Full Name |
Tusk Maxim |
Race |
Shabti |
Classes/Levels |
Pistolero Gunslinger 1: |
Gender |
Male |
Size |
M |
Age |
25 |
Alignment |
N |
Deity |
Pharasma |
Languages |
Common, Abyssal |
Strength |
15 |
Dexterity |
15 |
Constitution |
16 |
Intelligence |
14 |
Wisdom |
10 |
Charisma |
9 |
About Tusk Maxim
XP: 2
Racials
+2 Constitution, +2 Charisma: Shabti have powerful bodies and presences to match.
Native Outsider: Shabti are outsiders with the native subtype.
Medium: Shabti are Medium creatures and receive no bonuses or penalties due to their size.
Darkvision: Shabti can see in the dark up to 60 feet.
Immortal (Ex): Shabti do not age naturally and can’t die of old age. While some might come into being at age categories other than adulthood, they never leave their original age categories. Spells and effects that cause aging affect a shabti as normal.
Immune to Undeath (Ex): Shabti can’t become undead. Spells and abilities that would transform a shabti into an undead creature have no effect.
Resist Level Drain (Ex): A shabti takes no penalties from energy drain effects, though it can still be killed if it accrues more negative levels than it has Hit Dice. After 24 hours, any negative levels a shabti takes are automatically removed without the need for additional saving throws.
Shattered Soul (Ex): Shabti who are killed are exceptionally difficult to return to life. Anyone who attempts to return a shabti to life using raise dead, resurrection, or a similar spell must succeed at a caster level check whose DC is equal to 10 + the shabti’s Hit Dice. If it fails, the spell fails and the caster can’t return the shabti to life for the next 24 hours (though the caster can try again after this period).
Normal Speed: Shabti have a base speed of 30 feet.
PFS Legal Pharaonic Will
Source Plane-Hopper's Handbook pg. 23 Rather than working to influence others, some shabti focus inward. Once per day as an immediate action after failing a save against a charm, compulsion, or fear effect, a shabti with this racial trait can reroll the save with a +2 racial bonus.
This racial trait replaces spell-like ability.
Languages: Shabti begin play speaking Common. Those with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
PFS Legal Blank Slate
Source Plane-Hopper's Handbook pg. 23
Some shabti are bereft of memories of their past lives but can accomplish great improvisations. Shabti with this racial trait can, once per day as a free action, treat any skill as though they had a number of ranks equal to half of their character levels for one skill check (minimum 1 rank).
This racial trait replaces past life knowledge.
Feats and Traits
Feats
Bonus Feat: Gunsmithing
1st Level Feat: Additional Traits
Traits
1. Magic Trait Storm-touched You share an affinity with elemental lightning. You gain DR 1/— against creatures and attacks with the electricity type.
2. Combat Trait Reactionary: +2 to init
3. Religion Trait Spirit Guide: +2 trait to religion and religion is always a class skill for me
4. Faith Trait Dogged: Drawing inspiration from the Cult of the Failed, you refuse to let setbacks stop you, no matter how disastrous. Once per day when you roll a natural 1 on an attack roll, saving throw, skill check, or ability check, you gain a +1 trait bonus on any one roll you attempt before the end of the next round.
Class
Proficient with all weapons, except exotic. Two-handed only firearms, light armor.
Gunsmith
Deeds: Steady Aim, Deadeye, Quick Clear
Grit
Favored Class bonus 1 HP. BAB+1, Fort+2, Ref+2, Will+0
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 Knowledge Religion
Skill Points at each Level: 4 + Int modifier.
1. Acrobatics: 1 rank, 2 dex, 3 trained: 6 total
2. Craft Alchemy: 1 rank, 2 int, 3 trained: 6 total
3. Knowledge Geography: 1 rank, 2 int: 3 total
4. Survival: 1 rank, 0 wis, 3 trained: 4 total
5. Knowledge Religion: 1 rank, 2 trait, 2 int, 3 trained: 8 total
6. Swim: 1 rank, 2 str, 3 trained: 6 total
Equipment
1. Pistol: Free
2. Greataxe: 20 GP
3. Gunsmith's Kit: 15 GP
4. 10 Doses of black Powder and 10 Bullets: 11 GP
5. Powder Horn: 3 GP
6. Explorer's Outfit: Free
7. Wooden Armor: 20 GP (3 ac, 3 dex, -1 penalty)
8. Backpack: 2 GP
9. 4 Rations: 2 GP
10. Canteen: 2 GP
11. 1127 GP left over
Attacks
1. Greataxe: attack of 3. 1d12+4 slashing dmg. CritX3
2. Musket: attack of 3 vs touch. range 40. 1d12 Piercing and blunt. Crit X4. Misfire 1 or 2.