Iomedae the Good Girl, goddess of obedience.
Sarenrae, mother of warm spots
Milani the Unleasher, goddess of open spaces.
Besmara, goddess of redistribution of treats.
Arazni with puppy dog eyes, who always believes you when you tell her you didn't make that mess.
Nocticula, goddess of lost strays.
Brigh, inventor of carriage rides.
Gozreh, creator of dog parks but also that loud noise I don't like.
Rovagug, deity of kennels.
Zon-Kuthon: urges you to spay and neuter your pets.
Urgathoa, goddess of good stuff to roll in.
Pharasma, goddess of the bath you have to take after rolling in good stuff.
Droskar, god of having to do tricks and not getting treats.
Asmodeus, dark lord of leashes
PROFILE
PFS Information:
PFS Number: 83959-2008
Experience: 24
Gold: xx
Training: Swords
Major Factions Envoy’s Alliance: 0
Grand Archive: 0
Horizon Hunters: 0
Vigilant Seal: 0
Minor Factions 0
Radiant Oath: 24
Verdant Wheel: 0
All Faction Reputation Total (Sum of the Above) Reputation: 0
Purchased Boons
NAME Birthplace: Kortos
Gender & Pronouns: Male, he/him
Physical Appearance: Maho shoony
Ancestry: shoony (bloodhound)
Background: scavenger
Class gunslinger; Level: 3
Small Humanoid Shoony CG; Deity: Chaldira
Languages: Common, Shoony, Garundi, xx (PFS)
Str +2
Dex +3
Con +1
Int +1
Wis +0
Cha +2
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SENSES Perception: +7 [expert] [dice=Perception (expert)]1d20+7[/dice]
Special Senses: Low-light vision, scent (imprecise 30 feet)
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DEFENSES
Hit Points: 36/36 (6 shoony, 8 class, 1 Con, 1 toughness; +10 per level)
AC: 20 [T]
Armor Armor proficiencies Trained in light armor, medium armor, unarmored defense
SAVING THROWS Fortitude: [dice=Fortitude (expert)]1d20+8[/dice]
Reflex: [dice=Reflex (expert)]1d20+10[/dice]
Will: [dice=Will (expert, stubborn)]1d20+7[/dice]
Notes: When you roll a saving throw against inhaled threats (such as inhaled poisons) and olfactory effects (such as xulgath stench), you get the outcome one degree of success better than the result of your roll.
When you fail, but don't critically fail, a Will save against an effect that would give you the controlled condition, you can attempt a second save against the effect at the start of your next turn. On a successful second save, the controlled condition ends, though any other effects remain. As normal, failing this second save doesn't allow you to attempt a third save on the subsequent turn.
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OFFENSE Class DC: 18 (trained)
Speed: 25 ft.
Weapon proficiencies Expert in simple and martial firearms and crossbows; Trained in advanced firearms and crossbows, simple weapons, martial weapons, unarmed attacks
Survival (T, Wis)
[dice=Survival (trained)]1d20+5[/dice]
+2 circumstance bonus to Survival checks to Track creatures that you have previously sensed with your scent.
Ancestry Feats and Abilities
Special 1st: Blunt Snout: Your small, blunt snout and labyrinthine sinus system make you resistant to phenomena that assail the nose. When you roll a saving throw against inhaled threats (such as inhaled poisons) and olfactory effects (such as xulgath stench), you get the outcome one degree of success better than the result of your roll.
Heritage 1st: Bloodhound: Imprecise scent with a range of 30 feet. This means you can use your sense of smell to determine the location of a creature, but it remains hidden. In addition, you gain a +2 circumstance bonus to Survival checks to Track creatures that you have previously sensed with your scent.
1st: Scamper Underfoot: You are used to ducking under foes and can scurry around the battlefield with ease. You gain a +1 circumstance bonus to Acrobatics checks to Tumble Through the spaces of Medium or larger enemies, and the presence of an enemy doesn’t make the squares difficult terrain.
General Feats
3rd: Toughness
Class Feats and Abilities
1st: Singular Expertise: You have particular expertise with guns and crossbows that grants you greater proficiency with them and the ability to deal more damage. You gain a +1 circumstance bonus to damage rolls with firearms and crossbows. This intense focus on firearms and crossbows prevents you from reaching the same heights with other weapons. Your proficiency with unarmed attacks and with weapons other than firearms and crossbows can't be higher than trained, even if you gain an ability that would increase your proficiency in one or more other weapons to match your highest weapon proficiency (such as the weapon expertise feats many ancestries have). If you have gunslinger weapon mastery, the limit is expert, and if you have gunslinging legend, the limit is master.
1st: Reloading Strike (one action): You make a melee attack and then reload your gun in one fluid movement. Strike an opponent within reach with your one-handed melee weapon (or, if your other hand is empty, with an unarmed attack), and then Interact to reload. You don't need a free hand to reload in this way.
1st: Into the Fray (free action; you roll initiative): You know trouble can lurk around every corner, and your hands never stray far from your holsters. You can Interact to draw a one-handed ranged weapon and can then Interact to draw a one-handed melee weapon. As your first action on your first turn, you can Stride as a free action toward an enemy you can perceive. If you can't perceive any enemies or can't end your movement closer to one, you can't use this Stride.
1st: Sword and Pistol: You're comfortable wielding a firearm or crossbow in one hand and a melee weapon in the other, combining melee attacks with shots from the firearm. When you make a successful ranged Strike against an enemy within your reach with your one-handed firearm or one-handed crossbow, that enemy is flat-footed against your next melee attack with a one-handed melee weapon. When you make a successful melee Strike against an enemy with your one-handed melee weapon, the next ranged Strike you make against that enemy with a one-handed firearm or one-handed crossbow doesn't trigger reactions that would trigger on a ranged attack but not a melee attack, such as Attack of Opportunity. Either of these benefits is lost if not used by the end of your next turn.
2nd: Fake Out [reaction] Trigger An ally is about to use an action that requires an attack roll, targeting a creature within your weapon's first range increment. Requirements You're wielding a loaded firearm or crossbow. Effect With a skilled flourish of your weapon, you force an enemy to acknowledge you as a threat. Make an attack roll to Aid the triggering attack. If you dealt damage to that enemy with the same weapon since the start of your last turn, you gain a +1 circumstance bonus to this roll.
Skill Feats
Background: Forager: While using Survival to Subsist, if you roll any result worse than a success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many creatures as on a success. Each time your proficiency rank in Survival increases, double the number of additional creatures you can take care of on a success (to eight if you’re an expert, 16 if you’re a master, or 32 if you’re legendary). You can choose to care for half the number of additional creatures and provide a comfortable living instead of subsistence living.
2nd: Quick Squeeze