Swashbuckling Gunslinging Dwarven Monk



House Rules

Updated: 24 Feb 2017
Character Level: 12
Gunslinger (Archetype: Musket Master) 8
Unchained Monk 2
Swashbuckler 2

Lawful Good, Female, Dwarf
Init +9 (or +7 w/ 0 grit); Senses: Low light; Perception +25
Celestial, Common, Dwarven & Orcish

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Str +0 10
Dex +7 24 +4 +4
Con +3 16 +2
Int +2 14 +1
Wis +5 20 +3 +2
Cha -1 8 -2

AC: 27 (31 with mage armor),

touch 26, flat-footed 17 ( +1 Deflection, +7 Dex, +3 Dodge, +5 Monk AC, +1 Natrual AC)
Snake Style: IA Can use Sense Motive for AC
Defensive Training: +4 dodge v. giants
Mobility: +4 dodge v. AoO for moving
Mage Armor: +4 armor
Shield spell: +4 shield 1/day
CMD: 38 ( +12 BAB, +0 Str, +7 Dex, +5 Monk AC, +1 Deflection, +3 Dodge)
Defensive Training: +4 dodge v. giants
Mobility: +4 dodge v. AoO for moving
Stability: +4 v. Bull rush or trip
Faint DC 32 ( +22 sense motive)

HP: 159

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Fortitude: 14 (Monk +3, Gunslinger +6, Swashbuckler +0, Con +3, Resistance +2);
Reflex: 20 (Monk +3, Gunslinger +6, Swashbuckler +3, Dex +6, Resistance +2);
Willpower: 9 (Monk +0, Gunslinger +2, Swashbuckler +0, Wis +5, Resistance +2);
Hardy: +2 v. Poison
Steel Soul: +4 v. spell and spell-like abilities
Energy Resistance 10: Electricity
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  • BAB: +12 / +7 / +2 ( Gunslinger: +8, Monk: +2, Swashbuckler: +2)
  • Str: +0, Dex: +7, Point Blank Shot: +1, +1, Improved Precise Shot
  • Racial hatred: +1 on attack rolls against orc and goblinoid subtypes
  • +2 Heavy Air Rifle (PBS, arcane strike)[deadly aim]
    To hit: +22 / +17 / +12 [ +18 / +13 / +8]
    Rapid Shot: +20 / +20 / +15 / +10 [ +16 / +16 / +11 / +6]
    Damage: (1D10 +13 [ +21], 20 x3) Range 60, P
    Ammo: 20 rounds box magazine, Move-action to reload
    Reservoir: Continuous Air Reservoir never runs out
  • Light Air Rifle (PBS, arcane strike)[deadly aim]
    To hit: +21 / +16 / +11 [ +17 / +12 / +7]
    Rapid Shot: +19 / +19 / +14 / +9 [ +15 / +15 / +10 / +5]
    Damage: (1D8 +11 [ +19], 20 x3) Range 40, P
    Ammo: 8 rounds, Move action to reload
    Reservoir: 24 shots, Full round action to replace
  • Snake Style Unarmed Strike [Flurry of Blows]
    To Hit: +19 [ +19/ +19/ +14 / +9]
    Damage: (1D6 x2) P
  • CMB: +12

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Campaign: Steel Soul
Gunslinger: Gunsmithing
Gunslinger: (Replacement for Quick Clear) Extra Grit (Grit)
Gunslinger: (Replacement for Fast Musket) Deft Shootist Deed (Grit)
Gunslinger 1st: Rapid Reload (2 handed firearms)
Gunslinger 4th: Mobility
Gunslinger 8th: Cluster shots
Monk: Improved Unarmed Strike
Monk: Stunning Fist 4/day DC 20 Fort Save
Monk 1st: Dodge
Monk 2nd: Combat Reflexes
1st: Point blank shot
3rd: Precise shot
5th: Deadly Aim
7th: Rapid Shot
9th: Snake Style
11th: Improved Precise Shot


Grit: 7(8)/day
Action Points: 3
Second Wind: 12/day (1D10 +24 hit points)

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Gunslinger (Archetype: Musket Master)

Gunsmith: At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.

Grit (Ex): A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.

Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit.

Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit 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 the gunslinger’s character level to 0 or fewer hit points does not restore any grit.

