Darkling Gunner [Archive] - Wizards Community

Post/Author/DateTimePost
Thugorp

08-17-07, 05:01 PM
The Darkling Gunner
Size/Type: small monstrous humanoid (extraplainer, dark)
Hit Dice: 4d8+8 (33 hp)
Initiative: +2
Speed: 40 ft. (6 squares)
Armor Class: 16 (+1 size, +2 Dex, +3 natural), touch 13, flat-footed 14
Base Attack/Grapple: +4/+8
Attack: hand-cannon +7 ranged (2d8)
Full Attack: hand-cannon +7 ranged (2d8)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent, dark-vision 60ft., hide in plain sight, superior low-light vision, resistance to cold:10, spell like abilities
Saves: Fort +6, Ref +6, Will +2
Abilities: Str 21, Dex 15, Con 14, Int 8, Wis 12, Cha 7
Skills: Climb +14, Listen +6, Spot +6, hide +8, move silently +6
Feats: Alertness, exotic weapon proficiency (hand-canon)
Environment: plain of shadow
Organization: one or two with or without assorted other darklings and in the general aria
of a darkness host.
Challenge Rating: 4
Advancement: 5-8 HD (Large)
Level Adjustment: —
Dumb, slow to fire, and easy to destroy, the Darkling Gunner is by far the most useful of all of the darklings a darkness host has at his disposal. These darkling are rude crude and hate assorted socialist economic systems. However on the up side there gun is very big and they can usually point it at people.


Combat:

In combat the darkling combatant usually smokes a stogy and then sets up his gun and gets ready to begin battle.

Spell like abilities:
Produce ammo: as a free action the darkling berserker can make one stone cannon ball for his hand-cannon.

Magic stone: as a standard action the Darkling Berserker can cast magic stone on one of the ceramic cannon balls that he makes with his produce ammo ability.

Produce sparks: as a free action the Darkling berserker can produce sparks that are hot enough to light his hand-cannons wick.

Hand-cannon:
Hand-cannon 2d8 x2 60 ft. 15 lb. bludgeoning 155 gp/ 30 gp
A primitive firearm that shoots ceramic, stone, or lead shot. Hand-cannon firearms require a Y-shaped rest in order to balance for aiming. Failure to have one of these induces a -4 to hit penalty. If something else is used as a rest, then the firer takes a -2 penalty to hit their target. A hand-cannon can not be used from a mount. Loading a hand-cannon takes two full round actions that provoke an attack of opportunity. A hand cannon is a hand-match type firearm.
Hand-match: A hand-match requires an external form of fire (torch, campfire, etc.) to use one of these guns. A hand-match firearm takes a -4 penalty to firing when used in wet or rainy conditions and misfires (see the rules on misfiring, below) on natural rolls of 1 and 2, regardless of weather.
Misfiring
When a firearm misfires it simply means that the firearm does not fire that round. Certain firearms misfire on natural rolls of 1 or higher in either inclement weather or simply because they’re that primitive (see the firearm ignition type for more details on each firearm type). When a weapon misfires, the pan must simply be cleaned and re-powdered (a standard action) and the attack must be re-rolled, with no reloading necessary of the firearm.