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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

 

Having given up on the walled up room the ghost had come from (For now, they could always come back later), Sparks led the team to the second door, the locked one that Jack had already gotten started blasting apart.

 

"The key ain't gonna do us much good here no more, so brute force is called fer." He hefted up the Any-Tool, still in its hammer form, and took aim at the badly damaged lock. "Lessee if'n I can break it off before I go wastin' more bullets on it."

His first swing was...less than impressive. Jack snarled, swore under his breath, and swung again more out of spite than anything else.

 

 

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

 

Having given up on the walled up room the ghost had come from (For now, they could always come back later), Sparks led the team to the second door, the locked one that Jack had already gotten started blasting apart.

 

"The key ain't gonna do us much good here no more, so brute force is called fer." He hefted up the Any-Tool, still in its hammer form, and took aim at the badly damaged lock. "Lessee if'n I can break it off before I go wastin' more bullets on it."

 

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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