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Kharn "The Bloody" LE
Character Name Alignment
Musketeer 1 , Savage Technologist 4
Character Level
Human M
Race Size
Male 28
Gender Age
6'3" 245lb
Height Weight
Black Brown
Hair Eyes
Test
Player
- Golden City (Outskirts)
Deity Homeland
- 10,000 XP
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
16 +3 N/A +3
Dex
Dexterity
18 +4 N/A +4
Con
Constitution
14 +2 N/A +2
Int
Intelligence
12 +1 N/A +1
Wis
Wisdom
8 -1 N/A -1
Cha
Charisma
14 +2 N/A +2
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
52
0
0
Initiative
Dex
Modifier
+4
+4
+0
BAB
+5
ARMOUR CLASS
Total AC
Armour
Shield
Dex
18
+4
+0
+4
Size
Natural
Deflection
Misc
+0
+0
+0
+0
Touch
14
Flat Footed
14
Flat Footed + Touch
10
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +6 +4 CON +2 +0 +0 +0
Reflex +7 +3 DEX +4 +0 +0 +0
Will +0 +1 WIS -1 +0 +0 +0
Saving Throw Notes

+2 to Will while raging
+1 to Reflex vs Traps
+3 to Saving throws against spells and supernatural abilities.
Must save against even friendly spells while raging

Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+8 +5 +3 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
22 10 +5 +3 +4 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
40ft
40ft
-
20ft
20ft
-
Languages

Common, Orc

Adventuring Skills
CS Skill Total AB Mod Ranks Misc
Acrobatics +11 (DEX)  +4 +4 +3
  Bluff +2 (CHA)  +2 +0 +0
Climb +11 (STR)  +3 +5 +3
Diplomacy +6 (CHA)  +2 +1 +3
  Disguise +2 (CHA)  +2 +0 +0
  Escape Artist +4 (DEX)  +4 +0 +0
  Fly +4 (DEX)  +4 +0 +0
  Heal -1 (WIS)  -1 +0 +0
Intimidate +10 (CHA)  +2 +5 +3
  Knowledge: Arcana +1 (INT)  +1 +0 +0
  Knowledge: Dungeoneering +1 (INT)  +1 +0 +0
  Knowledge: Local +1 (INT)  +1 +0 +0
  Knowledge: Nature +1 (INT)  +1 +0 +0
  Knowledge: Planes +1 (INT)  +1 +0 +0
  Knowledge: Religion +1 (INT)  +1 +0 +0
Perception +8 (WIS)  +Wis +5 +3
  Ride +4 (DEX)  +4 +0 +0
  Sense Motive -1 (WIS)  -1 +0 +0
  Stealth +4 (DEX)  +4 +0 +0
  Survival -1 (WIS)  -1 +0 +0
Swim +11 (STR)  +3 +5 +3
Background Skills
CS Skill Total AB Mod Ranks Misc
  Appraise +1 (INT)  +1 +0 +0
Craft: Alchemy +5 (INT)  +1 +1 +3
  Knowledge: Engineering +1 (INT)  +1 +0 +0
  Knowledge: Geography +1 (INT)  +1 +0 +0
  Knowledge: History +1 (INT)  +1 +0 +0
  Knowledge: Nobility +1 (INT)  +1 +0 +0
Custom Skills
CS Skill Total AB Mod Ranks Misc

* only usable when trained (rank 1 and higher)
Skill Notes
Kharn adds his Strength modifier to diplomacy and Intimidate when interacting with tribal cultures.

He also counts as one size larger for Intimidate (+4) while wielding a firearm.
Feats

Point Blank Shot, Weapon Focus: Gandasa, Gunsmithing, Rapid Reload, Slashing Grace, Two-Weapon Grace

Special Abilities

Reckless Abandon (Ex)
Benefit: While raging, the barbarian can take a –1 penalty to AC to gain a +1 bonus on attack rolls. The AC penalty increases by –1 and the attack roll bonus increases by +1 at 4th level and every four levels thereafter.

