About Zando YárgyðjanPFS Information:
PFS Number: # 105836-2009 Experience: 12 Total Gold Earned: 42 ______________________________ Training: DNA ______________________________ Faction: Horizon Hunters Major Faction Reputation Envoy’s Alliance: 0 Grand Archive: 2 Horizon Hunters: 8 Vigilant Seal: 0 Minor Factions 0 Radiant Oath: 0 Verdant Wheel: 0 All Faction Reputation Total (Sum of the Above) Reputation: 4 ______________________________ Reputation Tiers 0-19: Ignored 20-59: Liked 60-119: Admired 120 (maximum): Revered Character Name Zando Yárgyðjan
Dicebots:
[dice=Perception (E)]1d20+7[/dice] [dice=Fortitude (E)]1d20+6[/dice] [dice=Reflex (E)]1d20+10[/dice] [dice=Will (T)]1d20+5[/dice] ____________________ OFFENSE Class DC: 18 (10 + (4 key stat) + (4 proficiency) + (0 item)) Speed: 25 ft Melee Strikes
Ranged Strikes
Dicebots:
[dice=Axe Musket (E)]1d20+8[/dice] [dice=damage S]1d8+2[/dice] [dice=Crescent Cross (E)]1d20+8[/dice] [dice=damage S]1d4+2[/dice] [dice=Chakram (T), melee]1d20+6[/dice] [dice=damage S]1d8+2[/dice] [dice=Flyssa (T)]1d20 + 8[/dice] [dice=Damage, S or P]1d6 + 2[/dice] [dice=Nunchaku (T)]1d20 + 8[/dice] [dice=Damage, B]1d6 + 2[/dice] [dice=Starknife (T)]1d20 + 8[/dice] [dice=damage P or S]1d4 + 2[/dice] [dice=Crit Damage, Deadly]1d6[/dice] [dice=Fist (T)]1d20+6[/dice] [dice=damage B]1d6+2[/dice] [dice=Axe Musket (E)]1d20+10[/dice] [dice=damage P + precision]1d6+1d4[/dice] [dice=Crit damage P + precision]1d10 + 1d4[/dice] [dice=Crit damage, Fatal]1d10[/dice] [dice=Crescent Cross (E)]1d20+9[/dice] [dice=damage P, + precision]1d6 + 2[/dice] [dice=Chakram (T), ranged]1d20+8[/dice] [dice=damage S]1d8+2[/dice] [dice=Starknife (T)]1d20 + 8[/dice] [dice=damage S]1d4+2[/dice] [dice=Crit Damage, Deadly]1d6[/dice] Weapon Proficiencies Simple: (T), Martial: (T), Simple firearms and crossbows: (E), Martial firearms and crossbows: (E), Advanced firearms and crossbows: (T) Gunslinger Abilities
Reloading Strike ◆
Slinger's Precision: You have steady precision with guns and crossbows and can use weapons that incorporate them effectively. You deal an extra +2 precision damage with Strikes made using crossbows that don't have the repeating trait, and deal an extra 1d4 precision damage on Strikes with firearms that don't have the repeating trait.
Class Feat - 1st Level
When you make a successful melee Strike against an enemy with your one-handed melee weapon, the next ranged Strike you make against that enemy with a one-handed firearm or one-handed crossbow doesn't trigger reactions that would trigger on a ranged attack but not a melee attack, such as Attack of Opportunity. Either of these benefits is lost if not used by the end of your next turn. Chassis Deflection ↺
Basic Crafter's Book
Alchemical Formula Book Antidote (Lesser), Antiplague (lesser), Elixir of Life (minor), Eagle Eye Elixir (lesser), Black Powder, Alchemist's Fire (Lesser), Goo Grenade (lesser), Bottled Lightning (lesser), Ghost Charge (lesser)
Languages Common, Tien, Utopian Skill Dicebots:
[dice=Acrobatics (T)]1d20+8[/dice] [dice=Arcana (U)]1d20+1[/dice] [dice=Athletics (T)]1d20+6[/dice] [dice=Crafting (T)]1d20+6[/dice] [dice=Deception (U)]1d20+0[/dice] [dice=Diplomacy (U)]1d20+0[/dice] [dice=Intimidation (U)]1d20+0[/dice] [dice=Lore (Casandalee) (T)]1d20+6[/dice] (duplicate as needed) [dice=Medicine (U)]1d20+1[/dice] [dice=Nature (T)]1d20+5[/dice] [dice=Occultism (U)]1d20+2[/dice] [dice=Performance (U)]1d20+0[/dice] [dice=Religion (U)]1d20+1[/dice] [dice=Society (U)]1d20+2[/dice] [dice=Stealth (T)]1d20+8[/dice] [dice=Survival (U)]1d20+1[/dice] [dice=Thievery (T)]1d20+8[/dice] ____________________ FEATS: Ancestry Feats and Abilities
Ancestry:
Automaton Traits Rare, Automaton, Construct Low-Light Vision
Automaton Core
Constructed Body
Reinforced Chassis
Enhancement Your chassis becomes difficult to overcome. You gain the Chassis Deflection reaction.
