The Cinderlander

Jayne Munny's page

327 posts. Organized Play character for Silbeg.


Full Name

Jayne Munny

Race

| HP: 102/102 | AC: 40 (27 tch, 28 Fl) | CMB: +17 CMD: 44 | F: +17, R: +17, W: +14 (+2 trait bonus vs. charm, compulsion, and emotion effects, +4 dodge bonus vs. allies spells\) | Init: +18 | Perc: +33, SM +34

Classes/Levels

| Speed 40 | Spells: 4th: 2/3, 3rd: 3/5, 2nd: 3/5, 1st: 7/7 | Runestones: 1: 0/2 , Gr Bane: 8/9, Judgements 3/4, Grit 4/5 Rerolls: 0/1 + coin Adjustments: see sheet + Judgements (AC/Saves)

Gender

M Male LN Garundi Human Musketmaster 5, Inquisitor of Abadar 11

Size

M

Age

35

Alignment

LN

Deity

Abadar

Languages

Common, Osirion, Dwarvish

Occupation

Lawman

Strength 14
Dexterity 24
Constitution 14
Intelligence 14
Wisdom 16
Charisma 10

About Jayne Munny

Jayne Munny
Male human (Garundi) gunslinger (musket master) 5/inquisitor of Abadar 11 (Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Ultimate Combat 9, 50)
LN Medium humanoid (human)
Init +18; Senses darkvision 90 ft., see invisibility; Perception +33
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Defense
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AC 37, touch 24, flat-footed 28 (+9 armor, +4 deflection, +8 Dex, +1 dodge, +1 insight, +4 natural)
hp 137 (16 HD; 11d8+5d10+48)
Fort +21, Ref +20, Will +18; +2 trait bonus vs. charm, compulsion, and emotion effects, +4 dodge bonus vs. allies spells that have this feat
Defensive Abilities nimble +1, stalwart
Weaknesses light sensitivity
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Offense
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Speed 40 ft.
Melee +1 longsword +19/+14/+9 (1d8+4/19-20) or
. . cold iron dagger +18/+13/+8 (1d4+3/19-20) or
. . spiked gauntlet +18/+13/+8 (1d4+3)
Ranged +1 darkwood composite longbow +24/+19/+14 (1d8+3/×3) or
. . +1 musket +24 (1d12+9/19-20/×4) or
. . +3 distance impervious reliable, greater seeking musket +26/+21/+16 (1d12+11/19-20/×4)
Special Attacks deeds (deadeye, fast musket, gunslinger initiative, pistol-whip, quick clear, steady aim), greater bane (16 rounds/day), grit (5), judgment 4/day (2 simultaneous)
Domain Spell-Like Abilities (CL 11th; concentration +16)
. . At will—dimensional hop (110 feet/day)
Inquisitor Spell-Like Abilities (CL 11th; concentration +16)
. . At will—detect alignment, discern lies (11 rounds/day)
Inquisitor Spells Known (CL 13th; concentration +18)
. . 4th (3/day)—aerial tracks[UI], freedom of movement, named bullet[UC]
. . 3rd (5/day)—burst of speed[UC], dimensional anchor, heroism, invisibility purge, greater magic weapon, speak with dead (DC 18)
. . 2nd (5/day)—cure moderate wounds, perceive cues[APG], remove paralysis, lesser restoration, see invisibility, spiritual weapon, surmount affliction[UM]
. . 1st (7/day)—abadar's truthtelling (DC 16), comprehend languages, cure light wounds, deadeye's lore[UC], divine favor, heightened awareness[ACG], protection from evil, shield of faith
. . 0 (at will)—create water, detect magic, guidance, resistance, sift[APG], stabilize
. . Domain Travel
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Statistics
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Str 16, Dex 26, Con 16, Int 14, Wis 21, Cha 10
Base Atk +13; CMB +18; CMD 40
Feats Additional Traits, Clustered Shots[UC], Deadly Aim, Friendly Fire Maneuvers, Ghostslayer, Gunsmithing[UC], Improved Critical (musket), Improved Vital Strike, Measured Response, Point-Blank Shot, Precise Shot, Rapid Reload, Rapid Shot, Shake It Off[UC], Target Of Opportunity[UC], Vital Strike
Traits aid allies, magical knack, principled, reactionary
Skills Acrobatics +28 (+32 to jump), Appraise +4, Bluff +5, Climb +7, Concentration: Inquisitor +20, Craft (alchemy) +12, Diplomacy +22, Disguise +2, Escape Artist +8, Fly +8, Handle Animal +6, Heal +11, Intimidate +14, Knowledge (arcana) +12, Knowledge (dungeoneering) +12, Knowledge (engineering) +12, Knowledge (local) +16, Knowledge (nature) +10, Knowledge (planes) +15, Knowledge (religion) +16, Perception +33, Ride +12, Sense Motive +34, Sleight of Hand +12, Spellcraft +23, Stealth +14, Survival +20, Swim +7, Use Magic Device +3
Languages Common, Dwarven, Osiriani, Tien
SQ agile feet (8/day), gunsmith, monster lore +5, musket training, shadowbound (stage 1, ML 1, eerie perception), solo tactics, stern gaze +5, track +5
