Stigur Ironclad


Stigur Ironclad
Male Dwarf Gunslinger (Musket Master) 9
CG Medium humanoid (dwarf)
Init +6; Senses darkvision 60 ft.; Perception +16


AC 23, touch 17, flat-footed 17 (+6 armor, +4 Dex, +1 deflection, +2 dodge)
hp 67 (9d10+9)
Fort +9, Ref +12, Will +9; +2 resistance bonus to recover from a continuing effect (ongoing poison, ongoing disease, recover from hold person, etc.), +2 vs. poison, spells, and spell-like abilities, +2 Trait bonus vs. mind-affecting effects for 1 hour after drinking alcohol
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants); Resist fortified drinker


Speed 20 ft.
Melee +1 dwarven waraxe +12/+7 (1d10+3/x3)
Ranged +1 distance musket +15/+10 (1d12+6/19-20/x4)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids


Str 14, Dex 19, Con 12, Int 10, Wis 18, Cha 10
Base Atk +9; CMB +11; CMD 28 (32 vs. bull rush, 32 vs. trip)
Feats Clustered Shots, Deadly Aim, Gunsmithing, Improved Critical (musket), Point-Blank Shot, Precise Shot, Rapid Reload, Rapid Shot, Weapon Focus (musket)
Traits alkenstar defender (mana wastes), fortified drinker
Skills Acrobatics +14 (+10 jump), Bluff +4, Craft (alchemy) +4, Craft (firearms) +12, Knowledge (engineering) +4, Knowledge (local) +12, Linguistics +6, Perception +16 (+18 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Sense Motive +6
Languages Common, Dwarven, Hallit, Infernal, Osiriani, Osiriani, Ancient, Thassilonian, Tien, Vudrani
SQ deed: dead shot, deed: deadeye, deed: fast musket, deed: gunslinger initiative, deed: pistol-whip, deed: quick clear, deed: startling shot, deed: steady aim, deed: targeting, grit, musket training
Combat Gear oil of silence (3), potion of cure light wounds (5), potion of cure moderate wounds (3), wand of cure light wounds (45 charges), wayfinder of revelation
Other Gear +2 mithral chain shirt, +1 distance musket, +1 dwarven waraxe, adamantine alchemical cartridge (paper) (10), alchemical cartridge (flare) (10), alchemical cartridge (paper) (30), black powder (20), cold iron alchemical cartridge (paper) (10), cold iron firearm bullet (10), firearm bullet (20), adamantine firearm bullet (20), silver firearm bullet (10), silver alchemical cartridge (paper) (10), aegis of recovery, belt of incredible dexterity +2, cloak of resistance +2, dry load powder horn, endless bandolier, far-reaching sight, feather step slippers, handy haversack, headband of inspired wisdom +2, ring of protection +1, ale (per gallon), belt pouch, dungeoneering kit, deluxe, flint and steel, gunsmith’s kit, hip flask, 86 PP, 401 GP, 8 SP, 9 CP

Special Abilities

Aegis of recovery (1 uses) +2 resist bonus to recover from effects, heals wearer below 0 hp and crumbles.
Alkenstar Defender (Mana Wastes) +1 trait bonus on all rolls to confirm critical hits with ranged weapons.
Clustered Shots Total damage from full-round ranged attacks before applying DR
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deed: Dead Shot (Ex) Use 1 grit, all att rolls vs 1 foe, hit if any of them do, higher dam with more hits.
Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Deed: Fast Musket (Ex) At 3rd level, as long as the musket master has 1 grit point, she can reload any two-handed firearm as if it were a one-handed firearm. This deed replaces the utility shot deed.
Deed: Gunslinger Initiative (Ex) While have Grit, can use a free hand to draw a non-hidden firearm as part of the initiative check.
Deed: Pistol-Whip (Ex) Use 1 grit, melee attack with firearm gains enh. bonus and free CMB check to knock prone.
Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.
Deed: Startling Shot (Ex) While have Grit, standard action to make attack that makes flat-footed until next turn but no dam.
Deed: Steady Aim (Ex) At 1st level, as long as a musket master has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet. This
Deed: Targeting (Ex) Use 1 grit, full rd action to choose body part to hit for specific effects.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Dry load powder horn (20 @ 0 lbs) This magical powder horn holds 20 doses of black powder. Furthermore, when a firearm is loaded with black powder directly from this horn, the horn creates a small pocket of air that envelops the gun and allows that shot to be fired underwater or in an area lacking air, such as a vacuum. Once the gun is loaded with powder from the dry load powder horn, it retains the pocket of air for 10 minutes or until the firearm is fired, whichever comes first.

Firing a firearm that has been loaded from this horn underwater still incurs the -2 penalty on attack rolls for every 5 feet of water the bullet passes through, in addition to the normal penalties to range. When a shot loaded from a dry load powder horn results in a firearm explosion while underwater or in an airless environment, that explosion occurs normally.

Requirements Craft Wondrous Item, air bubble; Cost 1,000 gp
Expert Entrepreneur Can reroll Day Job if result is 10 or less. Must take 2nd result.
Feather step slippers Ignore difficult terrain as though affected by feather step.
Fortified Drinker +2 save vs. mind-affecting for 1 hr after drinking alchohol.
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.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Master of Trade (1/session) Gain 10% discount on non-spellcasting/material component purchase.
Musket Training (+5, misfire value -2) (Ex) Starting at 5th level, a musket master increases her skill with two-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a two-handed firearm, the misfire value increases by 2 instead of 4. Ev
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don’t get -4 to hit when shooting or throwing into melee.
Rapid Reload (Musket) You can reload fast with one type of Crossbow or Firearm.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Wayfinder, dayfinder (empty) (Wayfinder, Dayfinder) Similar to a normal wayfinder in all external ways, this rare form of wayfinder differs in the potency of its light-emitting abilities. Once per day, the light generated by an active dayfinder replicates a daylight spell for a duration of 1 minute. These powerful tools against darkness are granted to experienced Pathfinders by generous venture-captains, and may only be purchased on the black market within the Society itself, and even then only by exchanging favors—never for gold.


Stigur Ironclad

Pathfinder Society San Antonio Dragnmoon