Zooif

Puurrupup's page

67 posts. Organized Play character for Tom G.


Full Name

Purrupup

Race

| HP 64+7/64 | AC 24 / 17 T / 20FF | CMD +4 CMD 20 | F +9, R +10, W +8 | Init +3 | Perc +13 SM +5

Classes/Levels

|Speed 30ft | Spells 1st:2/3, 2nd: 2/2; Influence 1/5; Taboo 2/2 Dark Communion 6/7 grit 5/5| Active Conditions: Marshal spirit, reroll used

About Puurrupup

Puurrupup
Male grippli gunslinger (mysterious stranger) 1/medium (fiend keeper) 7 (Pathfinder Player Companion: Blood of the Beast 8, Pathfinder RPG Bestiary 2 149, Pathfinder RPG Occult Adventures 30, Pathfinder RPG Ultimate Combat 9, 51)
NG Small humanoid (grippli)
Init +3; Senses darkvision 60 ft.; Perception +13
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Defense
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AC 22, touch 15, flat-footed 19 (+5 armor, +1 deflection, +3 Dex, +2 shield, +1 size)
hp 64 (8 HD; 7d8+1d10+19)
Fort +9, Ref +9, Will +8
Weaknesses taboo (leave none behind)
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Offense
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Speed 30 ft., climb 20 ft.
Melee cestus +6/+1 (1d3+1/19-20) or
. . dagger +6/+1 (1d3+1/19-20) or
. . rapier +6/+1 (1d4+1/18-20)
Ranged +1 evil outsider-bane double-barreled pistol +11/+6 (1d6+3/×4 plus 2d6 vs. Evil Outsider) or
. . pistol +10 (1d6+2/×4)
Special Attacks deeds (deadeye, focused aim, gunslinger's dodge), grit (5), inspiring call +2 (standard action), marshal's order, seance boon (marshal), shared seance, spirit (Marshal, 1 influence)
Medium (Fiend Keeper) Spells Known (CL 7th; concentration +12)
. . 2nd (2/day)—haste, mirror image
. . 1st (3/day)—expeditious retreat, heightened awareness[ACG], ill omen[APG], liberating command[UC]
. . 0 (at will)—detect magic, mage hand, message, prestidigitation, read magic, stabilize
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Statistics
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Str 8, Dex 16, Con 14, Int 10, Wis 12, Cha 21
Base Atk +6; CMB +4; CMD 18
Feats Gunsmithing[UC], Point-Blank Shot, Precise Shot, Rapid Reload, Spirit Focus (marshal)[OA]
Traits - custom trait -, life of toil
Skills Acrobatics +7, Bluff +15, Climb +11, Craft (alchemy) +4, Diplomacy +24, Disguise +11, Intimidate +17, Knowledge (local) +4, Knowledge (planes) +4 (+6 Concerning demons), Knowledge (religion) +4, Perception +13, Perform (comedy) +11, Perform (oratory) +15, Sense Motive +5, Sleight of Hand +7, Stealth +7 (+11 in marshes and forested areas.), Swim +3, Use Magic Device +19; Racial Modifiers +2 Diplomacy, +2 Intimidate
Languages Common
SQ camouflage, dark communion (two powers, 7 temporary hp), dark communions (fiendish form, spirit power), evil spirit, gunsmith, hypnotism (diplomacy), prognostication (sense motive), read aura (perception), spirit bonus (+2 on Charisma checks and Charisma-based skill checks, as well as on spirit surge rolls), spirit surge 1d6+1
Combat Gear bullet[UC] (50), cold iron bullet[UC] (50), potion of cure light wounds, potion of remove blindness/deafness, scroll of comprehend languages, scroll of share language, wand of bless weapon (10 charges), wand of cure light wounds, wand of cure light wounds (12 charges), antitoxin, weapon blanch (ghost salt); Other Gear +1 mithral chain shirt, +1 buckler, +1 evil outsider-bane double-barreled pistol[UC], adamantine bullet[UC] (30), cestus[APG], dagger, paper cartridge[UC] (15), pistol[UC], rapier, silver bullet[UC] (30), belt of mighty constitution +2, circlet of persuasion, cloak of resistance +2, cracked magenta prism ioun stone, handy haversack, headband of alluring charisma +2, lesser talisman of beneficial winds[OA], ring of protection +1, scavenger's stone, bandolier[UE], belt pouch, belt pouch, gunsmith's kit[UC], lady's mercy (worth 150 gp), masterwork backpack[APG], masterwork thieves' tools, nine-eaves key (worth 1,500 gp), wrist sheath, spring loaded, wrist sheath, spring loaded, 339 gp
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Special Abilities
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Camouflage +4 Stealth in marshes and forested areas.
Climb (20 feet) You have a Climb speed.
Dark Communion (7/day) (Su) As full-rd act, gain info (as contact other plane) or ability for 1 min (Int/Cha check, +1 infl on fail).
Darkvision (60 feet) You can see in the dark (black and white only).
Deeds Use Grit to perform special abilities with your firearms.
Evil Spirit (Su) +1 infl if do evil, protection from evil suppress benefit, at 3 infl treated as evil align.
Fiendish Form (Su) When communing, gain darkvision and fly at higher levels.
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.
Hypnotism (Diplomacy, 1/day) Use power of suggestion to alter subject's mind or recover memories.
Inspiring Call +2 (standard action) (Su) As listed action, grant all allies in sight & hearing bonus to saves or att/dam for 1 rd.
Leave None Behind Cannot leave behind or sacrifice any ally, even summoned creatures.
Marshal's Order (Su) Can use spirit surge on new rolls, and on allies who were in seance in 30 ft.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Prognostication (Sense Motive, 1/day) You are skilled in means of folk divination.
Rapid Reload (Double-barreled pistol) You can reload fast with one type of Crossbow or Firearm.
Read Aura (Perception, 1/day) Read the psychic impressions left on objects or in places.
Seance Boon (Marshal) (Seance Boon (Champion)) (Su) Gain any seance boon of another legend.
Shared Seance (Su) Can share the Seance bonus with others.
Spirit (Su) A medium serves as a vessel to channel spirits—astral echoes of powerful souls from ages past that live on in myth and legend. Each day, a medium can channel a spirit through a ritual known as a seance. Seances take 1 hour to perform and require th
Spirit Bonus +2 (Su) Gain a bonus based on the type of spirit you host.
Spirit Focus (Marshal) Your spirit bonus from selected legend increases by 1.
Spirit Power +1 (Su) When communing, gain listed bonus to spirit bonus.
Spirit Surge 1d6+1 (+3, 1/round) (Su) Add a die to a failed check modified by spirit bonus, which can change it to success.