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AkazilliaDeNaro
2013-03-08, 07:50 PM
Muggshot

http://images.wikia.com/sly/images/4/47/Muggshot_ID.png
Muggshot
Large Monstrous Humanoid
HD 21D8 +252 (346)
Speed 40 ft. (8 squares);
Init: +9
AC 32; (10 base -1 Size +9 Dex +8 Armor +6 Natural) touch 18; flat-footed 23
BAB/Grp +20/+44
Attack Unarmed Strike +32 (2d6+12/x2) or Ranged +6 Sizing Fiery Burst Speed Revolver +35 (3d6+6/x4 +1d6 Fire,crits deal +3d10 Fire) or Ranged +6 Sizing Shocking Burst Speed Revolver +35 (3d6+6/x4 +1d6 Shock, crits deal +3d10 Shock)
Full-Attack Unarmed Strike +32/+27/+22/+17 (2d6+12/x2) or Ranged +6 Sizing Fiery Burst Speed Revolver +35/+35/+35/+30/+25/+20 (3d6+6/x4 +1d6 Fire, crits deal +3d10 Fire) and Ranged +6 Sizing Shocking Burst Speed Revolver +35/+35/+35/+30/+25/+20 (3d6+6/x4 +1d6 Shock, crits deal +3d10 Shock)
Space/Reach 10 ft./ 10 ft.
Special Attacks None
Special Qualities Darkvision 60 ft., DR 10/-, Fast Healing 10, Immunity to Nonlethal Damage, Oversized Hands, Weak Legs,
Saves Fort +19 Ref +21 Will +12
Abilities Str 32(+12), Dex 28(+9), Con 32(+12), Int 10(+0), Wis 10(+0), Cha 10(+0)
Skills Climb +32, Intimidate +24,
Feats Weapon Focus (Revolver), Point Blank Shot, Rapid Reload, Rapid Shot, Two-Weapon Fighting, Improved Two-Weapon Fighting, Oversized Two-Weapon Fighting, Improved Unarmed Strike, Perfect Two-Weapon Fighting, Improved Rapid Shot
Environment Any Land
Organization Solitary (Unique)
Challenge Rating 21
Treasure Standard Plus Huge +6 Fiery Burst Speed Revolver, Huge +6 Shocking Burst Speed Revolver, Bracers of armor +8, Belt of Relentless Might +6, Belt Pouch of Unlimited Ammo,
Alignment Neutral Evil
Advancement by Class (Ranger)
Level Adjustment -


Oversized Hands (Ex)- Because of Muggshot’s oversized hands his unarmed strikes deal damage as if he was one size category larger and he may also wield weapons as if he were one size category larger without penalty.

Weak Legs (Ex)- Due to Muggshot focusing all of his strength into his upper body he has grown a habit of walking on his knuckles. Mugshot may not move more than 5’ without putting away any thing in his hands and using them to walk.

Muggshot’s Revolvers - One of them is a Huge +6 Sizing Fiery Burst Speed Revolver, and the other is a Huge +6 Sizing Shocking Burst Speed Revolver, and both have a range of 30 ft.

Exotic Ranged Weapon|Cost|Dmg (S)|Dmg (M)|Crit|Range Increment|Weight|Type
Revolver|4,000gp|1d6|1d8|x4|20 ft.|4 lbs.|Bludgeoning and Piercing


A revolver is a pistol with a revolving cylinder containing six chambers. Each chamber can hold a single bullet, and when one bullet is shot, the cylinder automatically rotates (no extra hand or action required), readying the next chamber for firing. A revolver uses bullets as ammunition. Reloading a Revolver takes a move action. Revolvers count as crossbows for the purpose of feats and prerequisites. A Revolver goes against touch AC if its target is within the first range increment

Belt of Relentless Might +6 - This belt grants a +6 enhancement bonus to the wearer’s Strength and Constitution. The wearer is treated as two size categories larger than normal (to a maximum of Colossal) for purposes of combat-related opposed checks that apply a modifier based on size, such as bull rush, grapple, and trip.

Belt Pouch of Unlimited Ammo - when a bullet worth 100 gp or less is put in this pouch the pouch automatically stores it and makes copies of it. There can be a maximum of 20 copies of any one type in the bag at all times and a maximum of 6 types in the bag for a maximum of 126 bullets. If the bag is turn upside down or inside out only the original(s) are removed. the bullet copies disappear if removed from the bag and left unused for 4 rounds.

Bullet types

Exploding Bullet - deals +1d4 fire and bludgeoning damage on contact.
Tracer Bullet - deals no damage but instead cause a pale glow to outline the target, granting the effect of a faerie fire spell and causing the target to take a –2 penalty to AC against ranged attacks. These effects last for 1d4 rounds.
Flare - deals half damage, but the creature struck is blinded for 1 round (Fort DC 15 reduces this to dazzled), and creatures within a 20-foot burst are dazzled for 1 round (Fort DC 15 negates the effect). Flare cartridges are also useful for sending up signal flares as they also put out light as a torch.
Silver Bullet - This ammunition is specifically crafted from silver, and though non-magical, it is particularly detrimental to lycanthropes, automatically confirming any critical threats against such creatures.
Adamantine Bullet - These expensive bullets are crafted from adamantine. They ignore hardness 20 or less when attacking objects.
Normal bullets - just normal bullets.