Deeds: Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.

  • Deadeye (Ex): For 1 Grit a gunslinger can resolve an attack against touch AC when firing within her firearm’s first range increment. an additional 1 grit point per range increment beyond the first.
  • Steady Aim (Ex): While a musket master has 1+ grit point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm by increasing the range increment of the firearm she is firing by 10 feet. This stacks.
  • Quick Clear is replaced by Extra Grit (Grit) Gain 2 extra grit points at the start of each day, and your maximum grit increases by 2.
  • Fast Musket is replaced by Deft Shootist Deed (Grit Feat) As long as you have at least 1 grit point, you do not provoke attacks of opportunity when shooting or reloading a firearm.
  • Gunslinger Initiative (Ex): While a gunslinger has 1+ grit point, she gains a +2 bonus on initiative checks. With Quick Draw feat, she can draw a single firearm as part of the initiative check.
  • Pistol-Whip (Ex):The gunslinger can make a surprise melee attack with her firearm as a standard action. When she does, she gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. Pistol-whip damage is bludgeoning, 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Cost: 1 grit point.
  • dead-shot (Ex): As a full-round action, Tyko can pool all of her attack potential into a single, deadly shot. This is superseded by Cluster Shot
  • Startling Shot (Ex): At 7th level, a gunslinger with least 1 grit point can spend a standard action to purposely miss a creature that she could normally hit with a firearm attack. When she does, that creature becomes flat-footed until the start of its next turn.
  • Targeting (Ex): For 1 Grit as a full-round action, she can make a single firearm attack and choose part of the body to target. Creatures that are immune to sneak attacks are immune to these effects.
    • Arms: On a hit, the target takes no damage from the hit but drops one carried item of the gunslinger’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
    • Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.
    • Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.
    • Torso: Targeting the torso threatens a critical on a 19–20.
    • Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.

Nimble (Ex): Starting at 2nd level, a gunslinger gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level). Tyko’s is +2 Dodge

Bonus Feats: At 4th level, and every four levels thereafter, a gunslinger gains a bonus feat in addition to those gained by normal advancement. These bonus feats must be combat or grit feats.

Musket Training (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. Every four levels thereafter (9th, 13th, and 17th), the bonus on damage rolls increases by +1. This replaces firearm training 1, 2, 3, and 4.

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Unchained Monk

Monk AC Bonus (Ex): When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC and her CMD. These bonuses to AC apply against touch attacks or when flat-footed. She loses these bonuses when she is immobilized or helpless.

Flurry of Blows (Ex): At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at her highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of her unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).

Stunning Fist (Ex): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites.

Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply her full Strength bonus on damage rolls for all her unarmed strikes. A monk’s unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on her attack roll. He can make this choice while grappling as well.

A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

Evasion (Ex): At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

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Panache (Ex): More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually can’t exceed her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache points to accomplish deeds (see below), and regains panache in the following ways.

Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she 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 swashbuckler’s character level doesn’t restore panache.

Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack 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 the swashbuckler’s character level to 0 or fewer hit points doesn’t restore panache.

Grit and Panache: The gunslinger’s grit and the swashbuckler’s panache represent two paths to gain access to the same heroic pool. Characters with both grit and panache class features combine the two resources into a larger pool of both grit points and panache points.

For the purposes of feat prerequisites, a character with the panache class feature satisfies the prerequisites as if she were a grit user, and vice versa. Swashbuckler levels stack with gunslinger levels for the purpose of satisfying Signature Deed’s level requirement. For feats, magic items, and other effects, a panache user can spend and gain panache points in place of grit points, and vice versa.


  • Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
  • Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from her previous square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can perform this deed only while wearing light armor or no armor, and while carrying no heavier than a light load.
  • Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler 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 she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed’s cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

Swashbuckler’s Finesse (Ex): At 1st level, a swashbuckler gains the benefit of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of her Intelligence score as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purpose of meeting feat prerequisites.

Charmed Life (Ex): the swashbuckler gains a knack for getting out of trouble. Three times per day as an immediate action, she can add her Charisma modifier to the result of a saving throw. She must choose to do this before the roll is made. NEVER USE THIS

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Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Darkvision: BECOMES Low Light Vision

Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.

Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “Dwarven” in its name as a martial weapon.

