Sollir Furryfoot
Explorer
Niko (short for Nicodemeus)
Gnome Technologist 4
Alignment: Neutral
Stats:
Strength: 8
Dexterity: 12
Constitution: 16
Intelligence: 18 (Base 17+1 from level 4)
Wisdom: 9
Charisma: 8
Perception: 14
Hit Points 4d6+12 (30)
AC 16 (+4 from Chain Shirt, +1 from Size, +1 Dexterity)
Attack Bonus: +2 with Dagger (+3 BAB, -1 Str), +6 with gun (+3 BAB, +2 Perception, +1 Masterwork) +1 if within 30 ft., +4/+4 with Rapid Shot (+1 to each if within 30 ft.)
Maintenance Points: 12 (Base 8+4 for 18 Int)
Initiative: +5 (+1 dex, +4 Improved Initiative)
Saves: Fort +4 Reflex +5 Will +1
Devices in Use:
0-Spectacles, Watch, Armorall, Tindertwig, Sensor
1-Exoskeleton (On Golem), Scope, Reloader, Tonic
2-Golem II (Hardness, Additional Attack), Cloak Generator
Used Gold for Devices: 105
Devices Known:
6 0-Watch, Spectacles, Armorall, Sensor, Morses Encoder, Tindertwig
6 1-Scope, Reloader, Exoskeleton, Tonic, Golem I, Indicator
2 2-Bladeswarm, Cloak Generator, Golem II
Skills: Alchemy +8, Disable Device +11 (+13 w/ Tools), Knowledge (Architecture Engineering ) +11, Knowledge (Technology) +11, Open Lock +8 (+10 w/ Tools), Techcraft +11
Feats: Technological Aptitude (virtual), Point Blank Shot, Rapid Shot, Improved Initiative, Repair
Items: Dagger, Masterwork Chain Shirt, Small, Masterwork Long Pistol*, Masterwork Thieve's Tools, Magnifying Glass, Backpack, Beltpouch, 1000 bullets, Donkey (Saddlebags x2), 810 Gold remaining (If the Donkey can’t carry all those bullets, I’ll buy a second I guess…)
*Masterwork Long Pistol (Muzzle Loader) (For Light Propellant Rounds: 50’ Increment, 1d8+1 Damage, 3 Penetration, 3 Recoil, Small)
Gnome Technologist 4
Alignment: Neutral
Stats:
Strength: 8
Dexterity: 12
Constitution: 16
Intelligence: 18 (Base 17+1 from level 4)
Wisdom: 9
Charisma: 8
Perception: 14
Hit Points 4d6+12 (30)
AC 16 (+4 from Chain Shirt, +1 from Size, +1 Dexterity)
Attack Bonus: +2 with Dagger (+3 BAB, -1 Str), +6 with gun (+3 BAB, +2 Perception, +1 Masterwork) +1 if within 30 ft., +4/+4 with Rapid Shot (+1 to each if within 30 ft.)
Maintenance Points: 12 (Base 8+4 for 18 Int)
Initiative: +5 (+1 dex, +4 Improved Initiative)
Saves: Fort +4 Reflex +5 Will +1
Devices in Use:
0-Spectacles, Watch, Armorall, Tindertwig, Sensor
1-Exoskeleton (On Golem), Scope, Reloader, Tonic
2-Golem II (Hardness, Additional Attack), Cloak Generator
Used Gold for Devices: 105
Devices Known:
6 0-Watch, Spectacles, Armorall, Sensor, Morses Encoder, Tindertwig
6 1-Scope, Reloader, Exoskeleton, Tonic, Golem I, Indicator
2 2-Bladeswarm, Cloak Generator, Golem II
Skills: Alchemy +8, Disable Device +11 (+13 w/ Tools), Knowledge (Architecture Engineering ) +11, Knowledge (Technology) +11, Open Lock +8 (+10 w/ Tools), Techcraft +11
Feats: Technological Aptitude (virtual), Point Blank Shot, Rapid Shot, Improved Initiative, Repair
Items: Dagger, Masterwork Chain Shirt, Small, Masterwork Long Pistol*, Masterwork Thieve's Tools, Magnifying Glass, Backpack, Beltpouch, 1000 bullets, Donkey (Saddlebags x2), 810 Gold remaining (If the Donkey can’t carry all those bullets, I’ll buy a second I guess…)
*Masterwork Long Pistol (Muzzle Loader) (For Light Propellant Rounds: 50’ Increment, 1d8+1 Damage, 3 Penetration, 3 Recoil, Small)
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