Full Name |
Tusk Aran 2 |
Race |
Dwarf #135676-12 |
Classes/Levels |
Gunslinger-Planar Rifter 1:Hp:17/17, Speed:20, Init:5, AC:15, FF:12, T:13, 1 Fire and Cold resistance, Fort:7, Ref:5, Will:2, CMB:3, CMD:16, Perp:5 Darkvision, Grit:1/1 |
Gender |
Male |
Size |
M |
Age |
60 |
Alignment |
Neutral |
Deity |
Nivi Rhombodazzle |
Languages |
Common, Dwarven, Giant |
Strength |
15 |
Dexterity |
16 |
Constitution |
16 |
Intelligence |
12 |
Wisdom |
12 |
Charisma |
5 |
About Tusk Aran 2
1XP (1 XP on hold at level 4)
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 Unstoppable
Source Inner Sea Races pg. 210
Some dwarves train from a young age to outlast orcs on the battlefield. They gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves. 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
1. Favored Class Bonus: 1 HP
2. Deeds
3. Grit
4. Gunsmith
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
Bonus Feat: Gunsmithing
Bonus Feat: Toughness
Gear
1. Hot Weather Outfit: free outfit
2. Greataxe: 20 GP
3. Pistol: Free starting Gun
4. Masterwork Backpack: 50 GP
5. Gunsmiths Kit: 15 GP
6. 2 Powder Horns: 6 GP
7. 20 Bullets and 20 Blackpowders: 22 GP (6 shots)
8. Leather Armor: 10 Gold, +2 to ac
9. Sling with 20 Bullets: 0.2 GP
10. 1,115.3 Gold (1855 to add at level 4)
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:7 (1 rank, 3 dex, 3 class skill)
2. Craft-Alchemy:5 (1 rank, 0 int, 3 class skill, 1 tools)
3. Knowledge Arcana:6 (1 rank, 3 trained, 1 trait, 1 int)
4. Knowledge Engineering:6 (1 rank, 3 trained, 1 trait, 1 int)
5. Perception:5 (1 rank, 1 wis, 3 class skill)
Attacks
1. Greataxe: 3 attack. 1d12+3. critx3. slashing
2. pistol: 4 attack vs touch. 1d8. critx4. piercing and bludgeoning