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About Eldanár AlcarinEldanár Alcarin:
Eldanár Alcarin Gunslinger Halfling Gunslinger (Musket Master) 2 CG Small Humanoid (halfling) Init +4; Senses Perception +8 -------------------- Defense -------------------- AC 20, touch 16, flat-footed 15 (+4 armor, +4 Dex, +1 size, +1 dodge) hp 25 (2d10+9) Fort +5 (+2 circumstance bonus vs. cold weather), Ref +8, Will +4; +2 vs. fear -------------------- Offense -------------------- Speed 30 ft. Melee Cestus +4 (1d3+1/19-20/x2) and . . Masterwork Cold Iron Nodachi +5 (1d8+1/18-20/x2) Ranged Masterwork Musket +8 (1d10/x4) -------------------- Statistics -------------------- Str 12, Dex 18, Con 12, Int 10, Wis 15, Cha 9 Base Atk +2; CMB +2; CMD 17 Feats Gunsmithing, Rapid Reload (Musket), Tribal Scars (Slothjaw) Traits Helpful, Lessons of Chaldira (1/day) Skills Acrobatics +7, Climb +4, Escape Artist +3, Fly +5, Handle Animal +5, Heal +6, Knowledge (engineering) +4, Knowledge (local) +4, Perception +8, Ride +7, Stealth +7, Survival +6 (+8 to avoid becoming lost when using this), Swim +0; Racial Modifiers +2 Perception Languages Common, Halfling SQ deed: deadeye, deed: quick clear, deed: steady aim, fearless, grit Combat Gear Potion of cure light wounds (3), Wand of cure light wounds, Wand of Endure Elements, Antiplague, Antitoxin, Heatstone, Smelling salts; Other Gear Masterwork Chain shirt, Alchemical cartridge (paper) (20), Black powder (10), Black powder (10), Black powder (10), Cestus, Cold Iron Alchemical cartridge (paper) (50), Cold Iron Firearm bullet (50), Firearm bullet (20), Masterwork Cold Iron Nodachi, Masterwork Musket, Traveler's any-tool, Backpack, masterwork (7 @ 4.125 lbs), Bandolier (7 @ 2.5 lbs), Belt pouch (70 @ 0.5845 lbs), Canteen, Cleats, Compass, Everburning torch, Flint and steel, Furs, Gunsmith's kit, Poncho, Powder horn (empty), Powder horn (empty), Powder horn (empty), Signal whistle, Snowshoes, Waterproof bag (1 @ 0 lbs), Waterproof bag (30 @ 0 lbs), Waterproof bag (70 @ 0 lbs), 369 GP, 1 SP -------------------- Special Abilities -------------------- Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour. Alchemical Power Component
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Firearm Rules:
Early Firearms: When firing an early firearm, the attack resolves against the target's touch AC when the target is within the first range increment of the weapon, but this type of attack is not considered a touch attack for the purposes of feats and abilities such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full range increment. Unlike other projectile weapons, early firearms have a maximum range of five range increments. Early Firearms: Early firearms are muzzle-loaded, requiring bullets or pellets and black powder to be rammed down the muzzle. If an early firearm has multiple barrels, each barrel must be loaded separately. It is a standard action to load each barrel of a one-handed early firearm and a full-round action to load each barrel of a two-handed early firearm. It takes three full-round actions by one person to load a siege firearm. This can be reduced to two full-round actions if more than one person is loading the cannon. Misfires: If the natural result of your attack roll falls within a firearm's misfire value, that shot misses, even if you would have otherwise hit the target. When a firearm misfires, it gains the broken condition. While it has the broken condition, it suffers the normal disadvantages that broken weapons do, and its misfire value increases by 4 unless the wielder has gun training in the particular type of firearm. In that case, the misfire value increases by 2 instead of 4. Early Firearms: If an early firearm with the broken condition misfires again, it explodes. When a nonmagical firearm explodes, the weapon is destroyed. Magical firearms are wrecked, which means they can't fire until they are fully restored (which requires either the make whole spell or the Gunsmithing feat). When a gun explodes, pick one corner of your square—the explosion creates a burst from that point of origin. Each firearm has a burst size noted in parentheses after its misfire value. Any creature within this burst (including the firearm's wielder) takes damage as if it had been hit by the weapon—a DC 12 Reflex save halves this damage.
Ted,riding Dog:
Ted Dog, Riding N Medium Animal Init +2; Senses low-light vision, scent; Perception +8 -------------------- Defense -------------------- AC 14, touch 12, flat-footed 12 (+1 armor, +2 Dex, +1 natural) hp 13 (2d8+4) Fort +5, Ref +5, Will +1 -------------------- Offense -------------------- Speed 40 ft. Melee Bite (Dog, Riding) +3 (1d6+3/x2) -------------------- Statistics -------------------- Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6 Base Atk +1; CMB +3; CMD 15 (19 vs. Trip) Feats Skill Focus (Perception) Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick] Skills Acrobatics +6 (+10 jump), Perception +8; Racial Modifiers +4 to survival when tracking by scent Languages SQ acrobatics (jump) +8, combat riding [trick] Combat Gear Heatstone; Other Gear Haramaki, Black powder (10), Black powder (10), Bedroll, Bit and bridle, Blanket, winter, Carnivore feed (per day) (2), Grappling hook, Halfling trail rations (10), Powder horn (10 @ 0 lbs), Powder horn (10 @ 0 lbs), Riding saddle, exotic, Saddlebags (17 @ 32 lbs), Silk rope, Skis, Tent, large, Waterskin, You have no money! -------------------- Special Abilities -------------------- +4 to Survival when tracking by Scent +4 to Survival when tracking by Scent. Acrobatics (Jump) +8 (Ex) You gain the specified bonus to acrobatics checks made to jump. Combat Riding [Trick] The animal has been trained to bear a rider into combat. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Scent (Ex) Detect opponents within 15+ feet by sense of smell. Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Scent:
This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell. A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges. The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent's source, the creature can pinpoint the area that the source occupies, even if it cannot be seen. A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily. False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.
Broken:
Broken: Items that have taken damage in excess of half their total hit points gain the broken condition, meaning they are less effective at their designated task. The broken condition has the following effects, depending upon the item. If the item is a weapon, any attacks made with the item suffer a –2 penalty on attack and damage rolls. Such weapons only score a critical hit on a natural 20 and only deal ×2 damage on a confirmed critical hit.
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