Nhalmika (Level 1)
| Nhalmika (Level 1) |
|
|
| Level |
1 |
| Size |
Medium |
| Key Ability |
STR |
| Hero Points |
1 |
| Defenses & Combat |
| HP |
20/20 |
| AC |
18 |
| Saving Throws |
Fort +7, Ref +8, Will +5 |
| Perception |
+7 |
| Speed |
25 ft. |
| Attributes |
| STR +3 |
Details
- Ancestry: Dwarf
- Heritage:
Forge Dwarf
- Background: Martial Disciple
- Class:
Gunslinger
- Key Ability: STR
- Hero Points: 1
⚔ Defense & Saves
- HP: 20/20
- AC: 18
- Perception: +7 (Expert)
- Speed: 25 ft. (land)
- Fortitude: +7 (Expert)
- Reflex: +8 (Expert)
- Will: +5 (Trained)
🗡 Attacks
|
Weapon |
Traits |
Attack Bonus |
Damage
|
 |
Dwarven Scattergun (Untrained) |
Concussive, Dwarf, Kickback, Scatter-10 |
+3/-2/-7 |
1d8 piercing
|
 |
Clan Dagger (Trained) |
Agile, Dwarf, Parry, Versatile-B |
+6/+2/-2 |
1d4+3 piercing
|
📊 Ability Scores
| STR |
DEX |
CON |
INT |
WIS |
CHA
|
| +3 |
+3 |
+2 |
+0 |
+2 |
-1
|
🎓 Skills
| Skill |
Modifier |
Proficiency
|
| Acrobatics |
+6 |
Trained
|
| Arcana |
+0 |
Untrained
|
| Athletics |
+6 |
Trained
|
| Crafting |
+0 |
Untrained
|
| Deception |
-1 |
Untrained
|
| Diplomacy |
-1 |
Untrained
|
| Intimidation |
-1 |
Untrained
|
| Medicine |
+2 |
Untrained
|
| Nature |
+2 |
Untrained
|
| Occultism |
+0 |
Untrained
|
| Performance |
-1 |
Untrained
|
| Religion |
+2 |
Untrained
|
| Society |
+0 |
Untrained
|
| Stealth |
+3 |
Untrained
|
| Survival |
+2 |
Untrained
|
| Thievery |
+3 |
Untrained
|
💰 Wealth & Carry
| Coin |
Total Value |
Bulk |
Invested
|
| 1 SP |
17.2 gp |
5.6 / 8 enc / 13 max |
0/10
|
✨ Feats & Features
Heritage
Forge Dwarf
- You have a remarkable adaptation to hot environments. This grants you fire resistance equal to half your level (minimum 1), and you treat environmental heat effects as if they were one step less extreme (incredible heat becomes extreme, extreme heat becomes severe, and so on).
Background Features
- Martial Disciple
- You dedicated yourself to intense training and rigorous study to become a great warrior. The school you attended might have been a traditionalist monastery, an elite military academy, or the local branch of a prestigious mercenary organization.
- Choose two attribute boosts. One must be to Strength or Dexterity, and one is a free attribute boost.
- You're trained in your choice of the Acrobatics or Athletics skill. You gain a skill feat: Cat Fall if you chose Acrobatics or Quick Jump if you chose Athletics. You're also trained in the Warfare Lore skill.
Feats
Cat Fall (general, skill)
- Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you're an expert in Acrobatics, treat falls as 25 feet shorter and 50 feet if you're a master. If you're legendary in Acrobatics, you always land on your feet and don't take damage, regardless of the distance of the fall.
Clan Dagger (dwarf)
- You get one Clan Dagger of your clan for free, as it was given to you at birth. Selling this dagger is a terrible taboo and earns you the disdain of other dwarves.
Cover Fire (gunslinger)
- Frequency once per round
- Requirements You're wielding a loaded firearm or crossbow.
- You lay down suppressive fire to protect allies by forcing foes to take cover from your wild attacks. Make a firearm or crossbow Strike; the target must decide before you roll your attack whether it will duck out of the way. If the target ducks, it gains a +2 circumstance bonus to AC against your attack, or a +4 circumstance bonus to AC if it has cover. It also takes a -2 circumstance penalty to ranged attack rolls until the end of its next turn. If the target chooses not to duck, you gain a +1 circumstance bonus to your attack roll for that Strike.
Explosive Savant (dwarf)
- Access You are from Dongun Hold or Alkenstar.
- You've spent a lifetime wielding guns and explosive ordinance. You have familiarity with bombs and firearms; for the purposes of proficiency you treat bombs and martial firearms as simple weapons, and advanced firearms as martial weapons.
Gunslinger's Way (gunslinger)
- All gunslingers have a particular way they follow, a combination of philosophy and combat style that defines both how they fight and the weapons they excel with. At 1st level, your way grants you an initial deed, a unique reload action called a slinger's reload, and proficiency with a particular skill. You also gain advanced and greater deeds at later levels, as well as access to way-specific feats.
- Way of the Drifter You wander across the battlefield, equally at home in and out of the fray.
- Way of the Pistolero You carefully maintain your distance at a duelist's 10 paces with pistol in hand.
- Way of the Sniper You practice a methodical style of shooting, striking from far cover.
- Way of the Vanguard You rely on a brutal combat style that uses heavy weapons and explosive attacks.
- Way of the Triggerbrand You prefer firearms that work well as weapons in both melee and ranged combat
Slinger's Precision (gunslinger)
- You deal an extra +2 precision damage with Strikes made using non-repeating crossbows and you deal an extra 1d4 precision damage on Strikes using non-repeating firearms.
- If you have gunslinging legend, you instead deal +3 additional precision damage with Strikes using non-repeating crossbows and an additional 1d6 precision damage with Strikes using non-repeating firearms.
- If you are using a combination weapon whose ranged form is a firearm or crossbow, you use your proficiency with firearms and crossbows for attacks made with the melee configuration of that weapon.
Way of the Vanguard (gunslinger)
- You practice a unique combat style originated by dwarven siege engineers, using heavy weapons with wide attack areas to blast holes through enemy lines, clear an opening for your allies, and defend the conquered territory.
- Slinger's Reload Clear a Path
- Deeds Initial Living Fortification; Advanced Spinning Crush; Greater Siegebreaker
- Way Skill Athletics
Actions
Clear a Path (gunslinger)
- Requirements You're wielding a two-handed firearm or two-handed crossbow.
- You push outward with your weapon to clear some space before quickly reloading a fresh round. You make an Athletics check to Shove an opponent within your reach using your weapon, then Interact to reload. For this Shove, you don't need a free hand, and you add the weapon's item bonus on attack rolls (if any) to the Athletics check. If your last action or activity this round included a ranged Strike with the weapon, use the same multiple attack penalty as the last Strike you attempted with the weapon for the Shove; the Shove still counts toward your multiple attack penalty on further attacks.
Living Fortification (gunslinger)
- Trigger You roll initiative.
- You posture defensively with firearms or crossbows, acting like a walking tower. Interact to draw a firearm or crossbow. You then position that weapon defensively, as the parry trait, gaining a +1 circumstance bonus to AC until the end of your first turn, or a +2 circumstance bonus if the chosen weapon has the parry trait.
Last synced: 2026-08-03 04:00