-===Appearance and Personality===---
Sex - Female
Race - Dusk Elf
Alignment - LN
Age - Looks 30 [Acts much older]
Hight 6'4" (Size Mid)
Wight - 89kg
Body: Slim
Eye: Blue Gray
Description
The Lady Alyln De-La-Qill, is a dusk elf, her skin blue gray, her eyes pail blue gray. She looks about 30 to a human, but as an elf she is a lot older. Her clothing is the uniform of the Magisteriums 'Departmento investigation' Simple and piratical but very well made. As a lady she dose not much like grandeur and pomp. Preferring very well made and simple attire. She has a belt that holds a number of items including her Pistol. In her boot she also has a cold Iron dagger. She moves with grace and has a keen eye, always observing and tracking those around her. In combat she can deadly, being a crack shot with her handgun.
Personality
Lady Alyln De-La-Qill is complicated, a deep thinker, calculating, manipulative and when needed cunning. Her body may be weak but her mind is a sharp as any blade and over years she has used it. She is a noble and her manners are impeccable, always showing respect where respect is due. With those that she knows well she can be kinds and caring. For those that she hunts she is relentless and methodical. She holds the law over all things for with out the rules of law there can be no order and the world would fall to madness.
Resistance:
+2 bonus on Reflex saving throws to avoid traps and a +2 dodge bonus to AC against attacks by traps [Class]
+4 bonus on all saving throws against poison.[Class]
+2 racial saving throw bonus against enchantment spells and effects. [Race]
Immunity's
Sleep and sleep effects.
Other
CMD 18 {10+3Base -1Str +4Dex +0size +2misc}
-------------------------------=OFFENSE=-------------------------------
Speed: 30 ft. [+ others Magic]
CMB: +2; {+3Base -1Str +0size +0misc}
Base Atk: +3;
Melee:+2{+3Base,-1Str}
Ranged:+7{+3Base,+4Dex}
Alchemical Cartridges = See Alchemical Cartridges Below
Quick Clear (Ex):
At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.
Str 08 [-1][08][08]
Dex 18 [+4][18][16][+2Race]
Con 10 [+0][10][12][-2Race]
Int 20 [+5][20][17][+2Race][+1Level]
Wis 14 [+2][14][14]
Cha 13 [+1][13][13]
Traits and Feats:
-------------------------=Traits=----------------------
Traits:
1: Bruising Intellect [social] [from feat]
Your sharp intellect and rapier-like wit bruise egos.
Benefits: Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.
2: Arcane Dabbler [Regional] [from feat]
Your study of magic is shown by your expertise in the simplest of magical exploits.
Benefit: Select two non-harmful arcane cantrips. You can cast these two cantrips once per day each (caster level 1st).
[Far-hand] + [Mend]
If you have levels in a class that can cast these cantrips, your caster level for these cantrips is equal to that class level..
NOTE: These are extracts not spells, just as all her powers, this is so they fit the world.
----------------=Drawbacks=-----------------
1:Sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell.
Investigator (Steel Hound) Feats
1:Amateur Gunslinger [combat] [Grit 1/2]
Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.
2:Gun Training (Ex) [pistol] [replaces gun smith]
Starting at 5th level, a steel hound [Guns everywhere] can select one specific type of firearm (such as an axe musket, blunderbuss, musket, or pistol). She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of firearm. Furthermore, when she misfires with that type of firearm, the misfire value of that firearm increases by 2 instead of 4. Every four levels thereafter (9th, 13th, and 17th), the Steel hound picks up another type of firearm, gaining these bonuses for those types as well.
Weapon and Armor Proficiency
Steel hounds are proficient with simple weapons, plus the rapier, the sap, and one type of firearm selected at 1st level. [Pistol]
They are proficient in light armor, but not shields.
This replaces the investigator's weapon and armor proficiencies.
Racial Traits
Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Size:
Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type:
Elves are Humanoids with the elf subtype.
