Serpentfolk Spy

Kaillum Deepcroak's page

25 posts. Organized Play character for Gilthanis.


Full Name

Kaillum Deepcroak

Race

Grippli | HP: 34/34 | AC/TCH/FF: 19/14/16 | F/R/W: 6/8/6

Classes/Levels

Pistolero 4 | Init: +5 | Per: +11 | Sense +4

Gender

Male

Size

2’3”, 29 lbs

Age

19

Alignment

CN

Languages

Common, Grippli, Tian Xia

Occupation

Society Member

Strength 8
Dexterity 16
Constitution 12
Intelligence 13
Wisdom 18
Charisma 10

About Kaillum Deepcroak

Male Grippli Gunslinger (Pistolero) 4.1
CN Small Humanoid (Grippili) (2’3”, 29 lbs)
Init +5; Senses Perception +11

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DEFENSE
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AC 20, Touch 14, Flat-Footed 17. (Dex +3, Armor +5, Shield +1, Size +1)
HP [34]
Fort +6, Ref +8, Will +6
Special

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OFFENSE
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Spd 30 ft.
Melee Longsword, +4, 1d6-1, 19-20/x2, 4 lbs
Melee Silver Morningstar, +4, 1d6-1, 20/x2, 6 lbs
Ranged Mwk Pistol, +9, 1d6, 20/x4, 20 ft, misfire 1, cap 1, 4 lbs, b/p
Ranged Longbow, +7, 1d8, 20/x3, 100 ft,
Special

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STATISTICS
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Base Atk +4; CMB +3; CMD 15
Feats (1) Point Blank Shot (3) Rapid Reload (4) Precise Shot (5)
Traits savage (+1 survival/nature, nature class), swamp survivor (+1 stealth & class)
Favored Class Gunslinger (2 hp / 2 sp)
Languages Common, Grippili, Tian Xia, Osirion
SQ

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Skills Details:

Spoiler:

Total Ranks: 5 (4+1) (+2 fc)

Acrobatics (Dex) (4 rank + 3 dex + 3 class - 1 acp) +9
Bluff (Cha) +0
Climb (Str) (4 rank - 1 str + 3 class) +6
Craft Alchemy (Int) (1 rank + 1 int + 3 class) +5
Handle Animal (Cha)
Heal (Wis) (1 rank + 4 wis + 3 class) +8
Intimidate (Cha) (1 rank + 0 cha + 3 class) +4
Knowledge (engineering) (Int)
Knowledge (local) (Int) (1 rank + 1 int + 3 class) +5
Knowledge (nature) (Int) (1 rank + 1 int + 3 class) +5
Perception (Wis) (4 rank + 4 wis + 3 class) +11
Profession Wanderer (Wis) (1 rank + 4 wis + 3 class) +8
Ride (Dex) +2
Sleight of Hand (Dex) (1 rank + 3 dex + 3 class - 1 acp) +6
Stealth (Dex) (2 rank + 3 dex + 3 class - 1 acp + 4 size + 1 trait) +12
Survival (Wis) (1 rank + 4 wis + 3 class + 2 circ) +10
Swim (Str) -1

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Deeds:

Up Close and Deadly (Ex): At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level. This precision damage stacks with sneak attack and other forms of precision damage. The cost of using this deed cannot be reduced with the Signature Deed feat, the true grit class feature, or any similar effect. This deed replaces the deadeye deed.

Gunslinger's Dodge (Ex) At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

Quick Clear: 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.

3rd-level Deeds

Gunslinger Initiative: 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: 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.

Utility Shot: At 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot.

Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.

Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot's origin. On a miss, she damages the object normally.

Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally.

Equipment Details: 1536+4800+1000+150

Spoiler:

Worn/Carried

Mwk Pistol, 300gp
Endless Bandolier, 1500gp
+1 Chain Shirt, 1150gp
Mwk Buckler, 155gp
+1 Cloak of Resistance, 1000gp
Longsword, 15gp
Silver Morningstar, 33gp
Longbow, 100gp
* 20 Arrows, 1gp
* 20 Cold Iron Arrows, 2gp
* 20 Silver Arrows, 3gp

Hip Flask with Whiskey, 1gp 1sp
Belt Pouch

In/On Masterwork Backpack, 50gp

Artisan Tools, 5gp, 5 lbs
Powder Horn (10 uses), 13gp, 1 lbs
Gunsmith Kit, 15gp, 5 lbs
50 ft Silk Rope, 10 gp, 5 lbs

Normal Bandolier

(1) Air Crystals,
(1) Potion CLW,
(1) Potion Monkeyfish, 50gp
(1) Oil of Magic Weapon

Endless Bandolier

* 20 Alchemical Cartridge, 120gp (-2)
* 10 Silver Alchemical Cartridge, 70gp
* 10 Cold Iron Alchemical Cartridge, 120gp

Small Pouch #1
* Powder Horn, 13gp

Small Pouch #2
* 30 normal bullets, 30sp (-1)
* 10 silver bullets, 25gp
* 10 cold iron bullets, 2gp
* 10 adamantite bullets, 61gp

Small Pouch #3

Small Pouch #4

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Bullet Cost:

Name of Ammunition / Regular Cost / Gunsmithing Cost
Black Powder / 10gp / 1gp
Regular Bullet / 1gp / 1sp
Cold Iron Bullet / 2gp / 2sp
Silver Bullet / 25gp / 2gp, 5sp
Pitted Bullet / 5gp / 5sp
Adamantine Bullet / 61gp / 6gp, 1sp
Elysian Bronze Bullet / 21gp / 2gp, 1sp
Alchemical Silver Bullet / 3gp / 3sp
30 Mithral Bullets / 280gp / 28gp
10 Ghost Salted Bullets / 210gp / 201gp
Regular Paper Cartridge / 12gp / 6gp
Cold Iron Paper Cartridge / 24gp / 12gp
Adamantine Paper Cartridge / 72gp / 36gp
Elysian Bronze Paper Cartridge / 32gp / 16gp
Alchemical Silver Cartridge / 14gp / 7gp
Mithral Paper Cartridge / 262gp / 131gp*
Dragon's Breath Cartridge / 40gp / 20gp
Entangling Shot Cartridge / 40gp / 20gp
Flare Shot Cartridge / 10gp / 5gp

PP: 12/12

Dragons Demand I / 1536 gp / 3 xp / 4 pp
Dragons Demand II / 4800 gp / 3 xp / 4 pp
Dragons Demand III / 8712 gp
Dragons Demand IV / 1000 gp / 3 xp / 4 pp

Hall of Flesh Eaters / 1866 gp / 1 xp/ 2 pp

Access to: horn of fog, sandals quick reaction, amulet hidden strength, amulet natural armor +1, aquatic cummerbund, belt incredible dexterity, ring protection +1