Skill Feats
Skill Feats:
Quick Repair Traits General Skill Feat 1 Prerequisites trained in Crafting For you, the Repair activity loses the exploration trait and takes 1 minute instead of 10 minutes. If you’re a master in Crafting, it takes 3 actions. If you’re legendary, it takes 1 action. Alchemical Crafting
Level 2 Skill Feat
Class Feats and Abilities
Class abilities and feats details:
Munitions Crafter Traits Gunslinger Bullets and bombs can be scarce in some parts, so you’ve learned to make your own. You become trained in Crafting and gain the advanced alchemy benefits. You can use the advanced alchemy benefits to create a number of daily consumables equal to 4 + half your level (rounded up); these consumables must be bombs or alchemical ammunition. You gain the Alchemical Crafting feat if you don’t already have it. In addition, you gain advanced alchemy, which allows you to create a certain number of infused alchemical consumables each day during your daily preparations without the normal cost or time expenditure, as described on the Alchemist page. Advanced Alchemy During your daily preparations, you spend some time to create alchemical items that can be used over the course of the day. You don't need to attempt a Crafting check to do this, you can use an alchemist's toolkit instead of an alchemist's lab, and you ignore both the number of days typically required to create the items and any alchemical raw materials requirements. You can Craft a number of alchemical items up to 4 + your Intelligence modifier [Zando = 5]. Each item must be in your formula book, have an item level equal to or lower than your level, and have the consumable trait. These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first. You gain a formula book that includes the formula for black powder and four 1st-level types of common or uncommon alchemical ammunition or bombs of your choice.
When crafting alchemical ammunition, including black powder in doses or rounds, using advanced alchemy, you create the ammunition in batches of 4 (meaning that if you were 4th level and used all of your advanced alchemy consumables to create alchemical ammunition, you could create a maximum of 24 rounds). You cannot use advanced alchemy to Craft horns or kegs of black powder.
____________________ Gear (price, bulk): Chakram (0.5, L), Axe Musket (10, 2), Crescent Cross (4, L), Flyssa (1, L), Starknife (2, L), Nunchaku (0.2, L), Firearm Ammo 30 (0.1,3L), bolts 30 (0.3, 3L), Firearm Cleaning Kit (0.1, L), Repair Toolkit (2, 1), Thieves' Toolkit (3, L), Adventurer's Backpack (1.5, 1), Basic Crafter's Book (L), Formula Book (L), Alchemist's Toolkit (1) Cash: 1.9 gp Bulk: 6.6 Max Bulk: 9 (Hefty Hauler feat) Held Items: Axe Musket, Crescent Cross, Chakram, Flyssa, Firearm Ammo 30, bolts 30
Bulk: # (Encumbered at: 9 = 5 + (2 STR) + 2 (Hefty Hauler); Maximum at: 14 = 10 + (2 STR) + 2 Hefty Hauler) Gear:
Axe Musket
Traits Uncommon Combination Price 10 gp; Bulk 2 Item 1 Hands 2 Category Martial This item, favored by firearms-using dwarves and barbarians, takes the form of a sturdy musket with an axeblade attached near the muzzle. Melee Traits Critical Fusion, Forceful, Sweep Damage 1d8 S Group Axe Forceful: This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each later attack gains a circumstance bonus to damage equal to double the number of damage dice. Sweep: This weapon makes wide swinging attacks. When you attack with this weapon, you gain a +1 circumstance bonus to your attack roll if you already attempted to attack a different target this turn using this weapon. Ranged Traits Concussive, Fatal d10 Damage 1d6 P Range 50 ft.; Reload 1 Group Firearm Ammunition Firearm Ammunition (10 rounds) Concussive: These weapons smash as much as puncture. When determining a creature's resistance or immunity to damage from this weapon, use the weaker of the target's resistance or immunity to piercing or to bludgeoning. For instance, if the creature were immune to piercing and had no resistance or immunity to bludgeoning damage, it would take full damage from a concussive weapon. Resistance or immunity to all physical damage, or all damage, applies as normal. Fatal d10: The fatal trait includes a die size. On a critical hit, the weapon’s damage die increases to that die size instead of the normal die size, and the weapon adds one additional damage die of the listed size. Crescent Cross
Flyssa
Nunchaku
Starknife
Adventurer's Pack
Repair Toolkit
Thieves' Toolkit
Alchemist's Toolkit
Basic Crafter's Book
Chronicles:
1) Scenario #7-06: Brastlewark at War Part 1: The Gnome Defection XP: +4 (Total: 4) Rep: +4 Horizon Hunters Income: +14 gp Cash: 14.2 gp Purchases: Flyssa (1), Nunchaku (0.2), Starknife (2), Adventurer's Pack (1.5), Repair Toolkit (2), Thieves' Toolkit (3), Replacement Picks (0.3), bolts 30 (0.3) Cash: 3.9 gp 2) Scenario #7-08: The Haunted Corridor (used replay)
3) Scenario #7-16: A Star's Journey
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