Full Name |
Talin Moonscar |
Race |
Human |
Classes/Levels |
F5/GS5/I10 |
Gender |
Male |
Size |
Medium |
Alignment |
LN |
Deity |
Anubis |
Languages |
Common, Draconic, Elven, Undercommon |
Occupation |
Mage Hunter |
Strength |
11 |
Dexterity |
22 |
Constitution |
14 |
Intelligence |
16 |
Wisdom |
14 |
Charisma |
10 |
About Talin Moonscar
Talin Moonscar
Male human fighter 5/gunslinger (musket master) 5/inquisitor (spellbreaker) of Nethys 10/gestalt 10 (Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Ultimate Combat 9, 50, 52)
LN Medium humanoid (human)
Init +10; Senses Perception +15
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Defense
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AC 26, touch 18, flat-footed 18 (+8 armor, +6 Dex, +2 dodge)
hp 94 (10d10+30)
Fort +9, Ref +10, Will +9 (+1 vs. fear); +2 vs. evocation spells, +1 vs. enchantment spells
Defensive Abilities nimble +1
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Offense
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Speed 30 ft.
Melee rapier +10/+5 (1d6/18-20)
Ranged +1 distracting, greater musket +16 (1d12+14/×4)
Special Attacks bane (10 rounds/day), deeds (deadeye, fast musket, gunslinger initiative, pistol-whip, quick clear, steady aim), grit (2), judgment 4/day (2 simultaneous), weapon training (firearms +1[UC])
Inquisitor Spell-Like Abilities (CL 10th; concentration +12)
. . At will—detect alignment, discern lies (10 rounds/day)
Inquisitor (Spellbreaker) Spells Known (CL 10th; concentration +12)
. . Domain Black powder inquisition[UC]
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Statistics
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Str 11, Dex 22, Con 14, Int 16, Wis 14, Cha 10
Base Atk +10; CMB +10; CMD 28
Feats Combat Patrol[APG], Combat Reflexes, Deadly Aim, Dodge, Gunsmithing[UC], Improved Snap Shot[UC], Mobility, Point-Blank Shot, Precise Shot, Rapid Reload, Rapid Shot, Snap Shot[UC], Weapon Focus (musket)
Traits black powder interjection, practiced disruptor
Skills Acrobatics +19, Craft (alchemy) +7, Craft (weapons) +13, Intimidate +5, Knowledge (arcana) +17, Knowledge (engineering) +16, Knowledge (local) +16, Knowledge (nature) +16, Knowledge (planes) +16, Knowledge (religion) +16, Perception +15, Ride +19, Sense Motive +20, Spellcraft +16, Survival +2 (+4 to avoid becoming lost)
Languages Common, Draconic, Elven, Undercommon
SQ armor training 1, defense against magic, defense against magic, disruptive shot, foil casting, gunsmith, musket training, stern gaze +5, strong-willed, track +5
Combat Gear black powder reagent (80); Other Gear +2 mithral agile breastplate[APG], +1 distracting, greater musket[UC], paper cartridge[UC] (12), rapier, belt of physical might +2 (Dex, Con), headband of vast intelligence +4, opalescent white pyramid ioun stone, wayfinder[ISWG], bandolier[UE], bedroll, belt pouch, canteen[UE], flint and steel, gunsmith's kit[UC], masterwork backpack[APG], mess kit[UE], powder horn[UC], powder horn[UC], powder horn[UC], powder horn[UC], powder horn[UC], powder horn[UC], powder horn[UC], powder horn[UC], trail rations (5), 5 gp, 4 sp
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Special Abilities
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Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Bane (+2 / 2d6, 10 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Combat Patrol (+10') Full-round action: increase your threatened area by +10' until your next turn.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deeds Use Grit to perform special abilities with your firearms.
Defense Against Magic +1 (Enchantment) (Ex) At 3rd level, a spellbreaker picks a single wizard school. She gains a +1 bonus on saving throws against arcane spells of that school. Every four levels beyond 3rd, the spellbreaker picks a new school and gains this bonus against arcane spells of tha
Defense Against Magic +2 (Evocation) (Ex) At 3rd level, a spellbreaker picks a single wizard school. She gains a +1 bonus on saving throws against arcane spells of that school. Every four levels beyond 3rd, the spellbreaker picks a new school and gains this bonus against arcane spells of tha
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (10 rounds/day) (Sp) Discern Lies at will
Disruptive Shot (DC 17) When you hit an arcane spellcaster or a creature that uses spell-like abilities with a firearm attack, that creature must succeed at a Fortitude saving throw. If the spellcaster fails, he takes a -4 penalty on concentration checks for 1 round.
Foil Casting (Su) At 3rd level, when an opponent tries to cast an arcane spell within a spellbreaker's threatened area, the DC for that caster to cast defensively increases by 2. This increase stacks with the effects of the Disruptive feat (see page 112 of the Core
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmith At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condit
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Improved Snap Shot You threaten an additional 5 feet with Snap Shot
Inquisitor (Spellbreaker) Domain (Black Powder Inquisition) Deities: Any (with GM approval).
Granted Powers: You gain Exotic Weapon Proficiency (firearms) and Gunsmithing as bonus feats. When you hit an arcane spellcaster or a creature that uses spell-like abilities with a firearm attack,
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Musket Training (+6, 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
Nimble +1 +1 (Ex) +1 AC while wearing light or no armor.
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.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Second Judgment (4/day) (Su) Variable bonuses increase as the combat continues.
Snap Shot Threaten squares within 5 feet of you when wielding a ranged weapon
Stern Gaze +5 (Ex) +5 to Sense Motive and Intimidate.
Strong-Willed (Ex) At 1st level, a spellbreaker is able to stand strong against magical effects that seek to control, compel, or persuade her. The spellbreaker rolls twice and takes the best result when making a Will saving throw against a mind-affecting effect. This a
Track +5 Add the listed bonus to survival checks made to track.
Weapon Training (Firearms) +1 (Ex) +1 Attack, Damage, CMB, CMD with Firearms
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