Base Speed:
Elves have a base speed of 30 feet.
Languages:
Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
Elven Immunities:
Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Feat and Skill Racial Traits
Keen Senses:
Elves receive a +2 racial bonus on Perception checks.
Magical Racial Traits
Envoy:
Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day:
NOTE: These are extracts not spells, just as all her powers, this is so they fit the world.
The caster level for these effects is equal to the elf's level. This racial trait replaces elven magic.
Offense Racial Traits
Voice in the Darkness: Prerequisite(s):
Charisma 13+. Characters who practice coercion and intimidation in the Underworld or on the Shadow Plane learn to do so in dim light or no light at all. As long as they are in dim light or darker conditions, characters with this trait gain a +2 bonus on Intimidate and Stealth checks. Elves can take this trait in place of weapon familiarity
Senses Racial Traits
Blended View: Prerequisite(s):
low-light vision. Half-drow whose non-drow parent had low-light vision might be blessed with a legacy of versatile senses. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet. Elves can take this trait in place of keen senses. + Light sensitivity Drawback.
-=Non-Standard Skill Bonuses=-
+2 Heal [Item]
+2 racial bonus on Perception checks. [Race]
As long as they are in dim light or darker conditions, characters with this trait gain a +2 bonus on Intimidate and Stealth checks [+Race]
Perception +2 Vs Traps [Class]
The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft, Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he's trained in the skill .[+1d6]
-=Languages=-
Common, Evlan, Celestial, Infernal, Abyssal, Necril, Sylvan
Aquan ("Tongue of the Sea")
Auran ("Tongue of the Heavens")
Ignan ("Tongue of Fire")
Terran ("Tongue of Earth")
Special Abilities:
SPECIAL/CLASS ABILITIES
Grit Pool [1/2day] [Feat Extra Grit] Quick Clear (Ex):
At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.
Blind Shot (Su)
A steel hound can spend 1 grit point to ignore all miss chances due to concealment when making firearm attacks. This effect lasts until the end of his turn. This ability allows the steel hound to ignore concealment, but does not reveal or allow him to see the enemy. This ability replaces swift alchemy.
Class Skills
Skill Ranks per Level: 6 + Int modifier.
The investigator's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
Class Features
The following are the class features of the investigator.
Weapon and Armor Proficiency
Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.
Alchemy (Su)
Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like extracts. When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check. Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator's level as the caster level. An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table: Investigator. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator's possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work. Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement. An investigator uses the alchemist formulae list to determine the extracts he can know. An investigator can prepare an extract of any formulae he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract's level.
The saving throw DC for an investigator's extract is equal to 10 + the extract's level + the investigator's Intelligence modifier.
An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator's or an alchemist's formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.
Inspiration (Ex) [Pool x7/Day] [1d6]
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations. An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Trapfinding [+2Traps]
An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.
Poison Resistance (Ex) [+4]
At 2nd level, an investigator gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 11th level, the investigator becomes completely immune to poison.
Packing Heat (Ex)
At 2nd level, the steel hound gains both the Amateur Gunslinger and Gunsmithing feats as bonus feats. He also gains a battered gun identical to the one gained by the gunslinger. This ability replaces poison lore use.
Investigator Talent (Ex) or (Su) x2
At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once. Investigator talents marked with an asterisk (*) add effects to an investigator's studied combat or studied strike. Only one of these talents can be applied to an individual attack, but the decision can be made when the damage is dealt. At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
1: [Used for Steel Hound]
2: Empathy (Ex, Su)
Prerequisite(s): Investigator 5th level
Benefit: When attempting a Sense Motive check, the investigator makes two d20 rolls and takes the higher result. If an investigator uses inspiration on a Sense Motive check, he rolls the inspiration dice twice and takes the higher result. Once per day, the investigator can expend one use of inspiration to target a single creature that he can see and hear within 30 feet. Upon doing so, the investigator detects the surface thoughts of the target's mind, as if he concentrated for 3 rounds while using the detect thoughts spell, unless the creature succeeds on a Will saving throw. The DC of this save is 10 + 1/2 the investigator's level + his Intelligence modifier. If the target fails, the investigator can continue to detect the surface thoughts of the target creature for a number of rounds equal to 1/2 his investigator level.
