Orc Ranger

Melor Ironhand's page

59 posts. Organized Play character for Azil.


Race

Hold-Scarred Orc Gunslinger 4 | DC: 18| Resistances:

Classes/Levels

HP 48/48| AC 21 | F+9 R+10 W+9 |P+9 | Speed 25ft | Hero 1/3 | Reactions:| Conditions:| Exploration:

Gender

Male

Size

Medium

Age

28

Deity

Wulgren

Languages

Common, Dwarven, Jotun, Necril, Orcish

Strength 16
Dexterity 14
Constitution 12
Intelligence 12
Wisdom 12
Charisma 12

About Melor Ironhand

Ht: Wt: lbs
Darkvision
Background: Belkzen Anthropologist
Key: Dexterity
◆ ◇ ↩️

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:
This armor is so heavy and bulky it slows you down no matter what. You take a –5 penalty to all your Speeds (to a minimum of a 5-foot Speed). This is separate from and in addition to the armor's Speed penalty, and affects you even if your Strength or an ability lets you reduce or ignore the armor's Speed penalty.

Laminar:
The armor is made up of layered sections, so when it breaks, it isn't as much of a problem. The status penalty to AC if this armor is broken is –1 for broken medium armor, –2 for broken heavy armor, or no penalty for broken light armor.

Ancestry/General/Class/Skill Feats:

Archetype Feats:

Ranger Dedication
Basic Hunter's Trick: Hunted shot

Training:

Equipment
Training level+Level
Unarmed/Simple Weapons: T
Unarmored/light/medium: T
Firearms/Crossbows: Ex
Gunslinger Class DC: T

Skills
Acrobatics +2
Arcana +1
Athletics +9 T
Crafting +9 Ex
Deception +1
Diplomacy +7 T
Intimidation +1
Lore: Orc Pantheon +7 T
Lore: Belkzan +9 Ex
Medicine +1
Nature +7 T
Occult +1
Performance +1
Religion +1
Society +7 T
Stealth +8 T
Survival +7 T
Thievery +2

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
You have particular expertise with guns and crossbows that grants you greater proficiency with them and the ability to deal more damage. You gain a +1 circumstance bonus to damage rolls with firearms and crossbows.

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)
You don't like being told what to do, and you don't give up. Your proficiency rank for Will saves increases to expert. When you fail, but don't critically fail, a Will save against an effect that would give you the controlled condition, you can attempt a second save against the effect at the start of your next turn. On a successful second save, the controlled condition ends, though any other effects remain. As normal, failing this second save doesn't allow you to attempt a third save on the subsequent turn.

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
Requirements You're wielding a two-handed firearm or two-handed crossbow.

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
Trigger: You roll initiative.
You can posture defensively with firearms or crossbows, acting like a walking tower. Interact to draw a firearm or crossbow. You then position that weapon defensively, gaining a +1 circumstance bonus to AC until the start of your first turn, or a +2 circumstance bonus if the chosen weapon has the parry trait.

Advanced Deed(9th): Spinning Crush◆◆◆
Requirements You're wielding a loaded firearm or loaded crossbow.

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◆◆
Requirements You're wielding a firearm that has the kickback or scatter trait, or a two-handed crossbow.

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.

Equipment:

Bulk carried: Total Bulk: Limits: 10enc/15max
Basic prosthesis foot
Basic prosthesis hand
Basic Formula Book
Personal Formula Book
Desert clothing

Backpack
- Air Bladder
- Bedroll
- Chalk
- Cookware
- flint and steel
- Grappling hook
- Mug
- Rope(100ft)
- Soap
- 4 person tent
- Torch x5
- Waterskin

Other Gear
Firearm Cleaning Kit(worn)
Reinforced Stock-Barricade Buster

Consumables
8-round Magazines x10(80 shots) 10L bulk
Bolts x20
Rations 4 weeks
Cash: 0gp, 13sp, 9cp

Backstory:

Description:

Magical equipment:

Invested Items(currently):

1/10
Eyeslash

Errata: