Forwell Hog

Maps's page

790 posts. Organized Play character for Kobash.


Classes/Levels

Human Pistolero Gunslinger 6 / Alchemist 2 | HP 64/64 | AC 25 [F 17 T 19] | CMD 28 | F+11 R+16 W+6 | Init +10| Perc +11/+16 | Grit 2/4

About Maps

PFS#: 7162-5
XP: 23
PP: 44 (8 spent)
FAME: 44
.

Normal Statblock: AC 25 [F 17 T 19] | CMD 28 | F+11 R+16 W+6 | Init +10| Perc +11/+16
Mutagen Statblock: AC 27 [F 19 T 19] | CMD 30 | F+11 R+18 W+5 | Init +12| Perc +10/+15

Description: Maps is tall man with a thin dour face. He wears a long gray coat over a chain shirt, and a bandolier fitted with a few daggers and a starblade. Occasionally, the hilt of a finely carved firearm peeks from the folds of his coat. In his hand he carries a dark iron-bladed guisarme. With the exception of his face, tattoos of exotic maps cover his skin, peeking out from under clothing, giving the impression that his whole body might be decorated with them.

PORTRAIT

RACE: Human
CLASS/LEVEL: 8 (Pistolero Gunfighter 6 /Alchemist 2)
ALIGNMENT: N
INIT: +8 (+10)
AC: 25 F: 17 T: 19]
FOR: +11 REF: +16 WIL: +6
HP: 64

STR 14 DEX 20 (22) CON 12 INT 12 (14) WIS 14 CHA 7 (Lvl 4 & 8 bonus to Dex)

BA +7 CMB +9 CMD 28
+1 Double-barreled Pistol +14 (1d8+7, x4)
[Within 20 feet) +13 ranged touch, (1d8+12, x4) *includes PBS & DA
Masterwork Pistol +14, (1d8+6, x4)
[Within 20 feet) +13 ranged touch, (1d8+11, x4) *includes PBS & DA
Thrown dagger +14, (1d4+7, x2) Range 10 *includes PBS & DA
Throwing axe, melee +9, (1d6+2, x2) *includes PBS & DA
Throwing axe, ranged +12, (1d6+7, x2) Range 10 *includes PBS & DA
Starknife +12, (1d4+7, x3) Range 20 *includes PBS & DA
Mwk Cold Iron Guisarme +10, (2d4+3, x3)*Reach/Trip
Bomb +13 (1d6+2, x2)
*PBS = Point Blank Shot
*DA = Deadly Aim

SKILLS: 6
acrobatics 8 (+17)
climb 1 (+6)
craft (alchemy) 2 (+9)
bluff 1 (+2)
intimidate 4 (+5)
disable device 2 (+11)
knowledge (arcana) 2 (+6) *+13 with headband
knowledge (dungeoneering) 1 (+6)
knowledge (engineering) 4 (+9)
knowledge (geography) 3 (+9)
knowledge (local) 1 (+6)
knowledge (nature) 1 (+7)
linguistics 3 (+8)
perception 6 (+11/+16 with spectacles)
sleight of hand 1 (+10)
stealth 4 (+13)
spellcraft 2 (+7)
survival 2 (+7)
Languages: Common, Kelish, Hallit, Osiriani, Vudrani

FEATS: gunsmithing, point blank shot, deadly aim, extra bombs, throw anything, rapid reload (pistol), quickdraw, two-weapon fighting, extra grit
TRAITS: reactionary (+2 initiative), scholar of ruins (+1 to knowledge - geography and it is a class skill)
SPECIAL: deeds (up close and deadly +2d6, gunslinger's dodge, quick clear), nimble +2, gunslinger's initiative (+2), pistol-whip, utility shot, alchemy, bomb (1d6+2 5/day), mutagen (+4 dexterity, +2 natural armor, -2 wisdom), discovery (tentacle), gun training 1

Grit 4/4 remaining

PREPARED EXTRACTS
(3) Lvl 1 - shield, expeditious retreat, open

Formula Book
Lvl 1 - expeditious retreat, true strike, shield, cure light wounds, comprehend languages (learned from scroll), detect secret doors (learned from scroll), identify, crafter's fortune

SCENARIO and PRESTIGE:

