Monday, April 1, 2013

Introducing....


Allow me to introduce myself.. I'm a man of wealth and fame...

Actually Borgrin isn't..he's a dwarf of violent and loud tendencies. Rude and obnoxious (to date he's insulted six of the eight faction leaders to their face), he tends to be an 'in yer face cause that is where mah BOOM-STICK needs ta be!' sort of lad.
Boom-stick, as he is known to friends, enemies, rivals and anyone in earshot, is a larger than life dwarven boy come down from the mountains to explore the world. He has found his calling in service to the greatest of all human gods, Cayden Cailean. A god whose sacrement is a pint is just his sort of god. Add in that god calling for him to go out and get into trouble for the 'greater good' is just his sort.
The fact he can drink while doing it is just icing on the cake.

Favored moments of play:
-To a certain Andoran Faction Leader. "Nice hat mistah.. does yer mummy know yer wearing it?"
-To a particular Cheliaxian Paracountess. "Lady yer more twisted than a wee pretzel..and about as cute a sewer rat."

Borgrin 'Boom-Stick' McCracken
Male Mountain Dwarf Gunslinger (Gun Tank) 1/ Inquisitor (Spellbreaker) 1
CG Medium Humanoid (dwarf)
Init +4; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 19, touch 11, flat-footed 18 (+7 armor, +1 shield, +1 Dex)
hp 19 (1d10+1d8+4); judgement of sacred healing 1
Fort +6, Ref +4, Will +4; +2 trait bonus vs. fear
Defensive Abilities judgement of sacred protection +1; DR judgement of sacred resiliency 1: magic; Resist judgement of sacred purity +1, judgement of sacred resistance 2 (fire); SR 7
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Offense
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Speed 30 ft.
Melee Dwarven waraxe +2 (1d10+1/x3)
Ranged Blunderbuss +3 (1d8/x2)
Special Attacks: agile feet (5/day), judgement of sacred destruction +1, judgement of sacred justice +1, judgement of sacred piercing +1, judgement of sacred smiting (magic)
Inquisitor (Spellbreaker) Spells Known (CL 1):
1 (2/day) Expeditious Retreat, True Strike
0 (at will) Disrupt Undead, Stabilize, Detect Magic, Brand (DC 12)
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Statistics
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Str 13, Dex 15, Con 14, Int 12, Wis 15, Cha 11
Base Atk +1; CMB +2; CMD 13
Feats: Gunsmithing, Point Blank Shot
Traits: Good Natured, Reactionary
Skills: Acrobatics -5, Appraise +1 (+3 to determine the price of nonmagic items with precious metals or gemstones), Climb -6, Craft (alchemy) +5, Craft (firearms) +6, Diplomacy +5, Escape Artist -5, Fly -5, Intimidate +5, Knowledge (arcana) +5, Knowledge (local) +6, Perception +7 (+9 vs. flying creatures), Ride -5, Sense Motive +8, Stealth -5, Swim -6
Languages: Common, Dwarven, Orc
SQ deed: deadeye, deed: gun tank's resolve (25%), deed: quick clear, domains (travel), greed, grit, judgement (1/day), mountaineer, sky sentinel, slow and steady, strong-willed

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Special Abilities
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Agile Feet (5/day) (Su) For 1r, you ignore difficult terrain.
Artisan's Shop: +1 to Craft for Day Job rolls and 5% discount on items of same type.
Darkvision (60 feet): You can see in the dark (black and white vision only).

Deeds:

  •  Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
  •   Gun Tank's Resolve (25%) (Ex) At 1st level, the gun tank can shrug off the most serious of attacks. When the gun tank is wearing medium or heavy armor and is subject to a critical hit or sneak attack, she can spend 1 grit point as an immediate action to attempt to negate the crit
  •   Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.

Good Natured: You have an unusually sunny spirit, and it takes serious doing to dampen your mood. You gain a +2 trait bonus on all saving throws against fear effects.
Greed: +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Grit (Ex): Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing: You can use a gunsmithing kit to craft/repair firearms and ammo.
Inquisitor (Spellbreaker): Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.

  • Judgement of Sacred Destruction +1 (Su) Weapon Damage bonus.
  • Judgement of Sacred Healing 1 (Su) Fast Healing
  • Judgement of Sacred Justice +1 (Su) Attack bonus
  • Judgement of Sacred Piercing +1 (Su) Concentration and vs. SR bonus
  • Judgement of Sacred Protection +1 (Su) AC bonus
  • Judgement of Sacred Purity +1 (Su) Save bonus
  • Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
  • Judgement of Sacred Resistance 2 (Fire) (Su) Energy Resistances
  • Judgement of Sacred Smiting (Magic) (Su) DR bypass

Mountaineer: Retain Dex bonus on narrow/slippery surfaces, immune to altitude sickness.
Point Blank Shot: +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Sky Sentinel: +1 to attack/+2 to AC Gain bonus to att/AC vs flying foes. Foes gain no bonus for high ground, +2 Perception vs flying.
Slow and Steady: Your base speed is never modified by encumbrance.
Spell Resistance (7): You have Spell Resistance.
Strong-Willed (Ex): At 1st level, a spellbreaker is able to stand strong against magical effects that seek to control, compel, or persuade her. The spellbreaker rolls twice and takes the best result when making a Will saving throw against a mind-affecting effect. 
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