Kovax Exner's page

514 posts. Alias of Malcolm Reigns.

Full Name

Kovax Exner




Mechanist/Savage Technologist Level 7







Strength 16
Dexterity 18
Constitution 12
Intelligence 13
Wisdom 10
Charisma 6

About Kovax Exner

Kovax Exner
Male human barbarian (savage technologist) 5/gunslinger 1 (Pathfinder Campaign Setting: Technology Guide 13, Pathfinder RPG Ultimate Combat 9)
N Medium humanoid (human)
Init +8; Senses Perception +8
AC 23, touch 16, flat-footed 15 (+5 armor, +6 Dex, +2 Natural)
hp 74 (5 HD; 1d10+5d12+11)
Sanity 31, threshhold 1, edge 15
Fort +, Ref+7 +11, Will +3; +4 save vs. magic while raging., +1 bonus vs. spells and spell-like abilities
Defensive Abilities trap sense +1
Speed 40 ft.
Melee adamantine dwarven dorn-dergar +11 (1d10+7) or
. . battleaxe +10 (1d8+5/×3) or
. . cestus +10 (1d4+5/19-20) or
. . chakram +9 (1d8+5)
Ranged +1 inferno pistol +12 (1d6+1 fire) or
. . autograpnel +11 (1d8+6/×3) or
. . blunderbuss +11 (1d8) or
. . stun gun +11 (1d8 nonlethal)
Space 5 ft.; Reach 5 ft. (10 ft. with adamantine dwarven dorn-dergar)
Special Attacks deeds (deadeye, matter over mind, quick clear), grit (1), rage (11 rounds/day), rage powers (smasher[APG], superstition)
Str 20, Dex 22, Con 12, Int 13, Wis 10, Cha 8
Base Atk +5; CMB +10; CMD 26
Feats Combat Reflexes, Dorn-dergar Master, Gunsmithing[UC], Technologist, Two-weapon Fighting
Traits clever wordplay, numerian archeaologist, reactionary
Skills Acrobatics +10 (+14 to jump), Climb +9, Diplomacy +9 (+14 when interacting with tribal cultures), Disable Device +17, Knowledge (engineering) +9, Knowledge (local) +7, Perception +8, Ride +10, Sense Motive +1, Stealth +7, Survival +4, Swim +9
Languages Androffan, Common, Undercommon
SQ engineering knowledge is power, fast movement, gunsmith, mechanical aptitude, primal magnetism, sword and gun, trapfinding +1
Other Gear +1 mithral shirt, lamellar (leather) armor[UC], +1 inferno pistol, adamantine dwarven dorn-dergar, autograpnel, battleaxe, black powder[UC] (5), blunderbuss[UC], bullet[UC] (20), cestus[APG], chakram[APG], stun gun, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), masterwork thieves' tools, mess kit[UE], pot, powder horn[UC], torch (10), trail rations (5), waterskin, 63 gp
Special Abilities
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Deeds Use Grit to perform special abilities with your firearms.
Dorn-Dergar Master You can use a dorn-dergar with only one hand.
Engineering Knowledge Is Power (Ex) Spend a swift action to receive a +2 bonus to firearm damage.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
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.
Mechanical Aptitude (Ex) You gain trapfinding like a rogue and disable device is a class skill.
Primal Magnetism (Ex) Spend 2 rds/rage to gain +2 bonus to a Diplomacy check.
Rage (11 rounds/day) (Ex) +4 Str, +4 Dex, +2 to Will saves when enraged.
Lessor Beast Totem (While rage) (Su) Gain two claw attacks 1d6 of Slashing damage plus Strength modifier. [/b]
Beast Totem (While rage) (Su) Gain Natural Armor +1 (+1 per 4 levels) [/b]
Superstition +4 (Ex) +4 save vs. magic while raging, but resist all spells, even allies'.[/b]
Sword and Gun (Ex) When wielding firearm and light or one-handed weapon, do not provoke with firearm attacks.
Technologist You are familiar with the basic mechanics of technology.

Benefit: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological su
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.