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About Melor IronhandHt: Wt: lbs
Striking Barricade Buster +1:
[dice=Barricade Buster]1d20+11[/dice] [dice=Bludgeoning+Circ+Kick]2d10+1+1[/dice] Uncommon, Kickback, Orc, Razing, Repeating, Volley 20ft, Magical Striking Barricade Buster Stock strike +1:
[dice=Barricade Buster Stock strike]1d20+10[/dice] [dice=Bludgeoning]2d8+3[/dice] Attached to firearm, Finesse, Two-Hand d8 Crossbow:
[dice=Crossbow]1d20+10[/dice] [dice=Piercing]1d8[/dice] Griffon Cane 1H:
[dice=Grif Cane]1d20+9[/dice] [dice=Bludgeoning]1d6+3[/dice] Backswing, Two-Hand d10 Griffon Cane 2H:
[dice=Grif Cane]1d20+9[/dice] [dice=Bludgeoning]1d10+3[/dice] Backswing, Two-Hand d10 Lamellar Breastplate:
Price 7 gp; AC Bonus +4; Dex Cap +1; Check Penalty -2; Speed Penalty -5 ft. Strength 16; Bulk 2; Category Medium; Group: Composite Slats of lacquered steel or other metal held together with cord, whether leather or silk, make up most lamellar breastplates. The lacquering prevents the metal from corroding. Hindering:
Laminar:
Ancestry/General/Class/Skill Feats:
Orc Weapon Familiarity Munitions Crafter Diehard Multilingual Alchemical Crafting Defensive Armament Hefty Hauler Fleet Risky reload Additional lore:Belkzan Archetype Feats:
Training:
Equipment Training level+Level Unarmed/Simple Weapons: T Unarmored/light/medium: T Firearms/Crossbows: Ex Gunslinger Class DC: T Skills
Ancestry/Archetype/Class features:
Hold-Scarred Orc You are part of an orc community that participates in ritual scarification or tattooing. The marks on your skin show your exceptional hardiness and vitality. You gain 12 Hit Points from your ancestry instead of 10. You also gain the Diehard feat. Dark Vision Singular Expertise
This intense focus on firearms and crossbows prevents you from reaching the same heights with other weapons. Your proficiency with unarmed attacks and with weapons other than firearms and crossbows can't be higher than trained, even if you gain an ability that would increase your proficiency in one or more other weapons to match your highest weapon proficiency (such as the weapon expertise feats many ancestries have). If you have gunslinger weapon mastery, the limit is expert, and if you have gunslinging legend, the limit is master. Stubborn(Level 3)
Way of the Vanguard:
You practice a unique combat style originated by dwarven siege engineers, using heavy weapons with wide attack areas to blast holes through enemy lines, clear an opening for your allies, and defend the conquered territory. Slinger's Reload: Clear a Path◆
You push outward with your weapon to clear some space before quickly reloading a fresh round. You make an Athletics check to Shove an opponent within your reach using your weapon, then Interact to reload. For this Shove, you don't need a free hand, and you add the weapon's item bonus on attack rolls (if any) to the Athletics check. If your last action was a ranged Strike with the weapon, use the same multiple attack penalty as that Strike for the Shove; the Shove still counts toward your multiple attack penalty on further attacks as normal. Initial Deed: Living Fortification◇
Advanced Deed(9th): Spinning Crush◆◆◆
You go into a vicious spin, smashing your weapon into those nearby and increasing your momentum by firing. All creatures adjacent to you take 4d6 bludgeoning damage plus your Strength modifier; this increases to 6d6 if your firearm has a striking rune, 8d6 if it has a greater striking rune, and 10d6 if it has a major striking rune. This ability does not apply other effects that increase damage with your firearm Strikes such as weapon specialization. Creatures affected by this attack must attempt a basic Reflex save. A creature that fails its save is also pushed 10 feet directly away from you. Greater Deed(15th): Siegebreaker◆◆
With unbelievable force, you charge and smash your weapon into a target before digging in your heels and pulling the trigger. Leap or Stride, then make a Strike with the required firearm or crossbow against an adjacent target. This Strike deals an additional 3d8 bludgeoning damage and ignores 10 points of the target's Hardness (if any), or of their shield's Hardness if the target uses Shield Block. After the Strike, you become immobilized and position the required weapon defensively, gaining a +1 circumstance bonus to AC, or a +2 circumstance bonus if the chosen weapon has the parry trait. Both effects last until the start of your next turn. If a force would move you while you're immobilized in this way, it must succeed at an appropriate check against your class DC.
Formulae:
Equipment:
Bulk carried: Total Bulk: Limits: 10enc/15max Basic prosthesis foot Basic prosthesis hand Basic Formula Book Personal Formula Book Desert clothing Backpack
Other Gear
Consumables
Backstory:
Description:
Magical equipment:
Invested Items(currently):
Errata:
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