Gerhard PendergrastCreature 8
Source Pathfinder #146: Cult of Cinders
Perception +19
Languages Azlanti, Common
Skills Lore +14, Deception +18, Diplomacy +12, Lore +14, Intimidation +18, Nature +16, Performance +16, Survival +18
Str +3, Dex +4, Con +5, Int +0, Wis -1, Cha +6
AC 26; Fort +17; Reflex +16; Will +11;
HP 135
Speed 25 feet
Whip +19 (+14, +9) to hit (disarm, finesse, magical, nonlethal, reach 10, trip) 2d4+6 Slashing
Fist +18 (+14, +10) to hit (agile, finesse) 1d4+6 Bludgeoning
Dagger +18 (+14, +10) to hit (agile, finesse, versatile s) 1d4+6 Piercing
Dagger +18 (+14, +10) to hit (agile, thrown 10, versatile s) 1d4+6 Piercing
Whiplash
Trigger A creature within 10 feet of Gerhard uses an action with the move trait to leave a square.
Effect Gerhard attempts to Trip the triggering creature. On a success, the creature also takes damage as if Gerhard hit with his whip Strike, and if the creature was flying, it falls 30 feet.
Manly Left HookA creature struck by Gerhard's punch must succeed at a DC 23 fortitude save or be Stunned 1 (or Stunned 3 on a critical failure).
Shoddy BlunderbussGerhard fires an explosive shot from his blunderbuss that deals 4d6 bludgeoning damage plus 2d10 fire damage to all creatures in a 30-foot cone (DC 26 basic reflex).
When firing the blunderbuss, Gerhard must succeed at a DC 20 crafting or DC 20 engineering-loreEngineering Lore check or the weapon explodes, damaging him for the same amount as the creatures in the cone and destroying itself. If someone other than Gerhard uses the weapon, they must critically succeed at the check. A successful DC 22 crafting check is enough to confirm the weapon's unstable nature if someone examines it beforehand.
Reloading the blunderbuss takes 3 Interact actions: adding 1 dose of gunpowder, adding 1 grapeshot canister, and packing the contents.
Whip Swing (move)Requirement Gerhard is in a jungle, dense forest, or an area with numerous overhead beams.
Effect Gerhard uses his whip to lash upward to wrap around an overhanging tree branch; he then swings up to 30 feet in a straight line, and must end the movement on solid ground or fall.
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
HumanA creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.