CHRONICLES

Frostfur Captives - 1xp/2pp/502gp +10gp DJ = 512gp
(GM) First Steps Part 1 - 1xp/2pp/417gp
We Be Goblins! - 1xp/1pp/500gp
(GM) First Steps Part 2 - 1xp/2pp/419gp
Frozen Fingers of Midnight - 1xp/2pp/467gp + 50gp DJ = 517gp
The Icebound Outpost - 1xp/2pp/524gp +10gp DJ = 534gp
Infernal Vault - 1xp/2pp/1634gp +10gp DJ = 1644gp
The Blakros Matrimony - 1xp/2pp/1257gp +10gp DJ = 1267gp
QfP III: Defenders of Nesting Swallow - 1xp/2pp/1840gp +5gp DJ = 1845gp
QfP II: On Hostile Waters - 1xp/2pp/1839gp +10gp DJ = 1849gp
(GM) Citadel of Flame - 1xp/2pp/1810gp
Among the Gods - 1xp/2pp/1266gp +50gp DJ = 1316gp
BtD I: The Bloodcove Disguise - 1xp/2pp/2248gp +10gp DJ = 2258gp
BtD II: Rescue at Azlant Ridge - 1xp/2pp/2233.5gp +10gp DJ = 2243.5gp
(GM) Murder on the Throaty Mermaid - 1xp/2pp/1309gp
Dawn of the Scarlet Sun - 1xp/1pp/2252gp +5gp DJ = 2257gp
(GM) Thornkeep - Dark Menagerie - 3xp/4pp/8712gp +375gp Boon = 9087gp
The Rebel's Ransom - 1xp/2pp/4002gp +50gp DJ = 4052gp
The Technic Siege - 1xp/2pp/3975gp +75gp DJ = 4050gp
Beacon Below - 1xp/1pp/4366gp +20gp DJ = 4386gp
Fires of Karamoss - 1xp/2pp/5450gp +50gp DJ = 5500gp
Returned to Sky - 1xp/2pp/4336gp +75gp DJ = 4411gp

WEALTH and EQUIPMENT:

Starting Wealth + Scenario Gold: 52,333.5gp

Money Accounting:
10 alchemical cartridges (bullets) 12gp (all expended)
12 daggers 24gp
throwing axe 6gp
starknife 24gp
Guisarme 9gp
backpack 2gp
hemp rope with grappling hook 2gp
Studded leather 25gp
traveler's outfit 1gp
Subtotal: 105

Frozen Fingers of Midnight
SELL studded leather 12.5gp
SELL guisarme 4.5gp
2PP wand of cure light wounds (17 charges)
Wand of Disguise Self (5 charges when bought/1 charge used) 75gp *From Service to Lore Part 1
masterwork cold iron guisarme 318gp
chain shirt 100gp
silver weapon blanch x5 25gp
wayfinder 250gp
ioun torch 75gp
backpack 2gp
sack 1sp
belt pouch 1gp
map case 1gp
thieve's tools 30gp
powder 1 cp
3 empty flasks 9cp
liquid ice x2 80gp (1 expended)
50' silk rope 10gp
20 bullets 10gp (all expended)
20 doses of black powder 20gp (all expended)
2 powder horns 9gp
oil of magic weapon x2 100gp (2 expended)
Subtotal: 1103.2 - 17 sold = 1086.2

Icebound Outpost
10 bullets 5gp (all expended)
10 doses of black powder 10gp (all expended)
1 powder horn 3gp
Potion of endure elements - 50gp
Scroll of comprehend languages - 25gp (learned and added to formulas)
Upgrade firearm to masterwork 300gp
Cold weather outfit - 8gp
Spring loaded wrist sheath - 5gp
Subtotal: 406

Infernal Vault
2PP wand of shield (34 charges)
SELL chain shirt 50gp
mithril chain shirt 1100gp
spring loaded wrist sheath - 5gp
weapon cord 1gp
scroll of detect secret doors 25gp (scribed to formulas)
potion of touch of the sea 50gp (expended)
10 adamantine bullets 61gp (4 expended)
10 silver bullets 25gp
antitoxin 50gp
masterwork thieves tools 100gp
Subtotal: 1467

Blakros Matrimony
Courtier's Outfit 30gp
Flask of Liquid Ice 40gp
Potion of Borrow Skill 50gp
Potion of Vanish x2 100gp
Potion of Darkvision 300gp
Subtotal: 520

Quest for Perfection III - Defenders of Nesting Swallow
Mwk Double-barreled pistol 2050gp
10 alchemical cartridges 12gp (all expended)
10 bullets 1gp (all expended)
10 doses of black powder 10gp (all expended)
powder horn 3gp
ghost salts 200gp
oil of magic weapon 50gp
Subtotal: 2326

Quest for Perfection II
Enchant Double-barreled pistol (+1) 2000gp
Subtotal: 2000

