 16
Charisma 7

About Ikit the White

Ikit
Ratfolk gunslinger (gulch gunner, pistolero) 1/rogue (unchained) 1/gestalt 1
N Small humanoid (ratfolk)
Init +5; Senses darkvision 60 ft.; Perception +9(+1 vs traps)
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Defense
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AC 19, touch 16, flat-footed 14 (+3 armor, +5 Dex, +1 size)
hp 11 (1d10+1)
Fort +2, Ref +7, Will +3
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Offense
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Speed 20 ft.
Melee tailblade +8 (1d2)
Ranged mwk pistol +9 (1d6+1/×4)
Special Attacks deeds (flash and shock, gunslinger's dodge, quick clear, up close and deadly +1d6), grit (3), sneak attack (unchained) +1d6
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Statistics
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Str 10, Dex 20, Con 10, Int 12, Wis 16, Cha 7
Base Atk +1; CMB +0; CMD 15
Feats Gunsmithing[UC], Point-Blank Shot, Quick Draw, Weapon Finesse
Traits never stop shooting, ratfolk avenger
Skills Acrobatics +9 (+5 to jump), Bluff -2 (-6 to affect animals), Climb +4, Craft (alchemy) +7, Diplomacy -2 (-6 to affect animals), Disable Device +10 (+1 vs traps), Disguise -2 (-6 to affect animals), Escape Artist +9, Intimidate -2 (-6 to affect animals), Knowledge (engineering) +5, Perception +10 (+1 vs traps), Sense Motive +7, Stealth +13, Survival +7, Swim +4; Racial Modifiers +2 Craft (alchemy), +2 Perception
Languages Common, Gnome
SQ cornered fury, gunsmith, trap finding, unnatural, warded against nature
Combat Gear reagent, black powder (10), reagent, black powder (10); Other Gear mwk studded leather, bullet[UC] (20), mwk pistol[UC], paper cartridge[UC] (18), tailblade[ARG], alchemy crafting kit[APG], bandolier[UE], belt pouch, canteen[UE], fishhook (2), flint and steel, masterwork backpack[APG], powder horn[UC], powder horn[UC], sewing needle, signal whistle, thieve's tools, 1 gp, 11 sp, 6 cp
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Special Abilities
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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).
Deeds Use Grit to perform special abilities with your firearms.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
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 condit
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Unnatural -4 to CHA skills vs. animals, +2 Dodge AC against animals. Animal starting attitude one step worse.
Warded Against Nature Animals will not willingly approach within 30 ft.