Knifer

Tusk Aran's page

180 posts. Organized Play character for DoubleGold.


Full Name

Tusk Aran

Race

Dwarf #135676-4

Classes/Levels

Gunslinger-Pistolero 2: Hp:24/24, Speed:20, Init:5, AC:18, FF:14, T:14, 1 Fire and Cold resistance, 7 Spell Resistance, Fort:7, Ref:6, Will:3, CMB:3, CMD:16, Perp:6 Darkvision, Grit:2/2

Gender

Male

Size

Medium 4ft 180 lbs

Age

60

Alignment

Neutral

Deity

Brigh

Languages

Common, Dwarven

Strength 15
Dexterity 16
Constitution 16
Intelligence 10
Wisdom 14
Charisma 5

About Tusk Aran

Slow Track
4 XP (3 chronicle on Hold)

Racials:

+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.

Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Darkvision: Dwarves can see in the dark up to 60 feet.

PFS Legal Relentless
Source Advanced Race Guide pg. 12, Advanced Player's Guide pg. 11 Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground. This racial trait replaces stability.

PFS Legal Magic Resistant
Source Advanced Race Guide pg. 12, Advanced Player's Guide pg. 11
Some of the older dwarven clans are particularly resistant to magic. Dwarves with this racial trait gain spell resistance equal to 5 + their character level. This resistance can be lowered for 1 round as a standard action. Dwarves with this racial trait take a –2 penalty on all concentration checks made in relation to arcane spells. This racial trait replaces hardy.

PFS Legal Desert Delver
Source Heroes from the Fringe pg. 4
Desert dwarves have adapted to the extremes of cold and heat that can suddenly occur in both the harsh deserts and the mountain tunnels around their caravan routes. Dwarves with this racial trait gain cold and fire resistance 1 and treat the temperature as 20 degrees cooler or warmer when determining the effects of extreme heat or extreme cold environments.
This replaces defensive training.

PFS Legal Breath Weapon
Source Heroes from the Fringe pg. 4
Dwarves with this racial trait can call upon the spirit of a sacred dragon to channel a fraction of that dragon’s power. Upon taking this trait, the dwarf must select cold, electricity, or fire as the breath weapon’s damage type and either a 15-foot cone or a 20-foot line as the breath weapon’s shape. Once these selections are made, they cannot be changed. Once per day, the dwarf can make a supernatural breath attack in the selected shape, dealing 1d4 points of damage of the chosen damage type, plus 1d4 points of damage of that type for every 2 levels above 1st the dwarf has (to a maximum of 5d4 at 9th level). Targets in the area can attempt a Reflex save (DC = 10 + half the dwarf ’s level + the dwarf ’s Constitution bonus) for half damage.
This replaces greed, hatred, stonecunning, and weapon familiarity.

Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Class features:

1. Favored Class Bonus: 2 HP
2. Deeds
3. Grit
4. Gunsmith
5. Nimble+1

Traits and Feats:

Traits:
1. Mathematical Prodigy: You gain a +1 bonus on Knowledge (arcana) and Knowledge (engineering) checks, and one of these skills (your choice) is always a class skill for you.
2. Indomitable Faith: +1 Will saving throws
3. Reactionary: +2 init
4. Life of Toil: +1 Fortitude Saves

Feats:
Level 1: additional traits

Gear:

1. Hot Weather Outfit: free outfit
2. Greataxe: 20 GP
3. Pistol: Free starting Gun
6. Masterwork Backpack: 50 GP
7. Gunsmiths Kit: 15 GP
8. 2 Powder Horns: 6 GP
9. 20 Bullets and 20 Blackpowders: 22 GP (used 5)
10. Chain Shirt: 100 GP
11. Portable Alchemy Lab: 75 GP
12. Spider Silk Rope: 100 GP
14. Money Left: 2543 GP

Gear used and sold back:

Skills:

The gunslinger’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Survival (Wis), and Swim (Str). Added Arcana via trait

Skill Ranks per Level: 4 + Int modifier.

1. Acrobatics:6 (2 rank, 3 dex, 3 class skill, -2 armor penalty)
2. Craft-Alchemy:5 1 rank, 0 int, 3 class skill, 1 tools)
3. Knowledge Engineering:6 (2 ranks, 0 int, 3 trained, 1 trait)
4. Perception:7 (2 rank, 2 wis, 3 class skill)
5. Knowledge Arcana:5 (1 rank, 0 int, 3 trained, 1 trait)

Attacks:

1. Greataxe: 4 attack. 1d12+3. critx3. slashing
2. pistol: 5 attack vs touch. 1d8. critx4. piercing and bludgeoning