Orim Holderhek's page

No posts. Alias of Kysterick.


Full Name

Orim Holderhek

Race

Dwarf

Classes/Levels

Gunslinger(Musket Master) 1

Gender

Male

Size

Medium, 4'2", 185lbs

Age

53

Alignment

LG/NG

Deity

Torag

Languages

Common, Dwarven, Giant, Gnome, Goblin, Orc

Occupation

Craftsman

Strength 13
Dexterity 18
Constitution 15
Intelligence 18
Wisdom 15
Charisma 11

About Orim Holderhek

Essentials:
AC: 4(Armor 4, Dex 4)
HP: 14 / 14
CMD: 17 +4 vs bull rush or trip
CMB: + 3
Initiative: + 4 (Dex 4)
Speed: 4 ft
Grit: 2/2

Saves
Fort: 4 (base 2, Con 2)
Refl: 6 (base 2, Dex 4)
Will: 3 (base 1, Wis 2)
+2 racial vs poison, spells, and spell-like abilities

Combat:
Melee: Warhammer +3(1 bab, 1 str) 1d8+1 x3 b
Dagger +3(1 bab, 2 str) 1d4+2 19-20x2 p/s
Ranged: Musket +6(1 bab, 4 dex) 1d12 x4 b&p 40ft

Abilities:


  • Darkvision 60ft
  • Defensive Training +4 dodge AC vs giants
  • Hatred +1 attack vs orcs, goblinoids
  • Hardy +2 vs poisons, spells, spell-like abilities
  • Stability +4 vs bull rush or trip
  • Craftsmen +2 craft/profession checks involving stone or metal
  • Grit
  • Gunsmith
  • Rapid Reloader

Deeds:

Steady Aim (Ex)
At 1st level, as long as a musket master has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet. This stacks with other abilities that increase her range increment.

Deadeye (Ex)
At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.

Quick Clear (Ex)
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.

Feats & Traits:

Feats:

  • Light Armor Proficiency
  • Simple Weapons Proficiency
  • Martial Weapons Proficiency
  • Exotic Weapon Proficiency(muskets only)
  • Rapid Reload (Musket)
  • Point Blank Shot

Traits:

  • Propitiation: At the start of each day, pick one of the following skills: Appraise, Bluff, Craft (pick one craft skill), Diplomacy, Intimidate, or Knowledge (local). You gain a +2 trait bonus on that skill until the start of the next day.
  • Eldritch Smith: Whenever you use the Craft skill or a crafting feat to make a stone or metal item, you reduce the cost of making the item by 5%. This includes metal-headed weapons with nonmetal parts, such as axes and spears.
  • Rough and Ready: When you use a tool of your trade (requiring at least 1 rank in the appropriate Craft or Profession skill) as a weapon, you do not take the improvised weapon penalty and instead receive a +1 trait bonus on your attack. This trait is commonly used with shovels, picks, blacksmith hammers, and other sturdy tools — lutes and brooms make terribly fragile weapons.

Skills:
(Class, Ranks, Ability, Misc)
-*Acrobatics (0,0,4,0) = 4
-Appraise (0,0,4,0) = 4
-Bluff (0,0,0,0) = 0
-*Climb (0,2,0,0) = 2
-Craft(Trapmaking) (3,1,4,2) = 10 +2 with stone or metal
-Craft(Weaponsmithing) (3,1,4,2) = 10 +2 with stone or metal
-Craft(Alchemy) (3,1,4,2) = 10 +2 with stone or metal
-Craft(Blacksmithing) (3,1,4,2) = 10 +2 with stone or metal
-Diplomacy (0,0,0,0) = 0
-Disable Device (0,1,4,2) = 7
-Disguise (0,0,0,0) = 0
-*Escape Artist (0,0,4,0) = 4
-*Fly (0,0,4,0) = 4
-Handle Animal (0,0,1,0) = 1
-Heal (3,1,2,0) = 6
-Intimidate (0,0,0,0) = 0
-Knowledge(Engineering) (3,1,4,0) = 8
-Perception (3,1,2,0) = 6
-Profession(Architect) (3,1,2,0) = 6
-*Ride (0,0,4,0) = 4
-Sense Motive (0,0,1,0) = 1
-Sleight of Hand (0,0,4,0) = 0
-*Stealth (0,0,4,0) = 8
-Survival (0,0,2,0)= 5
-*Swim (0,0,1,0) = 1
*=Armor check penalty of -1

Gear & Carrying Capacity:

Money
PP: 00
GP: 80
SP: 50
CP: 70

Equipment
Mwk Musket
Bullets(30)
Warhammer
Dagger
Mwk Chainshirt
Backpack
Healer’s Kit(10)
Chalk(5)
Fishing Hook
Twine
Flint and Steel
Sewing Needle
Signal Whistle
Mwk Thieves Tools
Explorer's Outfit
Powder Horn

Meatsac(Mule)
Pack Saddle
Feed(10)
Mwk Artisan’s Tools
Bedroll
Block and Tackle
Bucket
Crowbar
Portable Ram
Silk Rope(200ft)
Soap(5lbs)
Waterskins(3)
Miner’s Pick
Iron Pot
Pitons(5)
Shovel
Rations(5)
Sacks(3)
Artisan's Outfit(Blacksmith's Leathers)
Gunsmith's Kit
Powder Horn

Total Weight: 46 lbs
Light Load: 50 lbs
Medium Load: 100 lbs
Heavy Load: 150 lbs
Overhead: 150 lbs
Max Lift: 300 lbs
Push/Pull: 750 lbs

Favored Points:

[list]
  • Level 01 – Skill Point

  • SOP:

    TBD

    Appearance:

    An almost wiry Dwarf, Orim still has the appearance of long hours at the forge; burn marks, bulkier upper body. His beard is in two braids that look easy to throw over his should to get out of the way.

    Following him is stubborn looking mule weighted down with tools and equipment.

    Background:

    Like all dwarves, Orim spent some time in the forge learning the basics of craftmans. Unlike some, he never seemed to leave. Constantly asking the Master about different techniques and methods, he desired to build and construct no matter what it was. Eventually he decided to leave the holdings for a time in search of new ways of building.

    Eventually, his wanderings brought him into the contact and employment with the Explorer's Guild. Where better to learn about other's styles then surrounded by other races, working in concert to build and expand.

    With the call out for the expansion into the Furrbiddian, Orim saw his opportunity to be a part of one of the biggest projects of the time.

    Experience:

    TBD