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Skills: Final (ranks)

ClassSkill TotalRANKSAbilityTrainedBonusesNotes
[X] Acrobatics Dex 22 12 7 3 +5 Jump Boots of Springing
  Appraise Int 4   2 0 2 Dwarf
[X] Bluff Cha 3 1 -1 3    
[X] Climb Str 4 1 0 3    
[X] Craft (Alchemy) Int 15 8 2 3 2 Gunsmith kit
[X] Craft (Weapons) Int 6 1 2 3    
[X] Diplomacy Cha 3 1 -1 3    
  Disable Device Dex 8 1 7 0    
  Disguise Cha 0 1 -1 0    
[X] Escape Artist Dex 22 12 7 3    
  Fly Dex 8 1 7 0    
[X] Handle Animal Cha 3 1 -1 3    
[X] Heal Wis 11 1 5 3 2 Healer Kit
[X] Intimidate Cha 3 1 -1 3    
  Knowledge (arcana) Int 3 1 2 0    
  Knowledge (dungeoneering) Int 3 1 2 0    
[X] Knowledge (engineering) Int 6 1 2 3    
  Knowledge (geography) Int     2 0    
[X] Knowledge (history) Int 6 1 2 3    
[X] Knowledge (local) Int 6 1 2 3    
  Knowledge (nature) Int     2 0    
[X] Knowledge (nobility) Int 6 1 2 3    
  Knowledge (planes) Int 3 1 2 0    
[X] Knowledge (religion) Int 6 1 2 3    
  Linguistics Int     2 0    
[X] Perception Wis 25 24 5 3 5 Eyes of the Eagle
[X] Perform Cha -1   -1 0    
[X] Profession (Airman) Wis 9 1 5 3    
[X] Profession (Miner) Wis 9 1 5 3    
[X] Profession (Soldier) Wis 9 1 5 3    
[X] Ride Dex 11 1 7 3    
[X] Sense Motive Wis 22 12 5 3 2 Snake style
[X] Sleight of Hand Dex 11 1 7 3    
  Spellcraft Int 3 1 2 0    
[X] Stealth Dex 11 1 7 3    
[X] Survival Wis 10 2 5 3    
[X] Swim Str 4 1 0 3    
  Use Magic Device Cha     -1 0    
  Armor Penalty: 0            
  Total Ranks: 96          

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Magic Items, Equipment and Money