Superstition (Ex)
Benefit: The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.

Traits

Reactionary, Larger than Life

WEAPONS
Name AB Critical Type Range Ammo Dmg
Masterwork Gandasa with Effortless Lace "Gorechild" +1 x3 Slashing and Piercing Contact n/a 2d4
Masterwork Pistol +1 x4 Bludgeoning and Piercing 20 ft Cartridges 1d8
ARMOUR
Name ACB Type Check Penality Spell Failure Weight Properties
+1 Studded Leather+4Light015%20 lbsNone
Arms & Equipment

Attacks:
Gorechild: +10 to Hit, 2d4+4 damage
Pistol: +9/9 to Hit, d8+1 damage
Raging Gorechild: +14 to Hit, 2D4+6 damage
Dual attack: +10/11 to Hit, 2d4+4, 1d8+1 damage

The blade of Gorechild absorbs and channels heat to the parts of the weapon that contact enemies. If the weapon is exposed to 10 points or more of fire damage (such as from an opponent’s fireball or by holding it in a campfire for 1 full round), the weapon adds +1d4 points of fire damage to its attacks for the next 2 rounds.

Class Features

Panache (Ex)
More than just a lightly armored warrior, Kharn is a daring combatant. He fights with panache: a fluctuating measure of Kharn’s ability to perform amazing actions in combat. At the start of each day, Kharn gains a number of panache points equal to his Charisma modifier (2). His panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier , though feats and magic items can affect this maximum. Kharn spends panache to accomplish deeds (see below), and regains panache in the following ways.

Critical Hit with Gorechild: Each time Kharn confirms a critical hit with Gorechild, he regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the Kharn's level doesn’t restore panache.

Killing Blow with a Gorechild: When the swashbuckler reduces a creature to 0 or fewer hit points with Gorechild while in combat, she regains 1 panache 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 Kharn's character level to 0 or fewer hit points doesn’t restore any panache.

Kharn spend panache points to accomplish deeds. Most deeds grant Kharn a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while Kharn has at least 1 panache point, but do not require expending panache to be maintained.Kharn can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as Kharn has or spends the required number of panache points to perform the deed.

Derring-Do (Ex): At 1st level, Kharn can spend 1 panache point when he makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. He can do this after he makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, he rolls another 1d6 and adds it to the check. He can continue to do this as long as she rolls natural 6s, up to a number of times equal to his Dexterity modifier (+4).

Quick Clear (Ex): At 1st level, as a standard action Kharn can spend 1 panache point to remove the broken condition from a single firearm he is currently wielding, as long as the firearm gained that condition through a misfire.

Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against Kharn, he can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. Kharn makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than him, he takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. Kharn must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if he has at least 1 panache point, he can as an immediate action make an attack against the creature whose attack he parried, provided that creature is within his reach. This deed’s cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

Kharn gains the benefits of the Weapon Finesse feature with the rapier (this counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites)

Rage (Ex)
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Dexterity, as well as a +2 morale bonus on Will saves. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Sword and Gun (Ex)
At 2nd level, when a raging savage technologist wields a one-handed firearm in one hand and a light or one-handed melee weapon in the other, she can make ranged attacks with the firearm without provoking attacks of opportunity. She also gains the benefits of the Two-Weapon Fighting feat, but only if all attacks are made with those weapons.

Trap Sense (Ex)
At 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to armor class against attacks made by traps. These bonuses increase by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.

Primal Magnetism (Ex)
At 3rd level, a savage technologist adds her Strength modifier on Diplomacy checks when interacting with tribal cultures. She can expend 2 rounds of rage (even if not raging) to add a bonus equal to 1/2 his barbarian level on a Diplomacy check.

Possessions & Property

30 Alchemical Cartridges.
Fireforged Gandasa with Effortless Lace (Gorechild)
Masterwork Pistol
+1 Studded Leather.
Beneficial Bandolier (Reload as a swift action)

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Test_Kharn.

System

Pathfinder 1e

Statblock Type

Character Sheet

Link/Embed