Anubis

Tusk Arane's page

145 posts. Organized Play character for DoubleGold.


Full Name

Tusk Arane

Race

Android

Classes/Levels

Planar Rifter Gunner Gunslinger 1 Mobile Fighter 1 Arcanist 1: Speed:20, Init:5, AC:19, FF:16, T:13, Fort:7, Ref:5, Will:2 Constructed Trait, HP:30/30, Perc=6 Darkvision and Lowlight, Grit:1/1, Arcane Reservoir:4/4, 25% spell failure chance

Gender

Male

Size

Medium

Age

60

Alignment

NG

Deity

Sarenrae

Languages

Common, Dwarven, Elven

Occupation

Craft Alchemy

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

About Tusk Arane

6 XP
8 Prestige

Stat Calculations
Str: 7 Buy Points (15): 15 total
Dex: 5 Buy Points (14), +2 Racial Trait: 14+2 = 16 Total
Con: 10 Buy Points (16): 16 Total
Int: 2 Buy Points (12), 2 Racial Trait: = 14 total
Wis: 0 Buy Points (10): 10 Total
Cha: -4 Buy Points (7), -2 Racial Trait: 10-3-2 = 5 Total
AC: 10 +3 Dexterity +6 Agile Breastplate = 19 Total
FF: 19 -3 Dexterity =16
TAC: 19 -6 Chain shirt =13
Init: 3 Dexterity +2 Reactionary Trait =5
Fort: Base 2 + Con 3 + Base 2(Fighter) =7
Ref: Base 2 + Dex 3 =5
Will: Base 0 + Wis 0 +2 Base(Arcanist) =2
Ranged Attack Rolls: BAB+2 +3Dex =5 Total
Melee Attack Rolls: BAB+2 + 2Str =4 Total
Grit: Wis =0, but minimum is 1.
HP: 10 Class + 3 Con +1 Favored Class Bonus =14 Total
+6 Class +3 Con +4 Class +3 Con =30 at Level 3.

Racials
Androids are defined by their class levels—they do not possess racial Hit Dice. An android’s challenge rating is equal to her class level. Androids have the following racial traits.
+2 Dexterity, +2 Intelligence, –2 Charisma: Androids have swift reflexes and are very intelligent, but often have difficulty relating to others.
Exceptional Senses (Ex): Androids have darkvision to a range of 60 feet and lowlight vision. They also gain a +2 racial bonus on Perception checks.
Constructed (Ex): For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), androids count both as humanoids and as constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects. They are not subject to fatigue or exhaustion, and are immune to disease and sleep effects.
Emotionless: Androids can never gain morale bonuses and are immune to fear effects and emotion effects. They have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.
Nanite Surge (Ex): An android’s body is infused with nanites. Once per day as an immediate action, an android can cause her nanites to surge, granting her a bonus equal to 3 + the android’s character level on any one d20 roll; this ability must be activated before the roll is made. When an android uses this power, her circuitry-tattoos glow with light equivalent to that of a torch for 1 round.
Languages: Androids begin play speaking Common. Androids with high Intelligence can choose any language as a bonus language (except secret languages, such as Druidic)

Class Abilities
Favored Class Bonus: 1 HP

Weapon and Armor Proficiency: Gunslingers are proficient with all simple and martial weapons, and with all firearms. They are proficient with all light armor.

Gunsmith: At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol when he chooses a battered firearm at 1st level. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it's worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.

Grit (Ex): A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it's more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger's ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.

Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger's character level does not restore grit.

Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger's character level to 0 or fewer hit points does not restore any grit.

Deeds: Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.

Deeds: A scatter gunner gains the following deeds, each of which functions only when he uses a weapon with the scatter weapon quality to make a scattering shot.

Infused Grit (Su): Each day when a planar rifter recovers grit, he can attune his grit pool to one of the following subtypes: air, chaotic, earth, evil, fire, good, lawful, or water. Whenever he is on a plane that has an alignment or elemental trait, he can switch his attunement to match one of that plane’s traits as a standard action. After reducing an outsider to 0 hit points or below, he can switch his attunement to match one of that outsider’s subtypes as a free action. He regains grit as normal from critical hits, but killing blows replenish his grit pool only if the target is an outsider.

This alters grit.

Deeds: A planar rifter gains the following deeds.

Infused Bullet (Su): At 1st level, a planar rifter’s bullets carry the essence of a plane to which his grit pool is attuned, striking true against creatures that shrink from that plane’s nature. As long as he has at least 1 point in his grit pool, he gains the following benefits: if he infuses his bullets with an alignment, his bullet’s damage counts as that alignment for the purposes of overcoming DR; if he infuses his bullets with an element, half of his bullet’s damage changes to an energy type determined by the element infused: acid (earth), cold (water), electricity (air), or fire (fire).

This deed replaces the deadeye deed.

PFS Legal Gunslinger's Dodge (Ex) (Ultimate Combat pg. 10): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

PFS Legal Quick Clear (Ex) (Ultimate Combat pg. 10): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.

Arcane Exploit: Energy Shield.

Spells
Cantrips: Can prepare 4, knows all.
1st Level, can prepare 2 and can cast 2: Feather Fall, Gravity Bow, Vanish, Jump, True Strike.

Feats and Traits
Gunslinger Free Feat: Gunsmithing
1st Level: Rapid Reload: Pistols
Reactionary Trait: +2 to Init
Highlander Trait: +1 Stealth and is a Class Skill, +2 to in hills or rocky areas.
Bonus Level 1 Fighter Feat: Point Blank Shot
Level 3 Feat: Precise Shot

Equipment
Pistol: Free. 4 LBS. 1d8 Dmg Blunt and Piercing. CritX4. 20 foot range increment. +5 to hit.
Free Outfit: Hot Weather Outfit
Longbow +2 Strength: 300 GP. +5 to hit. 1d8+2 CritX3. 3 LBS
18 Arrows: 1 GP. 1 LBS
Agile BreastPlate: 400 GP. 6 AC. 3 Max Dex, -4 ACP, 25 LBS, Speed 20.
GreatAxe: 20 GP. 1d12+3 DMG. 12 LBS Slashing, Crit X3. +4 to hit.
Gunsmith's Kit: 15 GP, 2 LBS
2 Waterskins: 2 GP, 8 LBS
Masterwork Backpack: 50 GP
2 Trail Rations: 1 GP, 2 LBS
17 Bullets: (Price Reduced from Crafting Alchemy)
Powder Horn: 3 GP, 1 LB
10 Doses of Black Powder: (Price reduced from Crafting Alchemy) (Weight of Bullets, Pellets, Plus Blackpowder is less than 0.5 LBS)
2326 Gold Left over, 58.5 LBS carried

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). Gained Stealth from Highlander Trait
Skill Points at each Level: 4 + Int modifier.
The Fighter's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str). Skills at Each fighter Level 2+Int Modifier
1. Acrobatics: 3 Dex, 3 Point, 3 Trained, -4 ACP: 5 Total (8 When jumping, agile Breastplate)
2. Climb: 2 Str, 2 Point, 3 Trained, -1 ACP: 6 Total
3. Craft Alchemy: 3 Point, 3 Trained, 2 Int: 8 Total
4. Stealth: 3 Point, 3 Dex, 3 Trained, 1 Trait, -4 ACP: 6 Total
5. Swim: 1 Point, 2 Str, 3 Trained, -4 ACP: 2 Total
6. Perception: 2 Point, 2 racial, 0 Wis, 3 Trained: 7 Total
7. Sense Motive: 1 Wis -4 Racial: -3 Total