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Erico

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Red Jack the Musketeer
HP: 49/49
AC: 21 Touch: 16 Flat-Footed: 15
CMD: 24
Grit: 4/4
Species +1 Hit Bonuses: Changelings, Ghouls, Cultists
Passive Perception: 19
Conditions:

Ammo Count: 11 Paper Cartridges (w/ Heath Bullets), 139 Heath Bullets, 50 Silvered Heath Bullets, 56 Crossbow Bolts

 

Murd's healing was as reassuring now as it was when the Duergar had first picked up the ability back in the asylum. Jack gave his comrade a thankful nod and then went to help Sparks clear the path to reveal the source of the ghost's manifestation.

 

Statblock

[URL=/sheets/?id=2590642][B][SIZE=+1]Jacob "Red Jack" Heath[/SIZE][/B][/URL] Male Neutral Human Gunslinger (Musket Master), [B]Level[/B] 5, [B]Init[/B] 4, [B]HP[/B] 49/49, [B]Speed[/B] 30 [B]AC[/B] 21, [B]Touch[/B] 16, [B]Flat-footed[/B] 15, [B]CMD[/b] 24, [B]Fort[/B] 7, [B]Ref[/B] 8, [B]Will[/B] 3, [B]CMB[/B] +7, [B]Base Attack Bonus[/B] 5 [B]Misfire 1-2, Far Reaching Sight +2 Rifled Musket (11 P. Card, 146 Heath Bullets, 50 Silvered Heath Bullets) [/B] +11 (1d12+6, x4) [B] Dagger/Bayonet [/B] +7 (1d4+2, x2) [B] Light Crossbow (56 Bolts) [/B] +9 (1d8, 19-20 x2) [B] +1 Chain Shirt[/B] (+5 Armor, +4 Dex) [B]Abilities[/B] Str 14, Dex 18, Con 15, Int 14, Wis 15, Cha 9 [B]Condition[/B] None Deadly Aim Combat Feature: -1 to hit for +2 Damage (Doubles at lv 4) 1ST LEVEL DEEDS-- Deadeye: (1 Grit for Touch AC beyond normal range, -2 to ATK) Quick Clear: Standard Action to clear Misfire, 1 Grit for Move Action Steady Aim: Move Action to add +10 Range, Stacks Distance 3RD LEVEL DEEDS-- Pistol Whip: 1 Grit for (Surprise melee attack, standard action, 1d10+STR, 20 x2). On hit, CMB to knock Prone as Free Action. Fast Musket: 2-handed Firearms Reload as 1-Handed Firearms (1 Step Less) Deft Shootist: No AOOs for firing or reloading in melee range Musket Training 1: +DEX Modifier to Damage Far Reaching Sight: Full Round attack action for one shot, resolve Touch AC at any distance. Minie Ball Ammunition: Touch AC for the first 1-3 Range Increments
Jacob "Red Jack" Heath
Male Neutral Human Gunslinger (Musket Master), Level 5, Init 4, HP 49/49, Speed 30
AC 19, Touch 16, Flat-footed 13, CMD 23, Fort 7, Ref 8, Will 3, CMB +7, Base Attack Bonus 5
Misfire 1-2, Far Reaching Sight +2 Rifled Musket (11 P. Card, 144 Heath Bullets, 50 Silvered Heath Bullets) +11 (1d12+6, x4)
Dagger/Bayonet +7 (1d4+2, x2)
Light Crossbow (56 Bolts) +9 (1d8, 19-20 x2)
+1 Chain Shirt (+5 Armor, +4 Dex)
Abilities Str 14, Dex 18, Con 15, Int 14, Wis 15, Cha 9
Condition None
Deadly Aim Combat Feature: -1 to hit for +2 Damage (Doubles at lv 4)
1ST LEVEL DEEDS-- Deadeye: (1 Grit for Touch AC beyond normal range, -2 to ATK)
Quick Clear: Standard Action to clear Misfire, 1 Grit for Move Action
Steady Aim: Move Action to add +10 Range, Stacks Distance
3RD LEVEL DEEDS-- Pistol Whip: 1 Grit for (Surprise melee attack, standard action, 1d10+STR, 20 x2). On hit, CMB to knock Prone as Free Action.
Fast Musket: 2-handed Firearms Reload as 1-Handed Firearms (1 Step Less)
Deft Shootist: No AOOs for firing or reloading in melee range
Musket Training 1: +DEX Modifier to Damage
Far Reaching Sight: Full Round attack action for one shot, resolve Touch AC at any distance.
Minie Ball Ammunition: Touch AC for the first 1-3 Range Increments

 

 

 

 

Erico

Erico

spacer.png

Red Jack the Musketeer
HP: 49/49
AC: 21 Touch: 16 Flat-Footed: 15
CMD: 24
Grit: 4/4
Species +1 Hit Bonuses: Changelings, Ghouls, Cultists
Passive Perception: 19
Conditions:

Ammo Count: 11 Paper Cartridges (w/ Heath Bullets), 139 Heath Bullets, 50 Silvered Heath Bullets, 56 Crossbow Bolts

 

Murd's healing was as reassuring now as it was when the Duergar had first picked up the ability back in the asylum. Jack gave his comrade a thankful nod and then went to help Sparks clear the path to reveal the source of the ghost's manifestation.