Combat Gear boots of speed, extend metamagic rod, feather token (anchor), feather token (bird), feather token (bird), feather token (swan boat), lesser extend metamagic rod, lesser extend metamagic rod, oil of air bubble, oil of silence[UC], pearl of power (2nd level), potion of ant haul (4), potion of barkskin (CL 9th), potion of cure light wounds (2), potion of darkvision, potion of protection from evil, potion of resist fire 10, potion of touch of the sea, potion of water breathing, runestone of power (1st)[ACG], runestone of power (1st)[ACG], scroll of ant haul, scroll of endure elements, scroll of lesser (x2) restoration, snapleaf[UE], wand of cure light wounds (50 charges), wand of endure elements (35 charges), wand of infernal healing (22 charges), antitoxin, holy water (2), weapon blanch (ghost salt); Other Gear celestial armor, mwk silken ceremonial armor[UC], +1 buckler, +1 darkwood composite longbow (+2 Str), +1 longsword, +1 musket[UC], +1 distance impervious reliable, greater seeking musket[UC] with 50 cold iron paper cartridge, black powder[UC] (80), black powder[UC] (10), black powder[UC] (10), blunt arrows[APG] (40), cold iron dagger, cold iron paper cartridge[UC] (50), cold iron paper cartridge[UC] (50), spiked gauntlet, amulet of natural armor +1, bane baldric[UE], bead of newt prevention[UE], belt of incredible dexterity +6, bloodstone of gultariix, bloodstone of gultariix, bloodstone of gultariix, cloak of resistance +3, cracked dark blue rhomboid ioun stone, cracked deep red sphere ioun stone, cracked dusty rose prism ioun stone, cracked magenta prism ioun stone, cracked pink and green sphere ioun stone, dusty rose prism ioun stone, dweomer's essence (2), first aid gloves, fortifying stone, handy haversack, headband of inspired wisdom +6, ioun torch ioun stone[APG], lesser pentacle talisman[HA], lesser talisman of beneficial winds[OA], lesser talisman of freedom[OA], page of spell knowledge (ant haul)[UE], pale blue rhomboid ioun stone, pathfinder pouch, pink rhomboid ioun stone, ring of protection +1, scarlet and blue sphere ioun stone (spellcraft), traveler's any-tool[UE], adamantine wire saw[UE], adventurer's sash, bedroll, belt pouch, courtier's outfit, golden holy symbol of Abadar[UE], grappling arrow[UE], grappling hook, gunsmith's kit[UC], hammer, hemp rope (50 ft.), iron spike[APG] (3), mess kit[UE], powder horn[UC], powder horn[UC], silk rope (50 ft.), skeleton key[UE], smoked goggles[APG], spell component pouch, spell component pouch, trail rations (2), whetstone, wrist sheath, spring loaded (2), wrist sheath, spring loaded, wrist sheath, spring loaded, 14,995 gp, 3 sp, 5 cp
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Tracked Resources
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Agile Feet (8/day) (Su) - 0/8
Antitoxin - 0/1
Bead of newt prevention - 0/1
Black powder - 0/80
Black powder - 0/10
Black powder - 0/10
Blunt arrows - 0/40
Boots of speed (10 rounds/day) - 0/10
Breath of Life (2) - 0/2
Cold iron dagger - 0/1
Cold iron paper cartridge - 0/50
Cold iron paper cartridge - 0/50
Cold iron paper cartridge - 0/50
Cure Critical Wounds (2) - 0/2
Cure Light Wounds (10) - 0/10
Cure Light Wounds, Mass (2) - 0/2
Cure Moderate Wounds (5) - 0/5
Cure Serious Wounds (3) - 0/3
Daylight (1 minutes/day) - 0/1
Detect Alignment (At will) (Sp) - 0/0
Dimensional Hop (22 5-ft inc/day) (Sp) - 0/22
Discern Lies (11 rounds/day) (Sp) - 0/11
Dweomer's essence - 0/2
Extend metamagic rod (3/day) - 0/3
Extend metamagic rod (lesser, 3/day) - 0/3
Extend metamagic rod (lesser, 3/day) - 0/3
Feather token (anchor) - 0/1
Feather token (bird) - 0/1
Feather token (bird) - 0/1
Feather token (swan boat) - 0/1
First aid gloves (10 charges) - 0/10
Fly (1/day) - 0/1
Fortifying stone - 0/20
Greater Bane (+2 / 4d6, 16 rounds/day) (Su) - 0/16
Grit Pool (5/day) - 0/5
Holy water - 0/2
Light (At will) - 0/0
Oil of air bubble - 0/1
Oil of silence - 0/1
Pearl of power (2nd level, 1/day) - 0/1
Pentacle talisman, lesser (1 uses) - 0/1
Potion of ant haul - 1/4
Potion of barkskin (CL 9th) - 0/1
Potion of cure light wounds - 0/2
Potion of darkvision - 0/1
Potion of protection from evil - 0/1
Potion of resist fire 10 - 0/1
Potion of touch of the sea - 0/1
Potion of water breathing - 0/1
Runestone of power (1st, 1/day) - 0/1
Runestone of power (1st, 1/day) - 0/1
Second Judgment (4/day) (Su) - 0/4
See Invisibility - 0/0
Snapleaf - 0/1
Talisman of freedom, lesser - 0/1
Teamwork Feat (change 5/day) - 0/5
Trail rations - 0/2
Wand of cure light wounds (50 charges) - 0/50
Wand of endure elements (35 charges) - 0/35
Wand of infernal healing (22 charges) - 0/22
Weapon blanch (ghost salt) - 0/10
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Special Abilities
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Agile Feet (8/day) (Su) For 1 rd, you ignore difficult terrain.
Clustered Shots Total damage from full-round ranged attacks before applying DR
Darkvision (90 feet) You can see in the dark (black and white only).
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deeds Use Grit to perform special abilities with your firearms.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Dimensional Hop (22 5-ft inc/day) (Sp) As a move action, teleport with no AoO to seen destination. Spend an equal distance to carry others.
Discern Lies (11 rounds/day) (Sp) Discern Lies at will
Friendly Fire Maneuvers Allies who also have this feat cannot provide soft cover to enemies.
Ghostslayer Swift action: Imbued weapon can damage incorporeal creatures as if magical.
Greater Bane (+2 / 4d6, 16 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmith Gain free starting firearm that only you can use properly.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Inquisitor Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Measured Response You believe that a conservative but consistent response guarantees success.

