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Пример чарлиста: Очень рекомендуется привести все чарники к этому общему образцу, для удобства мастера. Но не для удобства игрока. Выживает осиливший.Статистика персонажа: Там где Mutagen будете вставлять те расходники, которые специфичны для вашего класса. [b]HP[/b] 10/13(Max -14); [b]AC[/b] 15(with Mutagen 19), [b]TAC[/b] 13, [b]FF[/b] 12, [b]CMD[/b] 18; [b]Fort[/b] +4, [b]Ref[/b] +5, [b]Will[/b] +1; [b]Init[/b] +3; [b]BAB[/b] +1; [b]CMB[/b] +5; *[b]Attack[/b] (Unarmed Strike): +1 BAB +4 STR +0 enh +0 feat= +5; [b]Equiped[/b]: Unarmed Strike (1d6+5; x2; Bludgeoning); [b]Speed[/b] 30'; [b]Сonditions[/b]: -- ; [b]Mutagen[/b]: (0/1); -- -- -- -- // -- Действие. -- -- -- -- -- [b]EXPERIENCE[/b]: 220/2000; Чарлист: Навыки: CN Small Humanoid Male Ratfolk Gun Tank 7 lvl. Favored Class: Gun Tank 14 yo, 4 ft, 75 lb
[b]ABILITY SCORES[/b]: STR 9 [-1] DEX 16 [+3] CON 14 [+2] INT 16 [+3] WIS 14 [+2] CHA 14 [+2]
[b]SAVING THROWS[/b]: Fortitude +7 = +5 Gun Tank +2 Con Reflex +8 = +5 Gun Tank +3 Dex Will +4 = +2 Gun Tank +2 Wis
[b]COMBAT STATS[/b]: [b]Hit Points[/b] 64 = +43 Gun Tank +14 Con + 7 Favoured Class AC 27 = 10 + 13 Armor Bonus + 3 Dex Modifier + 1 Size Modifier Flat-Footed 23 = 10 + 13 Armor Bonus Touched AC 13 = 10 + 3 Dex Modifier BAB +7/+2 CMB(Combat Maneuver Bonus) +5 = +7 BAB - 1 STR - 1 Size Modifier CMD(Combat Maneuver Defense) 18 = 10 +7 BAB - 1 STR +3 DEX - 1 Size Modifier Initiative +3 = +3 dex Speed 15'
* Attack (Axe Musket+1): +7/+2 BAB +1 enh +1 feat= +9/+4 1d6 +1 enh +3 DEX = 1d6+4; Crit x2
[b]RACIAL TRAITS[/b]: ● [b]Ability Score Racial Traits[/b]: Ratfolk are agile and clever, yet physically weak. They gain +2 Dexterity, +2 Intelligence, and --2 Strength. ● [b]Type[/b]: Ratfolk are humanoids with the ratfolk subtype. ● [b]Size[/b]: Ratfolk are Small and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a --1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. ● [b]Base Speed(Slow)[/b]: Ratfolk have a base speed of 20 ft. ● [b]Languages[/b]: Ratfolk begin play speaking Common. Ratfolk with high Intelligence scores can choose from the following: Aklo, Draconic, Dwarven, Gnoll, Gnome, Goblin, Halfling, Orc, and Undercommon. See the Linguistics skill page for more information about these languages. ● [b]Tinker(Feat and Skill Racial Traits)[/b](Feat and Skill Racial Traits): Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks. ● [b]Rodent Empathy(Feat and Skill Racial Traits)[/b]: Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents. ● [b]Cornered Fury(Offense Racial Traits)[/b]: Ratfolk can fight viciously when cut off from friends and allies. Whenever a ratfolk with this racial trait is reduced to half or fewer of his hit points, and has no conscious ally within 30 feet, he gains a +2 racial bonus on melee attack rolls and to Armor Class. This racial trait replaces swarming. ● [b]Favored Class Options(Gunslinger)[/b]: Add a +1/2 bonus on initiative checks when the gunslinger has at least 1 grit point. ● [b] Darkvision(Senses Racial Traits)[/b]: Ratfolk can see perfectly in the dark up to 60 feet.
[b]CLASS FEATURES[/b]: ●[b] Favoured Class (Gun Tank)[/b]: Whenever a character gains a level in his favored class, he receives either + 1 hit point or + 1 skill rank. ● [b]Weapon and Armor Proficiency[/b]: Gunslingers are proficient with all simple and martial weapons, and with all firearms. They are proficient with all light armor. A gun tank is proficient with all armors and shields, including tower shields. ● [b]Gunsmith[/b]: At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat. ● [b]Grit (Ex)[/b]: A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways. Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit. Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit. [b]Deeds[/b]: ● [b]Bullet Deflection (Ex)[/b]: A gun tank is adept at modifying and using her armor to stop firearm attacks. Starting at 2nd level, a gun tank wearing medium or heavy armor gains half the armor’s bonus plus the armor’s enhancement bonus (if any) as a deflection bonus against any non-siege firearm or splash weapon attack (including the alchemist’s bomb class ability; Advanced Player’s Guide 28). This ability has no affect on spells, spell-like abilities, or supernatural abilities that make a touch attack. This ability replaces nimble. ● [b]Gun Tank’s Resolve (Ex)[/b]: At 1st level, the gun tank can shrug off the most serious of attacks. When the gun tank is wearing medium or heavy armor and is subject to a critical hit or sneak attack, she can spend 1 grit point as an immediate action to attempt to negate the critical hit or sneak attack damage. At 1st level, she has a 25% chance of doing so. At 10th level, the chance increases to 50%. At 15th level, the chance increases to 75%. While a gun tank’s resolve does not stack with the fortification armor special ability, it does work in concert with that armor special ability or similar effects, so a gun tank can use this ability even after the armor of fortification has failed to negate the critical hit or sneak attack damage. This deed replaces the Gunslinger’s Dodge deed. ● [b]Deadeye (Ex)[/b]: At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the --2 penalty on attack rolls for each range increment beyond the first when she performs this deed. ● [b]Quick Clear (Ex)[/b]: At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action. ● [b]Gunslinger Initiative(Ex)[/b]: At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check. ● [b]Pistol-Whip (Ex)[/b]: At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point. ● [b]Utility Shot (Ex)[/b]: At 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot. Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell. Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot’s origin. On a miss, she damages the object normally. Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally. ● [b]Armor Training (Ex)[/b]: At 4th level, a gun tank learns to be more maneuverable while wearing armor. Whenever she is wearing armor, the armor check penalty is reduced by 1 (to a minimum of 0) and the maximum Dexterity bonus allowed by her armor increases by 1. Every four levels thereafter (8th, 12th, and 16th), the bonus increases by 1, to a maximum of a --4 reduction of the armor check penalty and a +4 increase to the maximum Dexterity bonus allowed. This ability stacks with the fighter class ability of the same name. If the gun tank has both class features, she takes the most advantageous benefit of the two class features. This ability replaces the bonus feats the Gunslinger gains at 4th level and every four levels thereafter. ● [b]Targeting (Ex)[/b]: At 7th level, as a full-round action, the gunslinger can make a single firearm attack and choose part of the body to target. She gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 grit point to perform no matter which part of the creature she targets. Creatures that are immune to sneak attacks are immune to these effects. -- Arms: On a hit, the target takes no damage from the hit but drops one carried item of the gunslinger’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit. -- Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect. -- Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect. -- Torso: Targeting the torso threatens a critical on a 19--20. -- Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft. ● [b]Dead Shot (Ex)[/b]: At 7th level, as a full-round action, the gunslinger can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the gunslinger’s single attack is considered to have hit. For each additional successful attack roll beyond the first, the gunslinger increases the damage of the shot by the base damage dice of the firearm. For instance, if a 7th-level gunslinger firing a musket hits with both attacks, she does 2d12 points of damage with the shot, instead of 1d12 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus --5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The gunslinger only misfires on a dead shot if all the attack rolls are misfires. She cannot perform this deed with a blunderbuss or other scatter weapon when attacking creatures in a cone. The gunslinger must spend 1 grit point to perform this deed. ● [b]Startling Shot (Ex)[/b]: At 7th level, a gunslinger with least 1 grit point can spend a standard action to purposely miss a creature that she could normally hit with a firearm attack. When she does, that creature becomes flat-footed until the start of its next turn. [b]SKILLS[/b]: Skill ranks: 4 + 3 INT = 7(49) ACP(Armor Check Penalty) = 1 full plate = -1
● Acrobatics(Dex): 6 = +3 DEX + 3 class skill + 1 rank - 1 ACP ○ Appraise(Int): 3 = +3 INT ● Bluff(Cha): 6 = +2 CHA + 3 class skill + 1 rank ● Climb(Str): 5 = -1 STR + 3 class skill + 4 rank - 1 ACP ● Craft(Gunsmith)(Int): 13 = +3 INT + 3 class skill + 7 rank [strike]○ Craft(Int): -[/strike] [strike]○ Craft(Int): -[/strike] ○ Diplomacy(Cha): 2 = +2 CHA [strike]○ Disable Device*: -[/strike] ○ Disguise(Cha): 2 = +2 CHA ○ Escape Artist(Dex): 2 = +3 DEX -1 ACP [strike]○ Fly(Dex)*: -[/strike] ● Handle Animal*(Cha): 6 = +2 CHA + 3 class skill + 1 rank ● Heal(Wis): 6 = +2 WIS + 3 class skill + 1 rank ● Intimidate(Cha): 12 = +2 WIS + 3 class skill + 7 rank [strike]○ Knowledge (Arcana)*(Int): -[/strike] [strike]○ Knowledge (Dungeoneering)*(Int): -[/strike] ● Knowledge (Engineering)*(Int): 10 = +3 INT + 3 class skill + 4 rank [strike]○ Knowledge (Geography)*(Int): -[/strike] [strike]○ Knowledge (History)*(Int): -[/strike] ● Knowledge (Local)*(Int): 7 = +3 INT + 3 class skill + 1 rank [strike]○ Knowledge (Nature)*(Int): -[/strike] [strike]○ Knowledge (Nobility)*(Int): -[/strike] [strike]○ Knowledge (Planes)*(Int): -[/strike] [strike]○ Knowledge (Religion)*(Int): -[/strike] [strike]○ Linguistics*(Int): -[/strike] ● Perception(Wis): 14 = +2 WIS + 3 class skill + 7 rank + 2 racial [strike]○ Perform(Cha)*: -[/strike] [strike]○ Perform(Cha)*: -[/strike] ● Profession*(Cook)(Wis): 6 = +2 WIS + 3 class skill + 1 rank [strike]○ Profession*(Wis): -[/strike] ● Ride(Dex): 6 = +3 DEX + 3 class skill + 1 rank - 1 ACP ○ Sense Motive(Wis): 2 = +2 WIS ● Sleight of Hand*(Dex): 6 = +3 DEX + 3 class skill + 1 rank - 1 ACP [strike]○ Spellcraft*(Int): -[/strike] ○ Stealth(Dex): 2 = +3 DEX - 1 ACP ● Survival(Wis): 12 = +2 WIS + 3 class skill + 7 rank ● Swim(Str): 6 = -1 STR + 3 class skill + 5 rank - 1 ACP [strike]○ Use Magic Device*(Cha): -[/strike]
Languages: Common, Dwarven, Undercommon, Gnome.
[b]FEATS[/b]: ● [b]Endurance(General Feats)[/b]: Harsh conditions or long exertions do not easily tire you. Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued. Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day. ● [b]Armor Adept(Combat Feats)[/b]: You are skilled at using customized armor. Benefit: Choose two armor modifications (such as deflecting or jarring). You no longer suffer the drawbacks of wearing armor with those modifications. Normal: Each type of armor modification imparts a drawback on a wearer. Special: You can gain this feat multiple times, choosing two different armor modifications each time. ● [b]Weapon Focus(Double-Barreled Shotgun)(Combat Feats)[/b]: Prerequisites: Proficiency with selected weapon, base attack bonus +1. Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
[b]TRAITS[/b]: ● [b]Anatomist(Combat Traits)[/b]: You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer. You know where to aim your blows to strike vital organs. Benefit: You gain a +1 trait bonus on all rolls made to confirm critical hits. ● [b]Armed Grit(Combat Traits)[/b]: As long as you have a firearm drawn, you gain a +2 trait bonus on saving throws against fear and the DCs of Intimidate checks to demoralize you increase by 2. Инвентарь: [i][b]Weapon[/b][/i] :
[i]Axe Musket +1[/i] [b]Cost[/b]: 1600 gp; [b]Dmg (S)[/b]: 1d6+1 [b]Critica[/b]l: ×4 [b]Range[/b]: 30 ft. [b]Misfire[/b]: 1--2 (5 ft.) [b]Capacity[/b]: 1 [b]Weight[/b]: 3 lbs. [b]Type[/b]: B and P [b]Dmg (S)[/b]: 1d6 [b]Critica[/b]l: ×3 [b]Type[/b]: S This musket features an axe blade at the end of its barrel.
It can be used as both a musket and a battleaxe. It is considered a double weapon for purposes of creating masterwork or magical versions of this weapon. If this firearm gains the broken condition, both the firearm component and the axe are considered broken. An axe musket uses either a bullet and a single dose of black powder or an alchemical cartridge as ammunition.
[i][b]Armour[/b][/i] :
[i]Mithral Full Plate +3[/i] [b]Type[/b]: Heavy Armor [b]Cost[/b]: 20,500 gp (9000+1500+500+500+9000); [b]Weight[/b]: 32.5 lbs. [b]Armor Bonus[/b]: 13; [b] Max Dex Bonus[/b]: +4; [b]Armor Check Penalty[/b]: -1 [b]Arcane Spell Failure Chance[/b]: 25%; Speed: 15 ft. This metal suit comprises multiple pieces of interconnected and overlaying metal plates, incorporating the benefits of numerous types of lesser armor. A complete suit of full plate (or platemail, as it is often called) includes gauntlets, heavy leather boots, a visored helmet, and a thick layer of padding that is worn underneath the armor. Each suit of full plate must be individually fitted to its owner by a master armorsmith, although a captured suit can be resized to fit a new owner at a cost of 200 to 800 (2d4 100) gold pieces.
[i][b]Special Materials[/b][/i] - [b]Mithral[/b] HP/inch 30; Hardness 15; Cost Weapons or armors fashioned from mithral are always masterwork items as well; the masterwork cost is included in the prices given below.; Weight 1/2 normal; Weight (Longer Wording) An item made from mithral weighs half as much as the same item made from other metals. In the case of weapons, this lighter weight does not change a weapon’s size category or the ease with which it can be wielded (whether it is light, one-handed, or two-handed). When worked like steel, it becomes a wonderful material from which to create armor, and is occasionally used for other items as well. Most mithral armors are one category lighter than normal for purposes of movement and other limitations. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. This decrease does not apply to proficiency in wearing the armor. A character wearing mithral full plate must be proficient in wearing heavy armor to avoid adding the armor’s check penalty to all his attack rolls and skill checks that involve moving. Spell failure chances for armors and shields made from mithral are decreased by 10%, maximum Dexterity bonuses are increased by 2, and armor check penalties are decreased by 3 (to a minimum of 0). Items not primarily of metal are not meaningfully affected by being partially made of mithral. (A longsword can be a mithral weapon, while a quarterstaff cannot.) Mithral weapons count as silver for the purpose of overcoming damage reduction.
[i][b]Armor Modifications[/b][/i] :
[b]SLUMBERING[/b] Price +500 gp; Weight +5 lbs. [b]DESCRIPTION[/b] Soldiers in the field and adventurers in the dungeon both find slumbering armor to be a boon, as its layers of downy internal padding allow the wearer to rest comfortably while armored. Slumbering armor is considered to be one category lighter for the purpose of sleeping in the armor. This allows you to sleep in medium armor without penalty, and if you have the Endurance feat (or another method of sleeping in medium armor) you can sleep in heavy slumbering armor without penalty. [b]DRAWBACK[/b] Slumbering armor’s armor check penalty is increased by 1. This increase is applied after reductions for armor material and masterwork armor.
[b]VITALGUARD[/b] Price +500 gp; Weight +15 lbs. [b]DESCRIPTION[/b] This well-designed armor reinforces your defenses, adding layers of padding or mail to your most vulnerable locations. Vitalguard armor’s bonus to AC is increased by 2 for the purpose of confirming critical hits against you. [b]DRAWBACK[/b] Vitalguard armor reduces your speed by 5 feet.
[b][i]Riding Animals & Animal Gear[/i][/b] [i]Bison[/i] [spoiler]N Large animal Init +0; Senses low-light vision, scent; Perception +8
[b]DEFENSE[/b] AC 17, touch 9, flat-footed 17 (+8 natural, --1 size) hp 42 (5d8+20) Fort +8, Ref +4, Will +1
[b]OFFENSE[/b] Speed 40 ft. Melee gore +10 (2d6+12) Space 10 ft.; Reach 5 ft. Special Attacks stampede, trample (2d6+12, DC 20)
[b]STATISTICS[/b] Str 27, Dex 10, Con 19, Int 2, Wis 11, Cha 4 Base Atk +3; CMB +12; CMD 22 (26 vs. trip) Feats Endurance, Improved Bull Rush, Power Attack Skills Perception +8
[b]SPECIAL ABILITIES[/b] [b]Stampede (Ex)[/b] A stampede occurs if three or more creatures with stampede make a trample attack while remaining adjacent to each other. While stampeding, the creatures can trample foes of their size or smaller, and the trample’s save DC increases by +2.[/spoiler]
[i]Saddle Pack[/i] Pack: A pack saddle holds gear and supplies, but not a rider. It holds as much gear as the mount can carry. [b]Cost[/b]: 5 gp [b]Empty Weight[/b]: 15 lbs.
[i]Animal feed (per day) x14[/i] [b]Cost[/b]: 7 sp(70 cp(5 cp)) [b]Empty Weight[/b]: 140 lbs.
[b][i]Kit and Adventuring Gear[/i][/b]:
[i]Kit, Gunslinger’s[/i] [b]Price[/b]: 26 gp [b]Weight[/b]: 31 lbs. This includes a backpack, a bedroll, a belt pouch, a flint and steel, a gunsmith’s kit, an iron pot, a mess kit, a powder horn(9/10), rope, torches (10), trail rations (5 days), and a waterskin.
[i]Kit, Healer’s[/i] [b]Price[/b]: 50 gp [b]Weight[/b]: 1 lb. This collection of bandages and herbs provides a +2 circumstance bonus on Heal checks. A healer’s kit is exhausted after 10 uses.
[i]Crowbar[/i] [b]Price[/b]: 2 gp [b]Weight[/b]: 5 lbs.
[i]Firearm bullet x1000(999/1000)[/i] [b]Price[/b]: 30(1) gp [b]Weight[/b]: 16.67 lbs.
[i]Black powder (keg) x4(400/400)[/i] [b]Price[/b]: 4000(1000) gp [b]Weight[/b]: 20 lbs.
[b]Total weight[/b]: 35.5 lbs. [b]Total weight on riding animal[/b]: 228.67 lbs. [b]Total equipment cost[/b]: 23 564 gp [b]Wealth[/b]: 436 gp 3 sp
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