Full Name |
Slitheren Kid |
Race |
Rat gunslinger/ftr 5 | hp 20 | AC 24, T 16, FF 14 | Fort +5, Ref +7, Will +0 | Perception +7 |
Classes/Levels |
Gunslinger 2 |
Gender |
Male |
Size |
small |
Alignment |
Neutral |
Strength |
12 |
Dexterity |
18 |
Constitution |
14 |
Intelligence |
12 |
Wisdom |
10 |
Charisma |
10 |
About The Slitheren Kid 2
The Slitheren Kid
Male ratfolkboon fighter 1/gunslinger (gulch gunner) 4 (Pathfinder RPG Advanced Race Guide 152, Pathfinder RPG Bestiary 3 231, Pathfinder RPG Ultimate Combat 9)
N Small humanoid (ratfolk)
Init +6; Senses darkvision 60 ft.; Perception +10
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Defense
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AC 24, touch 17, flat-footed 19 (+6 armor, +1 deflection, +4 Dex, +1 dodge, +1 natural, +1 size)
hp 45 (5d10+11)
Fort +9, Ref +9, Will +2
Defensive Abilities nimble +1
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Offense
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Speed 20 ft.
Melee dagger +7 (1d3+1/19-20) or
rapier +7 (1d4+1/18-20)
Ranged +1 pistol +11 (1d6+1/×4)
Ranged pistol +10 (1d6/×4)
Special Attacks deeds (flash and shock, gunslinger initiative, gunslinger's dodge, powder burns, quick clear, utility shot), grit (3), swarming
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Statistics
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Str 12, Dex 19, Con 14, Int 12, Wis 10, Cha 10
Base Atk +5; CMB +5; CMD 21
Feats Deadly Aim, Extra Grit[UC], Gunsmithing[UC], Point-Blank Shot, Precise Shot, Rapid Reload
Traits dangerously curious, reckless
Skills Acrobatics +11 (+7 to jump), Craft (alchemy) +9, Disable Device +12, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Linguistics +3, Perception +10, Use Magic Device +9; Racial Modifiers +2 Craft (alchemy), +2 Perception, +2 Use Magic Device
Languages Aklo, Common, Dark Folk, Goblin
SQ gunsmith, rodent empathy
Combat Gear wand of cure light wounds, alchemist's fire; Other Gear +2 mithral chain shirt, +1 pistol[UC], pistol [UC], black powder[UC] (15), bullet[UC] (10), dagger, paper cartridge[UC] (30), rapier, amulet of natural armor +1, cloak of resistance +1, dry load powder horn[UC], ring of protection +1, backpack, bedroll, belt pouch, flint and steel, gunsmith's kit[UC], hemp rope (50 ft.), mess kit[UE], pot, thieves' tools, torch (10), trail rations (5), waterskin, 2,274 gp
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Special Abilities
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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.
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.
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 (Pistol) You can reload fast with one type of Crossbow or Firearm.
Rodent Empathy Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.
Swarming (Ex) Can share a square with another with swarming, if both attack the same foe, he is flanked.