Prerequisites: Worshiper of Abadar, base attack bonus +1.

Benefit: When you hit an opponent with a melee or ranged attack, you may choose to deal
Monster Lore +5 (Ex) +5 to Knowledge checks when identifying the weaknesses of creatures.
Musket Training (+8, 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
Nimble +1 (Ex) +1 AC while wearing light or no armor.
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.
Second Judgment (4/day) (Su) Variable bonuses increase as the combat continues.
Shadowbound (stage 1, ML 1, Progression DC 16) As the shadow consumes you, you are becoming a gaunt caricature of your former self.
Shake It Off Gain +1 to all saving throws per adjacent ally
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stalwart (Ex) If you succeed at a Fort or Will save for reduced effect, you take none instead.
Stern Gaze +5 (Ex) +5 to Sense Motive and Intimidate.
Target of Opportunity When an ally hits with a ranged attack, you may make an attack as an immediate action
Track +5 Add the listed bonus to Survival checks made to track.
Vital Strike Standard action: x2 weapon damage dice.
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Notes. Wand of invis 15ch enigma vaults 1350gp

Fully upgraded, Vera is Hardness 18, 85hp (drops to hardness 13 after the fortifying stone shatters)

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Tactics:
If there is a known spellcaster that can do us great harm, Mummy will likely ready a vital strike shot to disrupt spellcasting, with bane, if possible, with judgements (attack and damage) if not

Macros:
Vera (assumes GMW and Heroism)
Rapid Shot, Deadly Aim (Range 80')
Add +2 to hit for Bane, +2+4d6 damage
[dice=Vera, RS, DA, Seeking vs TAC]1d20+24-2-4[/dice] [dice=CI Bullet, DA]1d12+11+8[/dice]
[dice=Vera, RS, DA, Seeking vs TAC]1d20+24-2-4[/dice] [dice=CI Bullet, DA]1d12+11+8[/dice]
[dice=Vera, RS, DA, Seeking vs TAC]1d20+19-2-4[/dice] [dice=CI Bullet, DA]1d12+11+8[/dice]
[dice=Vera, RS, DA, Seeking vs TAC]1d20+14-2-4[/dice] [dice=CI Bullet, DA]1d12+11+8[/dice]

Vital Strike
Add +2 to hit for Bane, +2+4d6 damage
[dice=Vera, RS, DA, Seeking VS]1d20+24[/dice] [dice=VS CI Bullet, DA]3d12+11+8[/dice]

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