Yimni

Mefindio Chezwezlian's page

199 posts. Alias of Hawkwen Agricola.


Full Name

Mefindio Chezwezlian

Race

Gnome

Classes/Levels

Cavalier (Spellscar Drifter) 4

Gender

AC17/T14/FF15/CMD17|HP53[53]F:+6;R:+4;W+1||Init:+3|Perc.+6

About Mefindio Chezwezlian

Mefindio Chezwezl
Gnome cavalier (spellscar drifter) 4 )
N Small humanoid (gnome)
Init +3; Senses low-light vision; Perception +6
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Defense
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AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size)
hp 37 (4d10+12)
Fort +6, Ref +4, Will +1 (+2 to saves vs. emotion and fear); +2 vs. illusions, +2 vs. the spells and spell-like abilities of the subject of your challenge
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee gnome hooked hammer +6 (1d6+1/×3/×4) or
. . lance +6 (1d6+1/×3) or
. . shortsword +8 (1d4+1/19-20) or
. . whip +8 (1d2+1 nonlethal)
Ranged mwk pistol +9 (1d6/×4)
Special Attacks challenge 2/day (+4 damage, +2 to save vs. targets spells and on bluff/sense m), hatred
Spell-Like Abilities (CL 4th; concentration +6)
. . 1/day—dancing lights, ghost sound (DC 13), prestidigitation, speak with animals
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Statistics
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Str 13, Dex 16, Con 14, Int 13, Wis 10, Cha 14
Base Atk +4; CMB +6; CMD 17
Feats Agile Maneuvers, Amateur Gunslinger[UC], Catch Off-guard, Combat Expertise, Deadly Aim, Gunsmithing[UC], Mounted Combat, Point-blank Shot, Power Attack, Precise Shot, Rapid Reload, Rapid Shot, Throw Anything, Weapon Finesse
Traits skymetal smith
Skills Acrobatics +1 (-3 to jump), Bluff +6, Craft (alchemy) +5, Craft (mechanical) +6, Diplomacy +6, Disable Device +0, Handle Animal +8, Intimidate +6, Knowledge (arcana) +5, Knowledge (religion) +5, Perception +6, Ride +8, Sense Motive +4, Survival +1; Racial Modifiers +2 Perception
Languages Common, Dwarven, Gnome, Sylvan
SQ deed: deadeye, deed: quick clear, expert trainer +2, gnome magic, have gun, mount, order of the tome, specialized knowledge

Other Gear chain shirt, alchemical cartridge (paper) (5), black powder (10), pistol, firearm bullet (20), gnome hooked hammer, lance, shortsword, whip, adventurer's sash, bandolier, flint and steel, powder horn, signal whistle, 47 gp, 5 sp, 1 cp

Equipment on Mount (Trigger)Other Gear black powder (10), artisan's tools, bedroll, bit and bridle, bread (2), cheese (2), gnome trail rations (2), grappling hook, meat (2), piton (5), powder horn, riding saddle, hemp rope (50 ft.), sack, saddlebags, torch (10), twine (50'), waterproof bag, waterskin, 1 gp, 4 cp

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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Amateur Gunslinger Although you are not a gunslinger, you have and can use grit.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Expert Trainer +2 (Ex) +2 to train mounts, reduced training time option.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.
Have Gun At 1st level, the Spellscar drifter gains Amateur Gunslinger (Ultimate Combat 89) and Gunsmithing (Ultimate Combat 103) as bonus feats. The Spellscar drifter uses his Charisma modifier (minimum 1) in place of his Wisdom modifier when de
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Order of the Tome Knowledge is the stepping stone of both truth and power.

The members of this order devote themselves to the preservation of knowledge. Most would protect written knowledge at all costs, but there are members that believe there is such thing as kno
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Reload (-Choose-) You can reload fast with one type of Crossbow or Firearm.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Skymetal Smith (Kept the item) +2 to Will saves vs. emotion and fear.
Specialized Knowledge (Knowledge [arcana]) (Ex) +2 on Know (Arcana) checks involving books, tomes, scrolls, or any other form of written knowledge.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Tome's Challenge +4 (2/day) (Ex) +4 to damage target, -2 AC vs. others when used, +2 bonus on all saving throws against spells or spell-like abilities cast by the subject of his challenge and a +2 bonus on all Bluff and Sense motive checks involving the subject of his challenge.

Trigger (Mount)
Animal Companion
Pony
N Medium animal
Init +2; Senses low-light vision, scent; Perception +5
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Defense
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AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp 26 (+8)
Fort +6, Ref +6, Will +1; +4 morale bonus vs. fear and emotion effects.
Defensive Abilities evasion
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Offense
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Speed 40 ft.
Melee 2 hooves +6 (1d3+3)
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Statistics
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Str 17, Dex 14, Con 14, Int 2, Wis 11, Cha 4
Base Atk +3; CMB +6; CMD 18 (22 vs. trip)
Feats Stable Gallop, Valiant Steed
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +6 (+10 to jump), Climb +7, Perception +5
SQ combat riding
Other Gear black powder (10), artisan's tools, bedroll, bit and bridle, bread (2), cheese (2), gnome trail rations (2), grappling hook, meat (2), piton (5), powder horn, riding saddle, hemp rope (50 ft.), sack, saddlebags, torch (10), twine (50'), waterproof bag, waterskin, 1 gp, 4 cp
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Special Abilities
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Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Evasion (Ex) No damage on successful reflex save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Stable Gallop 1/2 AC penalty for charge, lessen rider penalty on ranged att and +4 to movement conc check.
Valiant Steed +4 vs fear/emotion effects & to push you into unnatural aura. Wounds don't increase push DC.