Gambler

Jurg Widmann's page

3 posts. Alias of djpika.


About Jurg Widmann

Gunslinger 1

Stats:

Jurg Widmann
Male Dwarf gunslinger 1 Archetypes Bolt Ace,
CG Medium humanoid (dwarf)
Init +3, Senses darkvision (60 ft.); Perception +7
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DEFENSE
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex, )
hp 12 ((1d10)+2)
Fort +3, Ref +5, Will +3, +2 vs. poison, spells, and spell-like abilities

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OFFENSE
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Speed 20 ft.
Ranged masterwork crossbow, light +5 (1d8/19-20), within 30 ft. +6 (1d8+1)
Melee dagger +1 (1d4/19-20)
Ranged dagger (thrown) +4 (1d4+1/19-20), within 30 ft. +5 (1d4+1)

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TACTICS
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STATISTICS
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Str 10, Dex 17, Con 12, Int 12, Wis 16, Cha 8,
Base Atk +1; CMB +1; CMD 14 (18 vs bullrush) (18 vs trip)
Feats Armor Proficiency, Light, Exotic Weapon Proficiency (Firearms), Martial Weapon Proficiency, Point-Blank Shot, Simple Weapon Proficiency
Skills Acrobatics +4, Acrobatics (Jump) +0, Knowledge (Local) +5, Perception +7, Perception (Notice unusual stonework) +9, Sense Motive +8, Stealth +1,
Background Skills
Craft(Weapons) +5 (1 Rank +3 Class +1 Int)
Knowledge(Engineering) +5 (1 Rank +3 Class +1 Int)
Traits Never Stop Shooting, Suspicious,
Languages Common, Dwarven, Terran
SQ grit, crossbow maven, darkvision, deeds, greed, grit, hardy, hatred, sharp shoot, stability, steady, stonecunning, vigilant loading, weapon familiarity,
Combat Gear
Other Gear masterwork crossbow, light, traveler's outfit, chain shirt, bandolier, bolts, crossbow (10) (2), waterskin (filled), dagger, 68.5 gp
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SPECIAL ABILITIES
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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 3 grit points. Her grit goes up or down throughout the day, but usually cannot go higher than 3, though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds, 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.

Crossbow Maven A bolt ace is proficient with all crossbows instead of all firearms and begins play with a masterwork crossbow of her choice. This ability alters the gunslinger's weapon proficiencies and replaces gunsmith.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Deeds A bolt ace can perform the following deeds with a crossbow instead of a firearm: gunslinger initiative, pistolwhip, dead shot, targeting, bleeding wound, death's shot, and stunning shot. The bolt ace swaps the following deeds.

Defensive Training (Ex) Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype.

Greed (Ex) Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and gemstones.

Grit (Ex) A bolt ace regains grit when she scores a critical hit or deals a killing blow with any kind of crossbow. This ability modifies the grit Class Feature.

Grit

Hardy (Ex) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Hatred (Ex) Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Language Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Never Stop Shooting Even when the chips are down, you keep on shooting. If your hit point total drops to 0 or lower but you are not dead, you may act as if disabled rather than dying (as if you possessed the Diehard feat). However, you can use your actions only to draw a firearm, reload a firearm, or attack with a firearm. If you have the Diehard feat, this trait also allows you to substitute your Wisdom score for your Constitution score for the purpose of determining the negative hit point total at which you die.

No Racial Subtype You have chosen no racial subtype.

Sharp Shoot (Ex) A bolt ace can resolve an attack against touch AC instead of normal AC when firing a crossbow at a target within its first range increment. Performing this deed costs 1 grit point. This deed's cost cannot be reduced by any ability or effect that reduces the amount of grit points a deed costs (such as Signature Deed).

Stability (Ex) Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance.

Stonecunning (Ex) Dwarves receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking.

Suspicious You discovered at an early age that someone you trusted, perhaps an older sibling or a parent, had lied to you, and often, about something you had taken for granted, leaving you quick to question the claims of others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.

Vigilant Loading (Ex) As long as a bolt ace has at least 1 grit point, she does not provoke attacks of opportunity when loading a crossbow.

Weapon Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

Background:

Goal: Jurg seeks glory for his family name to prove their craftsmanship.

Reputation: Jurg comes from a family of crossbow craftsman. However, the Widmann name is less known in non-dwarven lands. His parents set out to the River Kingdoms to expand the reputation of the family name.

Home: The Widmann home, a stone house just outside of Alejia's Crossing. Jurg has yet to see his ancestral home of Highhelm that his parents left behind.

Signature Item: A saddle tan leather cigar case with a dwarven rune encircled by a celtic band.

Are you (already) a Pathfinder? No.

Do you already know other Player Characters? TBD based on group.

Why are you interested in investigating a dangerous dungeon that might kill you? To prove the durability and reliability of the family craft in a location already known to the public.

Which nation did you grow up in? The River Kingdoms.

Did you grow up in Fort Inevitable? No.

What do you look like? Please see image below.

What do you love? Besides family and the family craft? Cider.

What do you hate? Bigotry towards dwarves.

How does your race influence your views? If it ain't Dwarvish, it's crrrap!

What are you afraid of? Letting his family down by not achieving greatness for the family name.

Quirk 1: Loves cigars. Prefers Torpedos. Avanti is one of his favorites.
Quirk 2: Has tattoos on both forearms.
Flaw 1: Glory seeker.
Flaw 2: The Perfectionist. Has to be the best Arbalist.

Image