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Soris Aldurntia DEAD

The only real problems in life are those that cannot be solved with liberal use of explosives. If explosives solve it then it wasn't a problem to begin with. - Soris Aldurntia

Male Tiefling Gunslinger 1/Alchemist 2
Chaotic Neutral Medium Native (Outsider)
Player Petteri (5224-2)
Xp: 6/9
Faction: Scarab Sages
Prestige/Fame 9/11


Init +4
Senses Perception +7, Darkvision (60 ft)


Str 13, Dex 18, Con 12, Int 17, Wis 12, Cha 5
AC 17, touch 14, flat-footed 13; (+3 armor, +4 Dex)
HP 23 (1d10+3d8+3 con)
Fort +6, Ref +9, Will +1
Weight 175 lbs.
Height 5 ft. 9 in.
Special Defenses

  • Fiendish Resistance (Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.)

Speed 30 ft.
Base Atk +2; CMB +3; CMD 17
Melee Claws (max. 2) +3 (1d4+1, x2, Slashing+Bludgeoning)
Ranged +1 Pistol +7 (1d8+1, x4, 20 ft, Bludgeoning+Piercing, Missfire 1-2)
Ranged Bombs +6 (1d6+4, x2, 20 ft, 6/day)
Special Attacks

  • Point-Blank Shot (+1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.)

Feats

Skills (4 + int)

Traits

Languages Common (Taldane), Abyssal, Infernal, Draconic, Dwarven, Osirion
SQ Racial Modifiers (+2 Dexterity, +2 Intelligence, –2 Charisma), Darkvision 60ft., Fiendish Resistance, Prehensile Tail, Claws, Deeds, Grit, Gunsmith, Alchemy, Bomb 1d6, Extra Bombs, Mutagen, Throw Anything


Notes

  • Prehensile Tail: (Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action.)

On person

  • Masterwork Studded Leather Armor (-175 gp)
  • +1 Pistol (-2300 gp)
  • Alchemical Cartridge, Paper x14 (-36 gp)
  • Alchemical Cartridge, Adamantine x15 (-108 gp)
  • Alchemical Cartridge, Paper, Alchemical Silver x10 (-14 gp)
  • Alchemical Cartridge, Paper, Cold Iron x10 (-24 gp)
  • Artisans Outfit
  • Pouch, Belt (-1 gp)
  • Waterskin (-1 gp)
  • Backpack (-2 gp)
  • Potion of Cure Light Wounds x2 (-100 gp)
  • Wand of Cure Light Wounds (17 charges) (-2PP)

In backpack

  • Silk Rope (50 ft) (-10 gp)
  • Bedroll (-1 sp)
  • 2 Torches (-2 cp)
  • 10 Trail Rations (-5 gp)

Wealth 1421 gp, 8 sp, 6cp
Encumbrance 43,5 lb. without backpack, 65,5 lb. with backpack (50 lb. light/100 lb. medium/150 lb. heavy)


Spells 1st (3/day)


Level Progression

  1. Gunslinger 1 Deeds, Grit, Gunsmith, Point-Blank Shot
  2. Alchemist 1 Alchemy, Bomb 1d6, Mutagen, Throw Anything, Extra Bombs
  3. Alchemist 2 Discovery(Precise Bomb), poison resistance +2, poison use, Rapid Reload
  4. Alchemist 3 Bomb 2d6, swift alchemy, +1 INT
  5. Alchemist 4 Discovery(Explosive Missile), Precise Shot
  6. Gunslinger 2 Nimble +1
  7. Gunslinger 3 Deeds, FEAT
  8. Gunslinger 4 Bonus Feat, +1 STR
  9. Gunslinger 5 Gun training 1, FEAT
  10. Alchemist 5 Bomb 3d6
  11. Alchemist 6 Discovery(), Swift Poisoning, Poison Resistance +4, FEAT
  12. Alchemist 7 Bomb 4d6, +1 CHA

This relatively dark skinned, young tiefling has clearly seen some trouble. His whole face is covered in burn and blast scars and his left horn was clearly shattered. He carries a well-worn pistol of his own making and has several small vials on his belt.

Though reasonably fit his numerous scars and the slightly insane gleam often seen in his eyes when he speaks of his research on different explosives makes him rather disturbing company for most people.

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