Gear:Book priceFinal price
Heavy Air Rifle
with 2 – 20 round box magazines
6700 6700
+2 Enchantment 8000 8000
Continuous Air Reservoir (This is a specialized version of the Bottle of Air that can only be used to power an air gun.) 3625 3625
Monkey Belt: The belt grants the wearer a +2 enhancement bonus to Dexterity. The wearer does not lose his Dexterity bonus to AC while climbing, and does not take a -5 penalty on Climb checks when climbing at half his speed. As a swift action the wearer can command the belt to animate, transforming it into a prehensile tail under the wearer’s control. The tail does not grant the wearer any additional attacks or actions per round, nor can it wield weapons, but it can make unarmed attacks and hold or manipulate objects about as well as the wearer’s normal limbs (though any activity requiring fingers is beyond the tail’s capabilities). The belt can function as a tail for 5 minutes per day. 9400 12220
Upgrade Monkey Belt from +2 Dex to +4 Dex; Big 6 0 0
+4 Belt of Dexterity 12000 12000
Boots of Striding and Springing: These boots striding ability increase the wearer’s base land speed by 10 feet (enhancement). and Leaping. She can jump with a +5 competence bonus on Acrobatics checks. 5500 5500
Upgrade boots of Striding and Springing with Boots of the Cat 1000 1000
Boots of the Cat The boot’s wearer always takes the minimum possible damage from falls (as if the GM had rolled a 1 on each die of damage incurred by the fall) and at the end of a fall always lands on her feet. 1000 2000
Mithral Ring of protection: +1 Deflection bonus 2000 2000
Sleeves of Many Garments: These translucent cloth tubes easily fit over their wearer’s arms. The wearer of these sleeves can, when she slips them on, choose to transform her current garments into any other nonmagical set of clothing. These new clothes fit her perfectly and are always clean and mended unless she specifically designates otherwise. When she removes the sleeves, her clothes revert to their original form. 200 400
Traveler’s Any-Tool It can be manipulated to form almost any known tool. Hammers, shovels, even a block and tackle (without rope) are possible. It can duplicate any tool the wielder can clearly visualize that contains only limited moving parts, such as a pair of scissors, but not a handloom. The any-tool counts as a set of masterwork artisan’s tools for most Craft or Profession skills. It is an ineffective weapon, always counting as an improvised weapon. 250 500
Bloody Banner: (2500) scarlet headband conveys Arcane Strike as feat (swift action to imbue weapons for 1 round, weapon deals +3 damage, treated as magic) for 1 weapon / round Character level = caster level 2500 2500
Upgrade Bloody Banner with Headband of Inspited Wisdom +2; Big 6 0 0
+2 Headband of inspired Wisdom: grants the wearer an enhancement bonus to Wisdom of +2. 4000 4000
Amulet of Natural Armor +1 This amulet toughens the wearer’s body and flesh, giving him an enhancement bonus to her natural armor of +1. 2000 2000
Handy Haversack This backpack has two side pouches each a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. The backpack always weighs only 5 pounds.
_Retrieving any specific item from a haversack is a move action, that does not provoke the attacks of opportunity.
2000 2000
Cloak of the Hedge wizard: Abjuration.
At will: Prestidigitation & Resistance,
1/day: Endure elements & Shield
2500 5000
Upgrade Cloak of the Wizard with Resistance; Big 6 0 0
Cloak of Resistance +2 4000 4000
Eyes of the Eagle: grant a +5 competence bonus on Perception checks. 2500 2500
Pearl of Power: 1st Level spell: Once per day on command, a pearl of power enables the possessor to recall any one spell that she had prepared and then cast that day. The spell is then prepared again, just as if it had not been cast. The spell must be of a particular level, depending on the pearl. 1000 1000
Wand of Mage armor 25 Charges
375 375
Potion: 3 CLW 2D8 +5
Used: 0
150 150
Potion: 1 Touch of the Sea in potion sponge 52 52
Mundane Equipment:    
Light Air Rifle Battered weapon 0 0
250 Cold Iron bullets
Used: 59
500 50
220 regular bullets
Used: 135
220 22
100 Weapon blanch (Silver) regular bullets
Used: 0
60 60
100 Adamantine Bullets
Used: 0
6100 610
Explorer’s outfit (free)    
Stylish rake hat 10 10
10 Healer’s kit (50) [Qty = uses left] 50 50
Handy Haversack:     
MW Gunsmithing Kit (65) 65 65
Rations, trail 7 day (3.5) 3.5 3.5
Water skin (1) 1 1
Bedroll (0.1) 0.1 0.1
Blanket (0.5) 0.5 0.5
Signal Whistle (0.8) 0.8 0.8
Toothpicks (0)    
Flint & Steel (1) 1 1
Mess kit (.2) 0.2 0.2
Hooded lantern (7) 7 7
Lamp oil (0.1) 0.1 0.1
50’ knotted silk rope (10) 10 10
Grappling hook (1) 1 1
Other Expenses:    
Re-training 2 levels of Monk (Shohi) to Unchained Monk 10000 10000
Total Spent, Total Worth:   88414.2
Total earned (As of 11 Nov 2016):   95000
Total Remaining Cash:   6585.8
Tyko Total Income:    
Wealth Reset 2016_11_11 86000  
Gunsmithing bonus 2016_11_11 4000  
Tomb Loot: 2017_01_16 5000

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Hit Dice:

HD: Gunslinger: 3 × 10 (30) + 30, 4, 4, 4, 4, 3 = 79 Monk: 2 × 10 = 20 Swashbuckler: 12, 2, 2 = 16
(Con 36, Favored 8 =44)


BIOGRAPHY: Tyko is a crotchety dwarf that has spent to much time on the frontier. Her gear is maintained but it has seen long service and she usually has a toothpick in her mouth. The laugh lines on her face are at odds with her crotchety nature but perhaps that is why she finds things funny. Tyko is 4'3" tall and right about 184 lb. She has piercing amber eyes, red hair everywhere and has an amazingly wiry frame for a dwarf.


The Siege of Akaris Vonyar