Jakaw Razorbeak

Izoki Stoneclaw's page

240 posts. Organized Play character for Vasari.


Race

HD 9 | HP 63 | AC 26 (30 w/ mutagen) T 17 FF 20 | F+10 R+13 W+7 | Init +10 | CMD 26 | Perc+17 | Grit 3/3

Size

PFS# 40402-6

Age

XP 24 PP 37 Wealth 50,841 GP 941

Alignment

NG

Deity

Qi Zhong

Strength 10
Dexterity 22
Constitution 10
Intelligence 10
Wisdom 16
Charisma 7

About Izoki Stoneclaw

FYI: Need to finalized 5 levels of credit and equipment purchases.

5 MUSKET MASTER / 4 MUTATION WARRIOR:

DEFENSE
AC: 26 (10 +6 Dex +9 armor +1 dodge)
CMD: 26 (10 +9 BA +0 Str +6 Dex +1 dodge)

OFFENSE
Speed: 30'
CMB: +15 certain maneuvers (+9 BA, +6 DEX)
Melee: Bite +15 (1d3+6) & 2 Claws +15 (1d3+6)
Ranged: +3 Musket +15/+15/+10 1d12+16(19-20)x4 range 40' (-3/+6 deadly aim, rapid shot, PBS)

SKILLS & PROFICIENCIES
Armor: light armor
Weapons: all simple and martial weapons and two-handed firearms
Skill Ranks(r): 9r Acrobatics(+16), 9r Perception(+17), 5r Stealth (+11), 1r Craft: Alchemy(+4), 1r Climb (+4), 1r Knowledge: Local(+4), 1r Swim (+4), 1r Survival (+7)
Favored Class: Gunslinger +1 hp/level

Feats, Traits & SA:

FEATS
1st-Gunsmithing (bonus)
1st-Point Blank Shot
3rd-Rapid Reload: musket (bonus)
3rd-Deadly Aim
4th-Rapid Shot (bonus)
5th-Precise Shot
6th-Weapon Focus: musket (bonus)
7th-Point Blank Master (bonus)
7th-Weapon Finesse
9th-Weapon Specialization: musket (bonus)
9th-Improved Critical: musket

TRAITS

Reactionary (combat): You gain a +2 trait bonus on initiative checks.
Indomitable Faith (religion trait): You gain a +1 trait bonus on Will saves.
+2 Dexterity, +2 Wisdom, –2 Constitution: Tengus are fast and observant, but relatively fragile and delicate.
Tengu: Tengus are humanoids with the tengu subtype.
Senses: Tengus have low-light vision.
Sneaky: Tengus gain a +2 racial bonus on Perception and Stealth checks.
Glide: Some tengus can use their feathered arms and legs to glide. Tengus with this racial trait can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, a tengu may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet he falls. This racial trait replaces gifted linguist.
Natural Weapon: A tengu has a bite attack that deals 1d3 points of damage.
Claw Attack: Tengus with this racial trait have learned to use their claws as natural weapons. They gain two claw attacks as primary natural attacks that deal 1d3 points of damage, and are treated as having the Improved Unarmed Strike feat for the purpose of qualifying for other feats. This racial trait replaces swordtrained.

SPECIAL ABILITIES

Grit (Ex): 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.

Steady Aim (Ex): 1st level, as long as a musket master has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet. This stacks with other abilities that increase her range increment. This deed replaces the gunslinger's dodge deed.

Fast Musket (Ex): At 3rd level, as long as the musket master has 1 grit point, she can reload any two-handed firearm as if it were a one-handed firearm. This deed replaces the utility shot deed.

Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.

Pistol-Whip (Ex): At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger's size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.

Nimble (Ex): Starting at 2nd level, a gunslinger gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).

Gun Training (Ex): Starting at 5th level, a gunslinger can select one specific type of firearm (such as an axe musket, blunderbuss, musket, or pistol). She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of firearm. Furthermore, when she misfires with that type of firearm, the misfire value of that firearm increases by 2 instead of 4.

Bravery(Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Mutagen (Su): At 3rd level, a mutation warrior discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. This ability functions as the alchemist's mutagen ability, using his fighter level as his alchemist level.This ability replaces armor training 1.

