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Quint Zorn's page

122 posts. Organized Play character for Tyranius.


Full Name

Quint Zorn

Race

Human (3.0P)

Classes/Levels

Gunslinger (Pistolero) 1 Alch 2 | HP 20/20 | AC 18;TCH 15; FF 13; | F +5; R +10; W+3 | CMB +1; CMD 16 | INIT +7; Perc +7 | Grit 2/3; Paper Bullets 32/38; Bullets 18/26; Bomb 2/2; Wands: CLW 44/50

Gender

Male

Size

Med

Strength 9
Dexterity 20
Constitution 10
Intelligence 8
Wisdom 16
Charisma 7

About Quint Zorn

Quint Zorn

Male human alchemist 2/gunslinger (pistolero) 1 ( Pathfinder RPG Advanced Player's Guide 26, Pathfinder
RPG Ultimate Combat 9, 51)
CG Medium humanoid (human)
Init +7; Senses Perception +7

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Defense
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AC 18, touch 15, flat-footed 13 (+3 armor, +5 Dex)

hp 20 (3 HD; 2d8+1d10)

Fort +5, Ref +10, Will +3; +2 bonus vs. poison

Resist poison resistance

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Offense
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Speed 30 ft.

Melee rapier +1 (1d6-1/18-20) or

unarmed strike +1 (1d3-1 nonlethal)

Ranged bomb +8 (1d6-1 Fire) or

mwk double-barreled pistol +8 (1d8/×4)

Special Attacks bomb 3/day (1d6-1 fire, DC 10), deeds (gunslinger's
dodge, quick clear, up close and
deadly), grit (3)

Alchemist Extracts Prepared (CL 2nd; concentration +1)

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Statistics
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Str 9, Dex 20, Con 10, Int 8, Wis 16, Cha 7

Base Atk +2; CMB +1; CMD 16

Feats Extra Bombs APG, Gunsmithing UC, Point-blank Shot, Rapid Reload, Rapid Shot, Throw Anything

Traits reactionary, scholar of the great beyond

Skills Acrobatics +8, Bluff +2, Craft (alchemy) +3 (+5 to create alchemical items), Knowledge
(engineering) +3, Knowledge (history) +4, Knowledge (local) +3, Knowledge (planes) +1, Perception +7,
Spellcraft +3, Survival +7, Swim +2, Use Magic Device +2

Languages Common

SQ alchemy (alchemy crafting +2), discovery (vestigial arm), gunsmith, mutagen (+4/-2, +2 natural armor,
20 minutes), poison use

Combat Gear wand of cure light wounds , acid (2); Other Gear studded leather, alchemical cartridge
(paper) (26), black powder (34), firearm bullet (34), mwk double-barreled pistol, rapier, backpack, bedroll,
belt pouch, flint and steel, gunsmith's kit, mess kit, pot, powder horn, sunrod (2), torch (10), waterskin,
567 gp, 5 sp

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Tracked Resources
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Acid - 0/2
Alchemical cartridge (paper) - 0/26
Black powder - 0/34
Bomb 1d6-1 (3/day, DC 10) (Su) - 0/3
Firearm bullet - 0/34
Grit Pool (3/day) - 0/3
Sunrod - 0/2
Torch - 0/10
Wand of cure light wounds - 0/50

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Special Abilities
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Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.

Bomb 1d6-1 (3/day, DC 10) (Su) Thrown Splash Weapon deals 1d6-1 fire damage.

Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.

Mutagen (DC 10) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for
20 minutes.

Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.

Poison Resistance +2 (Ex) +2 to save vs. Poison.

Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.

Rapid Reload (Pistol) 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.

Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Vestigial Arm The alchemist gains a new arm (left or right) on his torso. The arm is fully under his
control and cannot be concealed except with magic or bulky clothing. The arm does not give the
alchemist any extra attacks or actions per round, though the arm can

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Takes two levels in alchemist for Vestigial arm.
- Vestigial Arm
-Two weapon fighting
-Deadly aim

--------Skills---------------------

Acrobatics +8
Appraise -1
Bluff +2
Climb -2
Craft (Alchemy) +3
Diplomacy -2
Disguise -2
Escape Artist +4
Fly +4
Heal +3
Intimidate -2
Knowledge (Engineering) +3
Knowledge (History) +4
Knowledge (Local) +3
Perception +7
Ride +4
Sense Motive +3
Stealth +4
Survival +3
Swim -2
Use Magic Device +2

[dice=Double Barrel Pistol Shot 1]1d20+8-4+1[/dice]
[dice=damage]1d8+1[/dice]

[dice=Double Barrel Pistol Shot 2]1d20+8-4+1[/dice]
[dice=damage]1d8+1[/dice]

; -4 for double barreled pistol;
+1 Att/Dam- Point Blank Shot;
Misfire on 1-2 with normal bullets;
Misfire on 1-3 with alchemical bullets.

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Things to purchase:

MWK Double Barrel pistol x2
Belt of Incredible Dex +2
Headband of Inspired Wisdom +2
Cloak of resistance +1

Possible Progression
lvl 2-Alchemist
lvl 3- Alchemist (vestigial arm); Rapid Shot
lvl 4- Pistolero (Precise Shot?); Ability score (Dex)
lvl 5- Pistolero
lvl 6- Pistolero (Two weapon Fighting)
lvl 7- Pistolero (Deadly Aim)
lvl 8- Pistolero Ability score (dex)
lvl 9- Pistolero
lvl 10- Pistolero (Improved two weapon fighting)
lvl 11- Pistolero