Dwarf Wizard

Ryster Demarkarios's page

642 posts. Organized Play character for Hawkwen Agricola.


Full Name

Ryster Demarkarios

Race

Dwarf

Classes/Levels

Gunslinger (Musket Master) 6 Alchemist (Grenadier) 4

Gender

AC28(32)/Touch21(23)/Flat21(23)/CMD30(32)(34 vs bull rush and trip)||HP69[69]|Fort:+10;Ref:+15(+17);Will:+6(+5)|Percept+17(+19 stonework)|Init:+7| SR14

Size

Medium

Alignment

N

Deity

Brigh

Languages

Common, Dwarven

Strength 12
Dexterity 18
Constitution 13
Intelligence 12
Wisdom 16
Charisma 10

About Ryster Demarkarios

Ryster Demarkarios (Gunslinger)
PFS# 65114-7
Dwarf alchemist (grenadier) 4/gunslinger (musket master) 6
N Medium humanoid (dwarf)
Init +7; Senses darkvision 60 ft.; Perception +17
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Defense
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AC 28, touch 21, flat-footed 21 (+6 armor, +2 deflection, +5 Dex, +3 dodge, +1 insight, +1 natural)
hp 69 (10 HD; 4d8+6d10+10)
Fort +10, Ref +14, Will +6; +4 competence bonus vs. swarm distraction
Defensive Abilities defensive training, nimble +2; SR 15, magic resistant
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Offense
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Speed 20 ft.
Melee handaxe +10/+5 (1d6+1/×3) or
. . heavy flail +10/+5 (1d10+1/19-20) or
. . short sword +10/+5 (1d6+1/19-20)
Ranged +2 musket +16/+11 (1d12+7/×4) or
. . bomb +15 (2d6+1 Fire)
Special Attacks bomb 5/day (2d6+1 fire, DC 13), deeds (deadeye, fast musket, gunslinger initiative, pistol-whip, quick clear, steady aim), grit (3), hatred
Alchemist (Grenadier) Extracts Prepared (CL 4th; concentration +5)
. . 1st—shield, true strike
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Statistics
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Str 12, Dex 20, Con 13, Int 12, Wis 16, Cha 10
Base Atk +9; CMB +12; CMD 31 (35 vs. bull rush, 35 vs. trip)
Feats Deadly Aim, Dodge, Gunsmithing[UC], Martial Weapon Proficiency (heavy flail), Point-Blank Shot, Precise Shot, Ranged Disarm, Rapid Reload, Rapid Shot, Throw Anything
Traits nimble fingers, keen mind, tomb raider
Skills Acrobatics +11 (+7 to jump), Appraise +6 (+8 to assess nonmagical metals or gemstones), Climb +6, Craft (alchemy) +10 (+14 to create alchemical items), Disable Device +20, Heal +7, Intimidate +5, Knowledge (arcana) +6, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (local) +6, Knowledge (nature) +5, Linguistics +2, Perception +17 (+19 to notice unusual stonework), Sleight of Hand +9, Spellcraft +5, Stealth +8, Survival +8 (+10 to avoid becoming lost), Use Magic Device +5; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Osiriani, Osiriani, Ancient
SQ alchemical weapon, alchemy (alchemy crafting +4), discoveries (explosive bomb, lingering spirit[UM]), gunsmith, musket training, mutagen (+4/-2, +2 natural armor, 40 minutes), precise bombs, swift alchemy
Combat Gear oil of magic weapon, potion of cat's grace, potion of cure light wounds (3), potion of fly (2), potion of invisibility, wand of cure light wounds, acid (4), alchemist's fire (4), alkali flask[APG] (3), antiplague[APG], antitoxin, bottled lightning[UE] (3), holy water (5), liquid ice[APG] (4), tanglefoot bag, thunderstone; Other Gear +2 mithral chain shirt, +2 musket[UC], alchemical cartridge (paper)[UC] (20), handaxe, heavy flail, short sword, dusty rose prism ioun stone, amulet of natural armor +1, belt of incredible dexterity +4, explorer's pith helmet, handy haversack, hybridization funnel[UE], ioun torch ioun stone[APG], ring of protection +2, wayfinder[ISWG], alchemy crafting kit[APG], bandolier[UE], bandolier[UE], canteen[UE], gunsmith's kit[UC], masterwork thieves' tools, smoked goggles[APG], trail rations, traveler's outfit, waterproof bag[UE], 848 pp, 1 gp, 5 sp
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Special Abilities
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Alchemical Weapon (Move Action) (Su) Add the effects of an alchemical liquid or powder to weapon.
Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Bomb 2d6+1 (5/day, DC 13) (Su) Thrown Splash Weapon deals 2d6+1 fire damage.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Explorer's pith helmet (1/day) Conjure invisible porter that acts as floating disk or unseen servant.
Explosive Bomb (Su) The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames i
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
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.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Hybridization funnel DC 25 Craft (alchemy) to combine two alchemical splash weapons into one.
Lingering Spirit The alchemist is familiar enough with the ties between his body and spirit that he lingers at death's door far longer than a normal person. He treats his Constitution as 10 points higher than normal for the purpose of determining when hit point damag
Musket Training (+5, misfire value -2) (Ex) Starting at 5th level, a musket master increases her skill with two-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a two-handed firearm, the misfire value increases by 2 instead of 4. Ev
Mutagen (DC 13) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 40 minutes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Bombs (Ex) Select Int mod squares to not be affected by splash effects.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Ranged Disarm As full-rd act, attempt to disarm with ranged wep as -2 penalty.
Rapid Reload (Musket) 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.
Smoked goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment.
Spell Resistance (14) You have Spell Resistance.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Formula Book:
1st level: Comprehend Languages, Crafter's Fortune, Detect Metal, Detect Secret Doors, Detect Undead, Endure Elements, Expeditious Retreat, Identify, Jump, Longshot, Shield, True Strike
2nd level: Aram Zey's Focus, Barkskin, False Life, Resist Energy, Restoration, Lesser, See Invisibility, Spider Climb

Ammunition:
Alchemical Cartridges 20/20 remain

Expendables:
CLW Wand 20/50 remain
Acid-4
Alchemist Fire-4
Alkali-3
Bottled Lightning-3
Holy water-5
Liquid Ice-4
Tanglefoot Bag
Thunderstone

Mixed with Hybridization Funnel DC 25