Equipment:

CONSUMABLESWand of Infernal Healing 49 charges (2 PP), 1 cure light wound potion (50), 1 bless weapon oil (50), 1 see invisibility potion (300) 5 adamantine cartridges-305, 5 dry load cartridges-150, 50 alchemical paper cartridges-300

EQUIPMENT Celestial Armor 22400/20#, +3 Musket-18300/8#, AoMF-Agile 4000/1#, handy haversack 2000/5#, cloak of resistance +1 1000/1#, ear plugs, smoked goggles-10/1#, cold weather outfit-free/5#, gunsmith kit free/2#, powder horn 3/1#, weapon chord, alchemist crafting kit 25/#5, climbing kit 80/#5, survival kit 50/#5, swimming kit 50/#1 wayfinder 250/#1

Sessions:
Dec 20, 2013 15001 Tulsa Pathfinder Society at Bacone College 16 Rob Duncan Intro 1: First Steps—Part I: In Service to Lore (RPG) 40402 -6 Izoki Stoneclaw Sovereign Court 2

Jan 24, 2014 37511 GM Tektite's PFS Shades of Ice Series 1 Hawkwen Agricola #2-15: Shades of Ice—Part I: Written in Blood (RPG) 40402 -6 Izoki Stoneclaw Sovereign Court 2

Feb 9, 2014 37511 GM Tektite's PFS Shades of Ice Series 2 Hawkwen Agricola #2-17: Shades of Ice—Part II: Exiles of Winter (RPG) 40402 -6 Izoki Stoneclaw Sovereign Court 2

Mar 6, 2014 37511 GM Tektite's PFS Shades of Ice Series 3 Hawkwen Agricola #2-19: Shades of Ice—Part III: Keep of the Huscarl King (RPG) 40402 -6 Izoki Stoneclaw Sovereign Court 2

May 10, 2014 41048 GM Tektite's Destiny of Sands Series 3 Hawkwen Agricola #5–12: Destiny of the Sands—Part 1: A Bitter Bargain (RPG) 40402 -6 Izoki Stoneclaw Sovereign Court 2

Jul 24, 2014 41048 GM Tektite's Destiny of Sands Series 5 Hawkwen Agricola #5–15: Destiny of the Sands—Part 2: Race to Seeker's Folly (RPG) 40402 -6 Izoki Stoneclaw Sovereign Court 2 Report a problem with this session

Oct 3, 2014 12297 IronHelixx PFS & RPG Club 513 wvpolarbear AP #55: The Wormwood Mutiny (RPG) 40402 -6 Izoki Stoneclaw Sovereign Court 4

Dec 6, 2014 41048 GM Tektite's Destiny of Sands Series 6 Hawkwen Agricola #5–16: Destiny of the Sands—Part 3: Sanctum of the Sages (RPG) 40402 -6 Izoki Stoneclaw Sovereign Court 2

Mar 21, 2015 36581 DM Kludde Paizo Boards PbP 40 Kludde Dawn of the Scarlet Sun (RPG) 40402 -6 Izoki Stoneclaw Sovereign Court 1

Jul 25, 2015 37249 Super Wicked Organized Rowdy Dungeons USERS 24 wvpolarbear Plunder & Peril - Rum Punch (RPG) 40402 -6 Izoki Stoneclaw Sovereign Court 4

Jul 25, 2015 37249 Super Wicked Organized Rowdy Dungeons USERS 25 wvpolarbear Plunder & Peril - Dangerous Waters (RPG) 40402 -6 Izoki Stoneclaw Sovereign Court 4

Jul 25, 2015 37249 Super Wicked Organized Rowdy Dungeons USERS 26 wvpolarbear Plunder & Peril - Black Coral Cove (RPG) 40402 -6 Izoki Stoneclaw Sovereign Court 4

Oct 30, 2015 65492 PbP Gameday 4 42 Kludde #6–98: Serpents Rise (RPG) 40402 -6 Izoki Stoneclaw Sovereign Court 2

Jan 30, 2016 37249 Super Wicked Organized Rowdy Dungeons USERS 29 wvpolarbear AP #57: Tempest Rising (RPG) 40402 -6 Izoki Stoneclaw Sovereign Court 4