Cannon Golem

K-01 'Kol''s page

79 posts. Alias of Kpatrol88.


Full Name

K-01 'Kol'

Race

Warforged

Classes/Levels

Gunslinger (Gun Tank) 1

Size

Medium

Alignment

True Neutral

Languages

Common

Occupation

Bodyguard

Strength 15
Dexterity 18
Constitution 0
Intelligence 12
Wisdom 14
Charisma 6

About K-01 'Kol'

Gunslinger (Gun Tank) 1

Quick Look:
HP: 30/30
AC: 18, 14(T), 14(FF)
Perception: +6
Init: +4
BAB: +1
CMB: +3
CMD: 17

Saves: Refl: +6, Fort: +2, Will: +2

Melee:
Longsword (Atk:1d20+3, Dmg:1d8+2, Crit:19-20/x2)

Ranged:
Pistol (Atk: 1d20+5, Dmg: 1d6, Crit: 20/x4, Rng: 20 ft, Mag: 1)
- One Step Faster Reload (Move Action)

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Racial Traits:

Type: Construct (Warforged)
+2 Str, +2 Int, -4 Cha: Warforged are strong and smart, but have issues communicating with others.

Medium: Warforged are Medium creatures and have no bonuses or penalties due to their size.

Slow and Steady:[b] Warforged have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

[b]Languages: Warforged begin play speaking Common. Warforged with high Intelligence scores can choose from the following: Dwarven, Elven, Orcish, Giant, Gnome, Goblin and Undercommon.

Construct: The following effects come from the Construct modifiers:
- Warforged have no Constitution score. Any DCs or other statistics that rely on a Constitution score treat a Warforged as having a score of 10 (no bonus or penalty).

- Warforged have the darkvision 60 feet racial trait.

- Warforged are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).

- Warforged cannot heal damage on their own, but can often be repaired via exposure to a certain kind of effect (depending on the construct's racial abilities) or through the use of the Craft Warforged feat. Warforged can also be healed through spells such as make whole. A Warforged with the fast healing special quality still benefits from that quality.

- Warforged are not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.

- Warforged are immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).

- Warforged do not risk death due to massive damage, but they are immediately destroyed when reduced to 0 hit points or fewer.

- Warforged cannot be raised or resurrected.

- Warforged have an additional starting HP of 20.

Unnatural: Warforged unnerve normal animals, and train to defend themselves against the inevitable attacks from such creatures. Warforged take a –4 penalty on all Charisma-based skill checks to affect creatures of the animal type, and receive a +2 dodge bonus to AC against animals. An animal's starting attitude toward Warforged is one step worse than normal.

Repair Self: A Warforged can spend 4 hours of uninterrupted time to repair any damage done.

Traits:

- Armor Expert: When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
- Armor Master: When you wear armor of any sort, reduce the armor check penalty by 1, to a minimum penalty of 0.

Defenses:

HP: 30/30

AC: 18, Touch: 14, Flat-Footed: 14
(Armor: +3, Shield: +1 Dex: +4, Size: +0)

Initiative: +4

Saves:
Fort: +2
Ref: +6
Will: +2

Combat Maneuvers
CMB : +3
CMD : 17

Armor
Studded Leather Armor
Type: Light Armor
AC Bonus: +3
Max Dex.: +5
Check Penalty: 0
Spell Failure: 15%
Speed 20 ft.
Weight: 20 lbs.
Cost: 25 gp
Properties:
-

Shield
Buckler
Type: Light Shield
AC Bonus: +1
Max Dex: -
Check Penalty: 0
Spell Failure: 15%
Speed: -
Weight: 5 lbs.
Cost: 5 gp


Offense:

BAB: +1

Melee:
Longsword
Attack: 1d20 + 3
Damage: 1d8 + 2
Crit: 19-20/x2
Range: -
Weight: 4 lbs.
Size: Medium
Type: Slashing
Cost: 15 gp
Ammo: -
Properties:
-
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Ranged:
Pistol
Attack: 1d20 + 5
Damage: 1d6
Crit: x4
Range: 20 ft.
Weight: 4 lbs.
Size: Small
Type: Blunt/Piercing
Cost: Free
Ammo: Bullet/Paper Cartridge
Properties:
- Battered: Considered Broken for any user aside from player.