Among the Gods
allnight 75gp
scroll of lesser restoration 150gp
Subtotal: 225

Before the Dawn I
belt of incredible dexterity +2 4000gp
upgrade mithril chain shirt by +1 1000gp
Subtotal: 5000

The Rebel's Ransom
2PP Wand of Identify (49 charges)
20 cold iron bullets 4gp (2 expended)
20 doses of black powder 20gp (7 expended)
ring of protection +1 2000gp
boro bead (1st) 1000gp
eyes of the eagle 2500gp
potion of see invisibility 300gp
scribing cost for crafter's fortune 10gp
Subtotal: 5834

The Technic Siege
40 bullets 4gp (13 expended)
40 doses of black powder 40gp (11 expended)
potion of touch of the sea 50gp
Subtotal: 94

Beacon Below
2PP wand of endure elements (50 charges)
wand of detect secret doors (14 charges) 210gp *From Thread of Silver Chronicle
10 alchemical cartridges (bullets) 12gp (1 expended)
+2 cloak is resistance 4000gp
handy haversack 2000gp
upgrade mithril chain shirt by +1 (now +2 total) 3000gp
masterwork tool (map tattoos) 50gp
Subtotal: 9272

Returned to Sky
headband of vast intelligence +2 (knowledge arcana) 4000gp
adventurer's chronicle (+2 knowledge geography - 1d4 rounds to use) 50
Subtotal: 4050

Total Spent: 32385.2gp
Current Wealth: 19948.3gp

Gunslinger Abilities:

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. She must choose to spend the grit point before she makes the attack roll. 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. This deed replaces the deadeye deed.

Gunslinger Initiative (Ex): 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 (Ex): 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 (Ex): 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.

Gun Training (Ex): Starting at 5th level, a gunslinger can select one specific type of firearm (such as an axe musket, blunderbuss, musket, or pistol). She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of firearm. Furthermore, when she misfires with that type of firearm, the misfire value of that firearm increases by 2 instead of 4.

Alchemist Abilities:

Tentacle (Ex): The alchemist gains a prehensile, arm-length tentacle on his body. The tentacle is fully under his control and cannot be concealed except with magic or bulky clothing. The tentacle does not give the alchemist any extra attacks or actions per round, though he can use it to make a tentacle attack (1d4 damage for a Medium alchemist, 1d3 damage for a Small one) with the grab ability. The tentacle can manipulate or hold items as well as the alchemist's original arms can (for example, allowing the alchemist to use one hand to wield a weapon, the tentacle to hold a potion, and the third hand to throw a bomb). Unlike an arm, the tentacle has no magic item slots.

Boons:

(We Be Goblins!) You Be Goblin!: You have special insight into the distractible and sadistic mind of a goblin. You gain a +2 bonus on all Bluff, Diplomacy, Intimidate, and Sense Motive checks made against goblins.

(Frosen Fingers of Midnight) The Yagevna family in Irrisen recognizes you as a close associate for freeing their daughter, Natalya, from her icy prison. When in Irrisen, you gain a +2 circumstance bonus on all diplomacy rolls when you mention the Yagevna family and how you assisted them.

(Among the Gods) Harvestman's Bane: Word spreads of your involvement in the elimination of the cult of Zyphus in Taldor. You gain a +2 bonus on Intimidate checks against worshipers of Zyphus.

(BtD - Bloodcove Disguise) The Favor of Cartahegn: While in a settlement of 5,000 people or more anywhere on the continent of Garund, you may purchse mundane equipment (bot not weapons or armor) through your favorable connections with House Cartahegn at a 10% discount.

(Dawn of the Scarlet Sun) Resources of Redemption: For your aid, the Church of Sarenrae assists you in acquiring tools of the faith. Treat your Fame as 2 higher to determine your maximum item cost when purchaseingg any of the following: weapons with the bane undead, flaming, or flaming burst special ability; shields with the blinding special ability; crowns of blasting, necklaces of fireballs, phylacteries of faithfulness, staves of healing, or staves of illumination.

(Thornkeep - Dark Menagerie) Millennial Lore: In return for her freedom, Melabdara promised you a future service. When you would fail to earn a Prestige Point at the end of a scenario, you may call upon Melabdara to provide you with long-lost information that might prove just as enticing to your faction as your assigned mission, and that earns you 1 Prestige Point as though you had completed the faction mission. This boon may only be used for faction missions, and may not apply to a scenario’s success conditions. When you use this boon, cross it off the Chronicle sheet.