Gavirk

Dashuun's page

387 posts. Alias of D-Kal.


About Dashuun

Regan Fare, survivor
Male Skinwalker(gecko) Ranger (temporal trapper)
N medium humanoid (skinwalker, shapechanger)
Init +4; Senses Perception +6 <low-light>
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DEFENSE
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AC 17, touch 14, flatfooted 13 (+4 Dex, +3 armor)
HP 10 (1d8 +2 Con +1 FC)
Fort +4, Ref +6, Will +2/+3 [2 class, 2 Con; 2 class, 4 Dex; 0 class, 2/3 Wis]
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OFFENSE
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Speed 30 ft.
Melee
- [dice=Sickle]1d20+1[/dice], [dice=Damage]1d6[/dice]
Ranged
- [dice=Heavy Crossbow]1d20+5[/dice], [dice=Damage]1d10[/dice] [120ft]
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STATISTICS
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Str 10, Dex 18, Con 14, Int 10, Wis 14, Cha 8
Base Attack +1; CMB +1; CMD 15
Feats Improved Energy Blade
Traits Born Healer, Favored Damage(negative)
Skills Acrobatics +4* (1), Craft:traps +4 (1), Handle Animal +5 (1), Knowledge:nature +4 (1), Perception +6 (1), Stealth +7* (1), Survival +8 (1)
Languages Common
Gear Studded Leather Armor, Single-Barrel Shotgun, 20 shells, 20 slugs,
Money 10g
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SPECIAL ABILITIES
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Lizard-Minded: +2 to Handle Animal and Survival
Change Shape: standard action gecko form, swift to return; +2 Wis, and one of *bite 1d6 *natural armor 1 *scent *spider climb
Spell-like Abilities: 3/day speak with reptilians as by speak with animals

Martial Tradition: Mechanic Firearm Proficiency, Expert Reloading, Trap Sphere, Sniper Sphere
Favored Enemy: +2 attacks/damage, bluff, knowledge, perception, sense motive, & survival vs Magical Beasts

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MIGHT SPHERES & TALENTS
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(DC 12/13; BAB +1)
Sniper no -4 penalty for shooting into melee
..deadly shot (special attack, single shot, may spend Martial Focus to add +1d10/+1d6 v touch/scatter)
..focusing reload (when reloading as move action, regain Martial Focus; may slow down reload to do so)

Trap +5 ranks Craft:traps
(DC 5 craft:traps, 5ft square +5ft/5 ranks, 1 rnd/exceed DC, perception DC = craft:traps mod, disable DC = craft:traps mod +10; +5 to notice & AC/saves when warned)
....persistent traps (can spend 1 min setting trap for 10 min/exceed DC)
..dart (line from corner, close, 1st target hit; ranged attack roll 1d6/odd craft:traps rank, piercing x3; can load with alchemical item/weapon/poison, splash from target through line)
..snare (1 triggering target, Reflex to not trigger; can load with alchemical item/weapon/poison)
....tripwire (target falls prone; -5 rnds/trigger; running/charging -2 to save)

Equipment
..expert reloading (reduce reload times by 1 step for proficient weapons)
..firearm proficiency (proficient with all firearms, gain gunsmithing feat)

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POWER SPHERES & TALENTS
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Drawbacks
SP 3 (DC 12/13; CL 1st; Concentration +3)
Life
..invigorate (+CL temp hit points to injured target, 1 hr, HP max)
..cure (heal 2d8+[CL] HP)
..restore (1 SP, one of: heal 1d4 ability dmg; remove fatigue, sicken, shaken, staggered, dazzled, battered; less 1 step exhausted, nauseated, frightened, panicked; suppress source effect for CL rnds)

Destruction energy focus, shape focus; favored damage +2CL negative
..blast (1d6 per odd CL or 1sp & 1d6/CL)
....energy blade (std action, 1 weapon attack, apply blast to targets hit)
....improved energy blade (swift action before attack, on successful hit, apply blast)
....gloom blast (negative energy, Fort or sickened 1 rnd; vs undead, no dmg, Fort or Blinded 1 rnd)

Plan:

2nd: Head Shot
3rd: *life*
F 3rd: Hindering Projectiles
4th: Steady Shot or Light
5th: *life*
F 5th: boon companion
6th: Steady Shot or Light
B 6th: deadly dart or Vital Strike
7th: *life*
F 7th: companion stuff