Items:

Consumables:
- 30 Bullets (Crafted)(3 gp, .5 lbs)
- 20 Gunpowder Doses (Crafted) (20 gp)

Wondrous Items
Head: -
Headband:
Eyes: -
Neck: -
Shoulders: -
Chest: -
Body: -
Belt: -
Wrists: -
Hands: -
Feet: -
Rings: -
-
-

Slotless:
-

Other Equipment:
- Gunsmith's Kit (15 gp, 2 lbs.)
- Powder Horn (10 gunpowder doses) (13 gp, 1 lbs.)

Total Weight:
36.5 lbs.

Load:
Light/Medium/Heavy: 66 lbs. | 133 lbs. | 200 lbs.
Lift Over Head: 200 lbs.
Lift Off Ground: 400 lbs.
Push Or Drag: 1000 lbs.

Wealth:
- 54 gp

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[spoiler=Class Features]
Gunslinger
- Grit: Equal to Wis. Modifier
- - Grit Regeneration:
- - - Killing Blow: Deal a finishing blow on an enemy. Enemy HD must be equal to or greater than 1/2 character's HD and enemy must not be unconscious or helpless.
- - - Critical Hit: Confirm a critical against an enemy. Enemy HD must be equal to or greater than 1/2 character's HD.

- 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 condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be
sold for scrap (it’s worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.

- Deeds
- - Deadshot: 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.

[b]- - Gunslinger's Dodge(Ex): When a ranged attack is made against the player, can spend 1 grit point to move 5 feet as an immediate action;doing so grants a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity.
Alternatively, can drop prone to gain a +4 bonus to AC against the triggering attack. Can only perform this deed while wearing
medium or light armor, and while carrying no more than a light load.

- - Quick Clear(Ex): As a standard action, can remove the broken condition from a single firearm currently wielded,
as long as that condition was gained by a firearm misfire. Must have at least 1 grit point to perform this deed. Alternatively, if 1 grit point is spent to perform this deed, can perform quick clear as a move-equivalent action instead of a standard action.


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Feats:

- Gunsmithing:
- - Benefit: If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all
types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.

- - Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge.

At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets,
black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).

- - Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition.
You can take time during a rest period to restore a broken firearm with this feat.

- - Special: If you are a gunslinger, this feat grants the following additional benefit. You can use this feat to repair and restore your initial,
battered weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type.

- Rapid Reload (Pistol): Reduce action cost needed to reload weapon by one step.


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Skills:

Max Ranks (HD): 1
Total Skill Points: 5

CL? TRAINED ONLY
[ ] Disable Device +0(0)
[C] Handle Animal +0(0)
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[C] Knowledge [Engineering] +5(1) 3+1+1
[C] Knowledge [Local] +0(0)
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[ ] Linguistics +0(0)
[C] Sleight of Hand +0(0)
[ ] Spellcraft +0(0)
[ ] Use Magic Device +0(0)

CL? CAN USE UNTRAINED
[C] Acrobatics +4(0) 4
[ ] Appraise +1(0) 1
[C] Bluff -4(0) -4
[C] Climb +6(1) 3+2+1
[C] Craft [Alchemy] +5(1) 3+1+1
[ ] Craft [General] +0(0)
[ ] Diplomacy -4(0) -4
[ ] Disguise -4(0) -4
[ ] Escape Artist +4(0) 4
[ ] Fly +4(0) 4
[C] Heal +2(0) 2
[C] Intimidate -4(0) -4
[C] Perception +6(1) 3+2+1
[C] Profession [General] +0(0) 2
[ ] Ride +4(0) 4
[ ] Sense Motive +2(0) 2
[ ] Stealth +4(0) 4
[C] Survival +6(1) 3+2+1
[C] Swim +2(0)