3: Expanded Inspiration (Ex)[from feat]
Benefit: An investigator can use his inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he's trained in the skill.
Trap Sense (Ex) [+2 vs traps]
At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level).
Studied Combat (Ex) [+2]
With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.
An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator's studied combat, he cannot become the target of the same investigator's studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.
Studied Strike (Ex) [+1d6]
At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike. If the investigator's attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage. The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.
Steel Hound
Black powder and firearms are a natural extension of the alchemical experimentation that investigators use on a regular basis. Steel hounds are investigators who have taken to using firearms in place of the more mundane weapons their counterparts favor.
Weapon and Armor Proficiency
Steel hounds are proficient with simple weapons, plus the rapier, the sap, and one type of firearm selected at 1st level. They are proficient in light armor, but not shields. This replaces the investigator's weapon and armor proficiency.
Investigator Talents
The steel hound can select the Extra Grit or Rapid Reload feats in place of an investigator talent.
Shot in the Dark (Ex)
At 4th level, a steel hound gains the following deed. This deed works and interacts with grit the same way as gunslinger deeds, but only the steel hound can use it. If the steel hound also has levels in gunslinger, he can spend grit points from that class to use this deed.
Blind Shot (Su) A steel hound can spend 1 grit point to ignore all miss chances due to concealment when making firearm attacks. This effect lasts until the end of his turn. This ability allows the steel hound to ignore concealment, but does not reveal or allow him to see the enemy. This ability replaces swift alchemy.
Rapid Reload (Su)
A steel hound can spend 1 grit point to reload as a move action in place of a full round action.
This ability replaces swift alchemy.
Payed for formula book.
Lab Journal of Constance Inflix (Level 5 Alchemist) Value 395 gp
The steel cover of this slim journal has taken its fair share of abuse; acid scars and minor slag spots show where the journal was subjected to intense working conditions. Equations, balances, and chemical notations mark the margins of the pages—with some formulae, it is difficult to tell where the notes end and the formula begins.
Formula's 1st— bomber’s eye [APG], comprehend languages, cure light wounds, jump, keen senses [APG], negate aroma [APG], resist energy, touch of the sea [APG]
2nd—blur, delay poison, fire breath [APG], transmute potion to poison [APG], vomit swarm [APG]
Other: To fit the game world, and have her constant, she can also make
a number of formula's that she can use once a day, in other other aspects they work as the spell, but with a chemical trigger.
Just like all her other formulas and can't be manifested with out it.
None slotted Items Handy Haversack Belt [2000gp] [5lb]
This is on the from of a belt, which also holds all her items.
It also dispenses her extracts. Its her only magic item.
The main pouch is split into four more smaller pouches holding 20lb each making 6 pouches.
Pouch 3 [20lb]
Formula Book 1lb
Lab Journal of Constance Inflix (Level 5 Alchemist) Value 395 gp
Pen and Ink 2gp
Kit, Mapmaker's - Price 10 gp; Weight 2 lbs.
This small kit contains a simple slate with a grid carved into its surface and a number of differently colored pieces of chalk. If you use this kit to draw a map as you travel, you receive a +2 circumstance bonus on Survival skill checks to avoid becoming lost.[5lb]
Formula's [See class]
Pouch 4 [20lb]
Kit, Gunsmith's - Price 15 gp; Weight 2 lbs.
This small kit has all the tools a person needs to create, repair, and restore firearms, except for the necessary raw materials. Without such a kit, you cannot properly construct or provide upkeep for firearms.
