Gambler

Shenderik's page

82 posts. Alias of Tarondor.


Full Name

Shenderik

Race

Dwarf

Classes/Levels

Cavalier 4 / Gunslinger 1 - HP 49/49,- AC 17/T: 11/FF: 16 - Perception +11 - F: +9*/ R: +7/ W: +4* - CMB: +5 - CMD: 19*, Speed: 20, Init. +4

Gender

Male

Size

Medium

Age

56

Alignment

Neutral Good

Deity

Dwarven Pantheon

Languages

Dwarf, Common

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

About Shenderik

Statblock:
Shenderik
Male Dwarf Cavalier (Luring Cavalier) 4/Gunslinger (Musket Master) 1
NG Medium humanoid (dwarf)
Init +4; Senses darkvision 60 ft.; Perception +11
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Defense
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AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 49 (5d10+15)
Fort +9, Ref +7, Will +4; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
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Offense
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Speed 20 ft.
Melee dagger +5 (1d4/19-20) and
. . masterwork bayonet +6 (1d6) and
. . masterwork dwarven longaxe +6 (1d12/×3)
Ranged masterwork rifle +10 (1d10/×4)
Special Attacks careful aim, far challenge, challenge
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Statistics
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Str 10, Dex 18, Con 16, Int 10, Wis 16, Cha 10
Base Atk +5; CMB +5; CMD 19 (23 vs. bull rush, 23 vs. trip)
Feats Catch Off-Guard, Deadly Aim, Gunsmithing, Lookout, Point-Blank Shot, Precise Shot, Rapid Reload
Traits alkenstar defender (mana wastes), sworn enemy
Skills Craft (firearms) +7 (+9 on checks related to metal or stone), Knowledge (local) +7, Perception +11 (+13 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride +6 (+10 to force this mount into an Unnatural Aura.), Sense Motive +9, Survival +8 (+10 to track vs. humanoids of the Giant subtype, +10 to Survival vs. getting lost); Racial Modifiers ride mount, craftsman
Languages Common, Dwarven
SQ adaptive strike, deed: deadeye, deed: quick clear, deed: steady aim, expert trainer, giant hunter, grit, hero points, land's skills, orders (order of the land), tactician
Other Gear masterwork breastplate, adamantine metal cartridge (50), dagger, masterwork bayonet, masterwork dwarven longaxe, masterwork rifle, metal cartridge (100), artisan's tools, masterwork, backpack, masterwork, belt pouch, chalk (5), dwarven trail rations (5), flint and steel, mess kit, silk rope, 286 GP, 7 SP, 9 CP
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TRACKED RESOURCES
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Adamantine Metal cartridge - 0/50
Adaptive Strike (1/combat) (Ex) - 0/1
Dagger - 0/1
Dwarven trail rations - 0/5
Far Challenge +4 (4/day) (Ex) - 0/4
Grit (3/day) - 0/3
Metal cartridge - 0/100
Tactician (Lookout) 5 rds (1/day) (Ex) - 0/1
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Special Abilities
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+6 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -6 while riding your mount.
Adaptive Strike (1/combat) (Ex) As a swift action, foe becomes flat footed vs improvised weapon attacks for 1 rd.
Alkenstar Defender (Mana Wastes) +1 trait bonus on all rolls to confirm critical hits with ranged weapons.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Careful Aim (Ex) Ignore penalties for firing up to three range increments; firearms target touch AC up to two range increments.
Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.
Deed: 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
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Expert Trainer +2 (Ex) +2 to train mounts, reduced training time option.
Far Challenge +4 (4/day) (Ex) +4 to damage target, target gains +4 to attack rolls vs cavalier
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
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.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Land's Challenge +4 () (Ex) +4 to damage target, -2 AC vs. others when used. +2 to ranged attack rolls.
Land's Skills +2 +2 to Survival vs. getting lost.
Lookout Not surprised if adj ally with same feat isn't surprised. Extra actions if both are aware.
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.
Rapid Reload (Musket) You can reload fast with one type of Crossbow or Firearm.
Sworn Enemy (Giants) +1 to attacks of opportunity against chosen foe.
Tactician (Lookout) 5 rds (1/day) (Ex) Grant the use of your Tactical feats to your allies within 30'.

Mount:
Kurdun
Horse
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
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Defense
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AC 23, touch 11, flat-footed 21 (+6 armor, +2 Dex, -1 size, +6 natural)
hp 34 (+16)
Fort +8, Ref +6, Will +2; +4 morale bonus vs. fear and emotion effects.
Defensive Abilities evasion
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Offense
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Speed 35 ft.
Melee bite +6 (1d4+4) and
. . 2 hooves +6 (1d6+4)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 19, Dex 14, Con 18, Int 2, Wis 12, Cha 6
Base Atk +3; CMB +8; CMD 20 (24 vs. trip)
Feats Armor Proficiency (Medium), Valiant Steed
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick], Work [Trick]
Skills Acrobatics +2, Perception +6, Swim +4
SQ attack any target, combat riding, hero points, work
Other Gear breastplate, 400 GP
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TRACKED RESOURCES
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. . -none-
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Special Abilities
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Attack Any Target [Trick] The animal will attack any creature on command.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Evasion (Ex) No damage on successful reflex save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Valiant Steed +4 vs fear/emotion effects & to push you into unnatural aura. Wounds don't increase push DC.
Work [Trick] The animal pulls or pushes a medium or heavy load.

Background:
Shenderik's clan traveled to Alkenstar a hundred years ago when they first heard of the discovery of black powder and ever since have been at the heart of the firearm revolution in that nation. Shenderik himself has some skill in crafting firearms, but his major interest is in using them. He is a veteran of patrols in the Mana Wastes and even as far afield as Katapesh.

When he heard that Alkenstar was mounting an expedition to Varisia, Shenderik leapt at the chance to see the world and to put his newest rifle to use.

Planned Build:

5 levels of Cavalier (luring cavalier) and the rest gunslinger (Musket Master).

Planned Progression

6 - Cavalier -
7 - Gunslinger - Horse Master
8 - Gunslinger - Bonus to Dexterity
9 - Gunslinger - Clustered Shots
10 - Gunslinger -
11 - Gunslinger - Improved Precise Shot