Race |
F +8 R +11 W +8 | Perc +8 | Stealth +9 | |
Classes/Levels |
25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative, feather step, wary disarmament |
Gender |
Human (Varisian) Gunslinger 3 | HP 35/35 | AC 20 | |
About Ovidivo
Human (versatile)
Sabateur
Gunslinger (way of the drifter); Level: 3
Medium humanoid, human
Languages: Common (Taldane), Varisian, Keleshite
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ABILITY SCORES
STR +3, DEX +4, CON +1
INT +0, WIS +1, CHA +0
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SENSES
[dice=Perception (E)]1d20+8[/dice]
Special Senses:
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DEFENSES
HIT POINTS: 35
ARMOR CLASS
AC: 20 (10 + (4 DEX) + (5 proficiency) + (1 item))
Unarmored: (T), Light: (T), Medium: (T), Heavy: (U)
SAVING THROWS
[dice=Fortitude (E)]1d20+8[/dice]
[dice=Reflex (T)]1d20+11[/dice]
[dice=Will (E)]1d20+8[/dice]
Notes: Stubborn (if failed save vs. controlled, roll again)
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OFFENSE
Class DC: 19 (10 + (4 DEX) + (5 T)
Speed: 25 ft
Melee Strikes
{+1 Chain Sword} (finesse, reach, sweep, uncommon)
[dice=+1 Chain Sword (T)]1d20+10[/dice]
[dice=Magic, Slashing]1d6+3[/dice]
{Chain Sword - No Pistol} (finesse, reach, sweep, uncommon)
[dice=Chain Sword (T)]1d20+9[/dice]
[dice=Slashing]1d6+3[/dice]
{Dagger} (agile, finesse, thrown 10 ft, versatile S)
[dice=Dagger (T)]1d20+9[/dice]
[dice=Piercing/Slashing]1d4+3[/dice]
{Light Hammer} (agile, thrown 20 ft)
[dice=Light Hammer (T)]1d20+8[/dice]
[dice=Bludgeoning]1d6+3[/dice]
{Fists} (agile, finesse, nonlethal, unarmed)
[dice=Fist (T)]1d20+9[/dice]
[dice=Nonlethal, Bludgeoning]1d4+3[/dice]
Ranged Strikes
{+1 Dueling Pistol} (concealable, concussive, fatal d10) (range 60 ft)
[dice=+1 Dueling Pistol (E)]1d20+12[/dice]
[dice=Magic, Piercing (concussive)]1d6+1[/dice]
[dice=If critical hit, double this: Magic, Piercing (concussive)]1d10+1[/dice] + [dice=and add this]1d10[/dice]
Weapon Proficiencies
Simple: (T), Martial: (T), Advanced (chain sword, crossbows, firearms): (T), Other (crossbows, firearms): (E)
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SKILLS
[dice=Acrobatics (E)]1d20+11[/dice]
[dice=Arcana (U**)]1d20+3[/dice]
[dice=Athletics (T)]1d20+8[/dice]
[dice=Crafting (U**)]1d20+3[/dice]
[dice=Deception (U**)]1d20+3[/dice]
[dice=Diplomacy (U**)]1d20+3[/dice]
[dice=Intimidation (U**)]1d20+3[/dice]
[dice=Lore (Engineering) (T)]1d20+5[/dice]
[dice=Lore (Pathfinder Society) (E)]1d20+7[/dice]
[dice=Medicine (U**)]1d20+4[/dice]
[dice=Nature (U**)]1d20+4[/dice]
[dice=Occultism (U**)]1d20+3[/dice]
[dice=Performance (U**)]1d20+3[/dice]
[dice=Religion (T)]1d20+6[/dice]
[dice=Society (U**)]1d20+3[/dice]
[dice=Stealth (T)]1d20+9[/dice]
[dice=Survival (U**)]1d20+4[/dice]
[dice=Thievery (E)]1d20+11[/dice]
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FEATS:
Ancestry Feats and Abilities
Ancestry Ability: +1 language known
Heritage Ability: Versatile (bonus general feat: feather step)
1st: Unconventional Weaponry (chain sword: Molthune)
Skill Feats
Background: Concealing Ledgermain
2nd: Wary Disarmament
General Feats
3rd: Incredible Initiative
Class Feats and Abilities
Feature 1st: Way of the Drifter
Feature 1st: Initial Deed (Into the Fray)
Feature 1st: Slinger’s Reload (Reloading Strike)
Feature 1st: Singular Expertise
1st: Sword and Pistol
2nd: Pathfinder Agent Dedication
Feature 3rd: Stubborn (if failed save vs. controlled condition, roll again)
Bonus Feats
Feather Step (versatile)
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Actions
Sword and Pistol (feat): Successful melee strikes prevent reactions that would trigger on ranged attacks. Successful firearm strikes cause the target to be Off-Guard for the next melee attack.
◇ Into the Fray (roll initiative): Draw 1 firearm and 1 melee weapon. As the first action on the first turn, may ◇ Stride as a free action toward an enemy. If no enemies are perceptible then cannot use this ◇ Stride.
◆ Reloading Strike: Make a melee Strike then Interact to Reload a firearm (does not require a free hand).
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EQUIPMENT
Held Items: chain sword, +1 dueling pistol
Worn Items: 30 firearm ammunition, wayfinder (light), leather lamellar armor, dagger, light hammer, thieves’ tools, backpack, signal whistle, clothing (explorer’s), manacles (poor), compass
Stowed Items: candle (1), chalk, earplugs, mug, piton, sack, torch (1), bedroll, soap, flint and steel, waterskin, grappling hook, hammer, clothing (winter), crowbar, rope (50 ft), tent (pup), writing set
Bulk: 3.2 (Encumbered at: 8 = 5 + (3 STR); Maximum at: 13 = 10 + (3 STR))
Backpack: 1.1 of 2
Coins: 8.01 gp