Healers Kit 50gp 10/10 1lb
Thieves Tools 30gp 1lb
Signal whistle [4sp]
Small sack bags 4sp
Pouch 5 [20lb]
[Small Tent 20gp 10lb,
Over coat 2gp 3lb
Wide brimmed hat 5sp -lb
String or twine (50 ft.) x4 [4cp] -lb
Smocked Glasses 10gp
wand of prestidigitation 5/50 75gp
Magisterium Mask --gp
Pouch 6 [20lb]
blunderbuss [Scatter weapon] [1/1 Entangling Shot] 30gp 5lb
Hand-Gun + Caps/shells Acts as Holder.
Fire rounds + normal rounds.
Her rounds are kept in Cylinders [8/8] Ready to be loaded into her pistol. She has 8 such, 16gp 4lb
[On Belt clip]
Wayfinder Campos [1200gp] [+2 Survival rolls]
[Can give of light on command]
Slotted Ioun Stone
-:Iridescent Spindle (Ioun Stone Cracked)
This stone grants a +4 competence bonus on Constitution checks to hold your breath. Price: 500 gp.
*Slotted power, Iridescent spindle: Endure elements, [Constant] as the spell, as well as protection against exposure to vacuum and underwater pressure.
-:Incandescent blue sphere: (Ioun Stone Cracked)
This stone grants a +1 competence bonus on one Wisdom-based skill. Price: 200 gp.
*Slotted power, Blind-Fight feat
Alcomaical Rounds
With her skill and craft
Lady steel has developed a number of Alcomaical bolt rounds. So that she has drums of them ready to use.
write five things about your character’s concept and background, five things that you think are the most essential parts of your character. You don’t have to stop at five, if you like…this is just a minimum.
1)Lady Alyln De-La-Qill was born in city of Tyrantias, to a elf house of nobility.
2)She is the youngest of three having two older brothers who run the family business shipping and trade.
3)She had two options in life, A-get marred to another noble or B-Join the clergy and the Magisterium. She opted for the latter. Finding the her "Talents" where where in tune with ecclesiastical "Investigation" she was appointed to the Magisterium 'Depatmento Investigate' a small band whose job it is to look into suspected unauthorized supernatural activity. She has been doing this for some 30 years.
4)Married once, her Ex-husband, A human by the name of Lord Alrino Lirono-Qill. A wealthy nobleman who she worked with once. They love was deep for a few years but as he aged faster then her they started to drift and as her work took her away, she has not paid him a visit in 15 years. They are till on good terms and respect each other.
5)She has a child, Fenrnal, who lives with her ex-husband, this child even half elf, looks human but for her eyes, which are like Alyln, Alyln give her up feeling it would not be right to burden the child with a mother who could be killed in her line of work. She has mixed feelings about this. Should her daughter ever find out she dose not know what she would do.
Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game. During any session in which you take positive action to achieve that goal, I will award you an action point that can only be used in scenes furthering that goal. These Action Points are separate from the action points you gain by resting and reaching milestones. You can change goals later, though you lose all the accumulated Action Points for the goal you abandoned.
1)Become the Lord commander of the 'Departmento Investigation'.
2)Understand what life is about, what fate has for her and why the world is as it is. She is very clever and spends time reading about science and Philosophy.
Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
1)[known] She had a child with her ex-husband, that child looked more human then self, and so he has raised her as his own. Alynln felt it would not be fair to let this child [A girl] know who her true mother ws, as the danger in her work made it very likely Alyln could be killed.
2)[unknown] Her Brothers have been smuggling banded artifacts and items to collectors. Like old Dragon eggs and even livestock. She has no idea the family wealth is based on this now.
Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile. All can do something useful for you, if you can get the situations to line up. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
1)The Barron Jolian Rake IV: The head of the 'Depatmento Investigate' and part of the churches secret service. She has worked for him for over 30 years. He has a safe house where they meet when he offers her work. He keeps the world safe and the nobles church in power.
