Gambler

Teks Suthern's page

40 posts. Organized Play character for ScorchedOne.


Race

AC 20, FF / T 15, 49/49 HP, 21 (+4vTrip/Bull) CMD,

Classes/Levels

F/R/W: +7/+9/+5,Init +6, Perception +11

About Teks Suthern

Teks Suthern
Dwarf gunslinger (musket master) 5 (Pathfinder RPG Ultimate Combat 9, 50)
NG Medium humanoid (dwarf)
Init +6; Senses darkvision 60 ft.; Perception +11 (+13 to notice unusual stonework)
--------------------
Defense
--------------------
AC 20, touch 15, flat-footed 15 (+5 armor, +4 Dex, +1 dodge)
hp 49 (5d10+15)
Fort +7, Ref +9, Will +5; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, nimble +1
--------------------
Offense
--------------------
Speed 20 ft.
Ranged +1 musket +11 (1d12+5/×4)
Special Attacks deeds (deadeye, fast musket, gunslinger initiative, pistol-whip, quick clear, steady aim), grit (3), hatred
--------------------
Statistics
--------------------
Str 12, Dex 19, Con 14, Int 12, Wis 16, Cha 7
Base Atk +5; CMB +6; CMD 21 (25 vs. bull rush, 25 vs. trip)
Feats Deadly Aim, Gunsmithing[UC], Point-Blank Shot, Precise Shot, Rapid Reload, Weapon Focus (musket)
Traits black powder bravado, insular
Skills Acrobatics +8 (+4 to jump), Appraise +1 (+3 to assess nonmagical metals or gemstones), Climb +5, Craft (alchemy) +5, Diplomacy -2 (-3 with non-dwarves), Knowledge (engineering) +9, Knowledge (local) +9, Perception +11 (+13 to notice unusual stonework), Sense Motive +13, Survival +7, Swim +5; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Gnome
SQ gunsmith, musket training
Combat Gear oil of bless weapon, potion of cure light wounds (5), potion of tongues, wand of cure light wounds, alchemist's fire (5), holy water (4); Other Gear +1 mithral chain shirt, +1 musket[UC], adamantine bullet[UC] (5), black powder[UC], bullet[UC] (38), silver bullet[UC] (5), belt of incredible dexterity +2, cloak of resistance +1, bedroll, belt pouch, flint and steel, gunsmith's kit[UC], hemp rope (50 ft.), masterwork backpack[APG], mess kit[UE], pot, powder horn[UC], torch (10), trail rations (5), waterskin, 1,689 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deeds Use Grit to perform special abilities with your firearms.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
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.
Gunsmith Gain free starting firearm that only you can use properly.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Musket Training (+4, 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 (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.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.