 

Statblock

[URL=/sheets/?id=2590642][B][SIZE=+1]Jacob "Red Jack" Heath[/SIZE][/B][/URL] Male Neutral Human Gunslinger (Musket Master), [B]Level[/B] 5, [B]Init[/B] 4, [B]HP[/B] 49/49, [B]Speed[/B] 30 [B]AC[/B] 21, [B]Touch[/B] 16, [B]Flat-footed[/B] 15, [B]CMD[/b] 24, [B]Fort[/B] 7, [B]Ref[/B] 8, [B]Will[/B] 3, [B]CMB[/B] +7, [B]Base Attack Bonus[/B] 5 [B]Misfire 1-2, Far Reaching Sight +2 Rifled Musket (11 P. Card, 146 Heath Bullets, 50 Silvered Heath Bullets) [/B] +11 (1d12+6, x4) [B] Dagger/Bayonet [/B] +7 (1d4+2, x2) [B] Light Crossbow (56 Bolts) [/B] +9 (1d8, 19-20 x2) [B] +1 Chain Shirt[/B] (+5 Armor, +4 Dex) [B]Abilities[/B] Str 14, Dex 18, Con 15, Int 14, Wis 15, Cha 9 [B]Condition[/B] None Deadly Aim Combat Feature: -1 to hit for +2 Damage (Doubles at lv 4) 1ST LEVEL DEEDS-- Deadeye: (1 Grit for Touch AC beyond normal range, -2 to ATK) Quick Clear: Standard Action to clear Misfire, 1 Grit for Move Action Steady Aim: Move Action to add +10 Range, Stacks Distance 3RD LEVEL DEEDS-- Pistol Whip: 1 Grit for (Surprise melee attack, standard action, 1d10+STR, 20 x2). On hit, CMB to knock Prone as Free Action. Fast Musket: 2-handed Firearms Reload as 1-Handed Firearms (1 Step Less) Deft Shootist: No AOOs for firing or reloading in melee range Musket Training 1: +DEX Modifier to Damage Far Reaching Sight: Full Round attack action for one shot, resolve Touch AC at any distance. Minie Ball Ammunition: Touch AC for the first 1-3 Range Increments
Jacob "Red Jack" Heath
Male Neutral Human Gunslinger (Musket Master), Level 5, Init 4, HP 49/49, Speed 30
AC 19, Touch 16, Flat-footed 13, CMD 23, Fort 7, Ref 8, Will 3, CMB +7, Base Attack Bonus 5
Misfire 1-2, Far Reaching Sight +2 Rifled Musket (11 P. Card, 144 Heath Bullets, 50 Silvered Heath Bullets) +11 (1d12+6, x4)
Dagger/Bayonet +7 (1d4+2, x2)
Light Crossbow (56 Bolts) +9 (1d8, 19-20 x2)
+1 Chain Shirt (+5 Armor, +4 Dex)
Abilities Str 14, Dex 18, Con 15, Int 14, Wis 15, Cha 9
Condition None
Deadly Aim Combat Feature: -1 to hit for +2 Damage (Doubles at lv 4)
1ST LEVEL DEEDS-- Deadeye: (1 Grit for Touch AC beyond normal range, -2 to ATK)
Quick Clear: Standard Action to clear Misfire, 1 Grit for Move Action
Steady Aim: Move Action to add +10 Range, Stacks Distance
3RD LEVEL DEEDS-- Pistol Whip: 1 Grit for (Surprise melee attack, standard action, 1d10+STR, 20 x2). On hit, CMB to knock Prone as Free Action.
Fast Musket: 2-handed Firearms Reload as 1-Handed Firearms (1 Step Less)
Deft Shootist: No AOOs for firing or reloading in melee range
Musket Training 1: +DEX Modifier to Damage
Far Reaching Sight: Full Round attack action for one shot, resolve Touch AC at any distance.
Minie Ball Ammunition: Touch AC for the first 1-3 Range Increments

 

 

 

 

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