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{{#set:Name=Shotglass Johnson|CR=8|Size=Medium|Summary=Shotglass Johnson is the second in command of the nutorious Bloody Nose Boys, he only answers to the big boss Sigfreid 'Three-shot' Kepler|Type=Humanoid (Human)}} {{#set:Race=human}}

Shotglass Johnson

CR 8

male human hexagunner 8
CN Medium Humanoid (Human)
Init/Senses +5/Listen +12, Spot +12
Languages Common
AC 20, touch 15, flat-footed 15
(+5 armor (+1 chain shirt of shadow), +5 Dexterity, Dodge)
hp 50 (8 HD)
Fort/Ref/Will +4/+11/+3
Speed 50ft. (10 squares)
Melee pistol whip +11/+6 (1d4, 20/x2)
Ranged +1 distance hexagun +12/+7 (1d8, 20/x3) or
Ranged +1 distance hexagun +10/+5 (2d8, 20/x3)
Base Atk/Grp +6/+6
Abilities Str 10, Dex 20, Con 14, Int 10, Wis 14, Cha 16
SQ Steady Aim (Ex), Sidestep Speed Bonus (Ex), Uncanny Dodge (Ex), Improved Uncanny Dodge (Ex), Burst Shot +3 (Ex), Speed Loader (Ex), Fightin' Words (Ex)
Feats Point Blank Shot, Dodge, Quick Draw, Rapid Reload, Far Shot, Shot on the Run, Weapon Focus (hexagun)
Skills +14 Bluff (Cha), +21 Hide (Dex), +16 Intimidate (Cha), +13 Listen (Wis), +13 Spot (Wis)
Possessions hexagun ammunition ×24, silk rope (50ft), backpack, flint & steel, 72 gp
Patron Deity none
Steady Aim (Ex) Johnson may sacrifice a move action to gain extra damage as well as range upon his chosen ranged weapon. This damage totals 4d6 addtional damage typed to the damaged dealt by the range weapon of choice. Should he score a critical hit with his steadied aim, the extra damage included is not multiplied. Whilst taking Steady Aim the range increment of his weapon doubles, stacking with any effects such as the Far Shot feat or Distance magical weapon enhancement. A target must first be selected for Johnson to use Steady Aim and be within sight of the Hexagunner. If the target is moving, this does not effect the accuracy of Hexagunner while using Steady Aim. However if he is on a surface which is either unstable or is himself moving, then he is unable to use the Steady Aim enhancement.
Sidestep Speed Bonus (Ex) Shotglass Johnson gains an enhancement bonus to his base land speed of 20ft.
Speed Loader (Ex) Shotglass Johnson has become so adept with his weapon - the hexagun - that he may now reload it as a free action. However this does still provoke an attack of opportunity if he should reload in an an enemies threatened squares.
Uncanny Dodge (Ex) Johnson can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, still loses his Dexterity bonus to AC if immobilized.
Fightin' Words (Ex) As a free action Johnson can either evoke startling courage and strength amongst his allies or belittle his enemies with curses a sailor would find distasteful. Fightin' Words are only effective for a 30 ft radius emanating from Shotglass Johnson, if an ally should move out of this radius, then they lose the granted bonuses. Johnson may only have one aura active at any time. Changing an aura is a free action. All Fightin' Words are mind-affecting abilities.

Greenhorn (Ex): Brandishing his firearm, the Hexagunner jovially sledges those are him with a curt word or two, granting all allies within 30 ft excluding himself a bonus to ranged attack rolls equal to the Hexagunner's Charisma bonus. Greenhorn is a mind-affecting ability.

Improved Uncanny Dodge (Ex) This defense denies another rogue - or class with similar ability - to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target does.
Created By
EhSteve (talk)
Date Created: 2/5/09
Status: Mixin'n'matchin'
Editing: Please feel free to edit constructively!

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