Ironfang Scout

Ungebrochen's page

111 posts. Alias of Helikon.


Full Name

Brask Brightmane called Ungebrochen

Race

Hobgoblin

Classes/Levels

Gunslinger (Pistolero) 5/Shield Marshall 5

Gender

male

Size

medium

Age

35

Alignment

LN

Languages

Common, Goblin

Strength 10
Dexterity 24
Constitution 16
Intelligence 12
Wisdom 16
Charisma 10

About Ungebrochen

Combat:

Hit Points: 95
Initiative: +11
Armor Check Penalty: 0
Speed: 30 feet
Armor Class: 26 (10 + 5 Armor + 2 Shield +7 Dex +1 Dodge +1 Deflection)
Touch: 19
Flat-footed: 16
Saves:
Fortitude: +10 (6 + 3 Con+1R)
Reflex: +14 (7 + 0 Dex+1R)
Will: + 7 (4 +0 Wis+1R)
Combat:
(Revolver +1) +16 or +14/+14/+9 1d8+15 19-20/x4

Base Attack Bonus: +10
Melee Attack Bonus: +10 (10 BAB + 0 Str)
Range Attack Bonus: +17 (10 BAB + 7 Dex)
Combat Maneuver Bonus: +17 (10 BAB +7 Dex) CM DC: 29 (10+ 10 Base + 0 Str + 7 Dex +1 defl + 1dodge)


Hobgoblin Standard Racial Traits:

+2 Dexterity, +2 Constitution: Hobgoblins are fast and hardy.
Goblinoid: Hobgoblins are humanoids with the goblinoid subtype.
Medium: Hobgoblins are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Hobgoblins have a base speed of 30 feet.
Darkvision: Hobgoblins can see in the dark up to 60 feet.
Sneaky: Hobgoblins receive a +4 racial bonus on Stealth checks.
Languages: Hobgoblins begin play speaking Common and Goblin. Hobgoblins with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Infernal, Giant, and Orc.

Class Abilities:

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. 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.

All gunslinger deeds can be found here.

Nimble (Ex): Starting at 2nd level, a gunslinger gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).

Bonus Feats: At 4th level, and every four levels thereafter, a gunslinger gains a bonus feat in addition to those gained by normal advancement. These bonus feats must be combat or grit feats.
Weapon and Armor Proficiency: A shieldmarshal gains no additional weapon or armor proficiencies.

Eye for Detail (Ex): A shieldmarshal adds his Intelligence bonus as well as his Wisdom bonus on Perception and Sense Motive checks. In addition, he gains a bonus equal to 1/2 his level on Perception checks opposed by another creature’s Disguise or Sleight of Hand checks.

Legal Judgment (Ex): A shieldmarshal can pronounce legal judgment upon his foes as a swift action, providing a bonus or ability based on the type of judgment made. Once activated, the ability lasts until the combat ends. If the shieldmarshal is dazed, frightened, panicked, paralyzed, stunned, unconscious, or otherwise unable to participate in combat, the effect does not end but provides no benefit until he is again able to participate in combat. As a swift action, the shieldmarshal can change his legal judgment to another type.

This ability can be used once per day, plus once for every three levels beyond 1st. It is equivalent to an inquisitor’s judgment ability for the purpose of feats, magic items, or other game effects that affect the judgment ability; however, levels in the two classes do not stack.

Bulletproof: A shieldmarshal gains DR 1/— against ranged attacks. Starting at 4th level, this DR is equal to 1/2 the shieldmarshal’s class level. A shieldmarshal must be wearing armor or using a shield to use this judgment.

Destruction: A shieldmarshal gains a +1 competence bonus on attack rolls with firearms or light blades, increasing to +2 at 5th level and +3 at 10th level. This bonus is doubled on critical hit confirmation rolls.

Evasive: A shieldmarshal gains the evasion, uncanny dodge, and improved uncanny dodge abilities as a rogue of her class level. If he possesses rogue levels, these levels stack.

Justice: A shieldmarshal gains a +1 bonus on damage rolls with firearms or light blades. Starting at 4th level, this bonus is equal to 1/2 the shieldmarshal’s class level.

Lucky Dodge: A shieldmarshal gains a +1 dodge bonus to Armor Class, increasing to +2 at 5th level and +3 at 10th level. This bonus is doubled against attack rolls made to confirm critical hits against him.

Quick Recovery: A shieldmarshal recovers quickly from injury, gaining fast healing 1, increasing to fast healing 2 at 5th level and fast healing 3 at 10th level.

Sharpshooter: A shieldmarshal ignores 1 point of any AC bonus granted by cover per shieldmarshal level. This does not allow the shieldmarshal to ignore total cover.

Sure Shot: A shieldmarshal reduces his miss chance with firearms due to concealment, blink, blur, or similar effects by 5% per two shieldmarshal levels (to a maximum reduction of 25% at 10th level). He must still target the correct square to hit a creature with concealment. This judgment can’t decrease his miss chance to lower than 0%.

Danger Sense (Ex): At 2nd level, a shieldmarshal gains a bonus on initiative checks equal to 1/2 his level, and can always act during a surprise round even if unaware of opponents.

Gunmarshal (Ex): Starting at 2nd level, a shieldmarshal gains deeds as a gunslinger of half his level. If he also has gunslinger levels, these levels stack. In addition, within the Grand Duchy of Alkenstar, he gains a bonus on all Charisma-based skill checks equal to 1/2 his shieldmarshal level if he openly displays his shieldmarshal’s badge.

