Classes/Levels |
Gunslinger 1/ Cleric 5 | HP 44/44 | AC: 21 T:13 FF:19 | CMD:17 | F8 R8 W11 | Perception +15 Init +2 |
About Kricker Godridden
Kricker Godridden
Male kobold cleric of Gorum 5/gunslinger (musket master) 1 (Pathfinder RPG Bestiary 183, Pathfinder RPG Ultimate Combat 9, 50)
N Small humanoid (reptilian)
Init +2; Senses darkvision 60 ft.; Perception +15
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Defense
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AC 21, touch 13, flat-footed 19 (+7 armor, +2 Dex, +1 natural, +1 size; +2 deflection vs. evil)
hp 44 (6 HD; 5d8+1d10+9)
Fort +7, Ref +7, Will +10; +2 resistance vs. evil
Weaknesses light sensitivity
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee adamantine greatclub +8 (1d8+3) or
. . +1 chainsaw +8 (2d8+4/18-20)
Ranged autograpnel +5 (1d8+6/×3)
Special Attacks channel positive energy 5/day (DC 12, 3d6), deeds (deadeye, quick clear, steady aim), grit (3)
Cleric Spells Prepared (CL 5th; concentration +8)
. . 3rd—blindness/deafness (DC 16), magic vestment[D], searing light
. . 2nd—aid[D], bull's strength, hold person (DC 15), resist energy
. . 1st—comprehend languages, magic weapon[D], obscuring mist, protection from evil, shield of faith
. . 0 (at will)—detect magic, guidance, purify food and drink (DC 13), stabilize
. . D Domain spell; Domains Conversion inquisition[UM], War (Tactics[APG] subdomain)
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Statistics
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Str 14, Dex 14, Con 12, Int 14, Wis 16, Cha 10
Base Atk +4.75; CMB +5; CMD 17
Feats Exotic Weapon Proficiency (chainsaw), Extra Channel, Gunsmithing[UC], Iron Will, Rapid Reload, Technologist
Traits blood of dragons, numerian archeaologist
Skills Acrobatics -1 (-5 to jump), Craft (alchemy) +6, Craft (firearms) +7, Diplomacy +10, Knowledge (engineering) +10, Knowledge (religion) +7, Linguistics +6, Perception +14, Sense Motive +7, Spellcraft +10, Stealth +7, Survival +7; Racial Modifiers +2 Perception
Languages Androffan, Common, Draconic, Dwarven, Undercommon
SQ crafty, gunsmith, seize the initiative
Combat Gear wand of cure light wounds, wand of cure light wounds; Other Gear +1 breastplate, +1 chainsaw, adamantine greatclub, arc rifle, autograpnel, belt of giant strength +2, cloak of resistance +1, backpack, belt pouch, flint and steel, gravity clip, gunsmith's kit[UC], mess kit[UE], powder horn[UC], silk rope (50 ft.), spell component pouch, wooden holy symbol of Gorum, 350 gp
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Special Abilities
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Cleric Channel Positive Energy 3d6 (5/day, DC 12)[used 1/5] (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Conversion Inquisition) Deities: Any deity.
Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Cleric Domain (Tactics)
Crafty Kobolds gain a +2 racial bonus on Craft (traps), Perception, and Profession (miner) checks. Craft (traps) and Stealth are always class skills for a kobold.
Darkvision (60 feet) You can see in the dark (black and white only).
Deeds Use Grit to perform special abilities with your firearms.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmith Gain free starting firearm that only you can use properly.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Rapid Reload (Musket) You can reload fast with one type of Crossbow or Firearm.
Seize the Initiative (6/day) (Su) An ally within 30' may take the better of 2d20 for initiative
Technologist You are familiar with the basic mechanics of technology.