2)Lord Alrino Lirono-Qill: Her ex-husband no remarried, they are on good terms, even if his new wife dose not like her. She sometimes calls and has from time to time helped him out with business problems.
3)Brigger Lofar: An evil gang boss know for crime with prejudiced. After he and his underworld gang killed a number of traders. She and others worked to uncovered him and his gang. The authority's locked him away, but news is he paid his way out and is after vengeance.
Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.
1)Playing with her late father, and brothers at Knights and dragons.
Three of the servants dressed as a dragon while she and her brothers chased it with wooden swords.
2)Seeing the sun side with her ex-husband, over the vine fields of his county villa. They had been siting eating breakfast an a warm summer morning. she had been 12 mouths pregnant and would seen give birth to her daughter. The light sun, the wounder breeze and feeling all was good in the world.
3)Hunting a killer known as the "Slasher" the moment she shot him in the leg and he fell screaming to his death. Her looking down at his smashed body in the street below and the screams of passers by. He had killed 17 women and her feeling was that they had got justice.
Alchemical Cartridges:
--Silver cartridges, 16
--Cold Iron cartridges, 16
Ammunition (Firearms):
An alchemical cartridge is a prepared bundle of black powder with a bullet or pellets, sometimes with more exotic material added, which is then wrapped in paper or cloth and sealed with beeswax, lard, or tallow. There are many types of alchemical cartridges, the simplest being the paper cartridge—a simple mix of black powder and either pellets or a bullet. Alchemical cartridges make loading a firearm easier, reducing the time to load a firearm by one step (a full-round action becomes a standard action, a standard action becomes a move action, and a move action becomes a free action), but they tend to be unstable. The misfire value of a weapon firing an alchemical cartridge increases as listed in each entry.
Cartridge,
Fire Rounds:
On impact theses rounds do 1 point Fire damage and the subject must make a refund save DC16 or catch fire. Doing 1d6 fire DMG a round until put out with a Reflex save DC16 [+1 per round not made] objects make a save relative to the object type. [20 rounds]
Cartridge,
Dragon’s Breath:
This cartridge contains alchemical compounds that, when fired, produce a cone of fire instead of the normal attack of a one-handed or two-handed firearm with the scatter weapon quality. The nonmagical flame deals 2d6 points of fire damage to all targets within the cone of the scatter firearm (DC 15 Reflex save for half). These cartridges cannot be used in firearms that don’t have the scatter weapon quality. Because this ammunition forces a saving throw instead of making an attack roll, the misfire rules are slightly different. If you roll a 1 with either of the damage dice, the firearm misfires.
Cartridge,
Flare:
When a flare cartridge hits its target, it only deals half damage, but the creature struck is blinded for 1 round (Fort DC 15 reduces this to dazzled), and creatures within a 20-foot burst are dazzled for 1 round (Fort DC 15 negates the effect). Flare cartridges are also useful for sending up signal flares. Firing a flare cartridge increases the firearm’s misfire value by 2 unless it is fired from a blunderbuss or a dragon pistol, in which case doing so only increases the firearm’s misfire value by 1. Flares can only be used to attack single creatures; they do not work as a shot for a cone scatter attack.
Cartridge,
Salt Shot
This mix of black powder and rock salt can only be loaded into a blunderbuss, a dragon pistol, or other scatter weapon. It deals nonlethal instead of lethal damage, and increases the misfire value by 1. You can only use it with a scatter weapon’s cone attack.
Cartridge,
Entangling Shot:
This mix of black powder and an alchemically treated resin strong enough to survive the shot can only be loaded into a blunderbuss, a dragon pistol, or other scatter weapon. It deals half damage to those hit by a cone attack made with this weapon, but any creature hit by the shot must succeed at a DC 15 Reflex saving throw or become entangled for 2d4 rounds. An entangling shot cartridge increases the firearm’s misfire value by 2.
Cartridge,
Formula
She can load some of her Formulas into empty Alchemical Cartridges she has in her lab.