Labyrinthine Cunning (Ex): At 3rd level, a shieldmarshal never becomes lost in urban terrain, and he never takes penalties to movement for poor visibility in urban terrain, even while temporarily blinded. A shieldmarshal can open or close doors as a swift action instead of a move action.

Urban Commando (Ex): At 5th level, a shieldmarshal treats urban areas as his favored terrain, as the ranger class feature. At 10th level, his favored terrain bonus increases to +4 but he does not gain a second favored terrain. If he already has a favored terrain bonus in urban terrain from another class, these bonuses stack but do not affect bonuses in other terrain types.


Feats, traits, skills:

Feats:
Gunsmithing
Point Blank Shot
Precise Shot
Quickdraw
Two weapon Fighting
Deadly Aim
Improved Critical Revolver
Traits:
Never Stop Shooting
Ber Defender
THEME:
The man with Two Guns is God
Skills:
Skillpoints gained/level (4) x 7 = 28 + 10 BS
Acrobatics: +11
Craft(Gunsmithing): +16
Diplomacy: +12
Intimidate: +12
Know (eng.): +5
Know (local): +13 (4 ranks; +3 trained; +5 Int)
Know (nature): +12 (4 ranks; +3 trained; +5 Int)
Know (religion): +9 (1 ranks; +3 trained; +5 Int)
Know (planes): +9 (1 ranks; +3 trained; +5 Int)
Linguistics: +9 (1 ranks; +3 trained; +5 Int)
Perception: +22
Sense Motive: +17
Stealth: +11
Survival: +7
Swim: +4
Languages: Common, Goblin

Equipment:

Weapons:
Two +2 Revolver
Armor
Darkleaf Parade Armor

Miscellaneous:
a backpack,
a bedroll,
a belt pouch,
a flint and steel,
soap,
Adventurer´s Sash
4 Flasks of Acid
2 potions of cure light wounds 200gp
Antiplague 50
2 Flasks of Alchemist fire
Thunderstone
2 Smokesticks
Magnesium x20
Brimstone x10
Scrolls:
Summon Monster 1, Alarm, 2 scrolls of Cure light wounds, Silent x2 Image
Travellers Anytool.
Pouch with Coins (1 lbs):
CP:
SP: 1
GP:
PP:
Carrying Capacity:
Light Load: 0 lbs - 100 lbs
Medium Load: 101 lbs - 200 lbs
Heavy Load: 201 lbs - 300 lbs
Lift Over Head: 300 lbs
Lift Off Ground: 600 lbs
Push or Drag: 1500 lbs
Carried Possessions ( lbs):


Spells:

Cantrips all:
Prepared: Acid Splash, Daze, Prestidigation, Read Magic, Detect Magic
Level 1:
Burning Hands, Crafters Fortune, Detect Metal, Enlarge Person, Grease, Identify, Mage Armor, Magic Missle, Monkey Fish, Mount, Reduce Person, Ray of Enfeeblement, Unseen Servant, Infernal Healing
Prepared: Magic Missle, Reduce Person,
Level 2:
Bears Strength. Glitterdust, Levitate, Alter Self
Prepared: Bears Strength

Character Description:

Height: 4´5"
Weight: 205
Eyes: Amber
Hair: Brown
Skin: tanned
Durability: The dwarf only known as Mitleid is rather small for a dwarf. He is almost 4 feet tall and weighs about 120 pounds. lightly muscled and with a deep red heavily braided beard and clear green eyes.

Backstory:


Pebble:

Init +2; Senses blindsight 30 ft.; Perception +2
DEFENSE
Init +2; Senses blindsight 30 ft.; Perception +2
Defense
AC 15, touch 15, flat-footed 12 (+2 Dex, +1 dodge, +2 size)
hp 5 (1d10)
Fort +0, Ref +2, Will +2
Immune construct traits
Offense
Speed 0 ft., fly 30 ft. (average)
Melee slam +0 (1d4–3)
Space 2-1/2 ft., Reach 0 ft.
Statistics
Str 4, Dex 15, Con —, Int 7, Wis 14, Cha 5
Base Atk +1; CMB +1; CMD 9
Feats Dodge
Skills Fly +10
Languages Common (can’t speak)
SQ ioun affinity, share iouns
Ecology
Environment any
Organization solitary
Treasure none
Special Abilities
Ioun Affinity (Su) An ioun wyrd can integrate a number of ioun stones into its body equal to 1 + half its Hit Dice. Because an ioun wyrd sees all ioun stones as equal and gains no benefits from them, the wyrd’s ioun stones can be swapped out by any creature the wyrd trusts.

Share Iouns (Su) A character with an ioun wyrd familiar gains the benefit of the wyrd’s ioun stones as long as the character is within 30 feet of the ioun wyrd.

Valet Skills:
A valet treats Craft, Perform, and Profession as class skills.

Able Assistant (Ex):
A valet’s master treats the valet as if it had the Cooperative Crafting feat and shares Craft skills and item creation feats with the valet

Teammate (Ex):
A valet is considered to have all the teamwork feats its master has

Magical Manipulation (Sp):
A valet can cast open/close and prestidigitation at will.

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su):
If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates. When delivering a harmless touch spell to a willing creature, a valet can move before and after delivering the spell, as long as its total movement does not exceed its speed.