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Ned Kelly

Ned Kelly

Edward “Ned” Kelly is an Australian bushranger of Irish descent, some consider him to be a murderous villain, while others view him as a folk hero.

Kelly was born in the town of Beveridge in the English colony of Victoria to an Irish convict father and an Irish-Australian mother. His father died after a six-month stint in prison, when Kelly was about 12. Following an incident at his family’s home, colonial soilders hunted for Kelly in the bush. After he, his brother and two colleagues killed three of the towns watch, the colonial government proclaimed Kelly and his gang wanted outlaws.

After escaping a violent confrontation with authurities. Kelly now dresses in his homemade plate metal armour and a helmet and lives a fugative life deep in the bush, occassionally robbing the rich.

Name Ned Kelly
Human CR 10
XP 9600
Any Medium Humanoid
Gunslinger level 8 (skill points 56) Gunslinger
(Pistolero )
Ranger level 5 (skill points 45) Woodland Tracker
(Battle Scout )
Init +4; Senses ; Perception +16

DEFENSE

AC 23, touch 15, flat-footed 18 (+2 Dex, +8 armour, +3 feats)
hp 84 (0d8+8d10+5d10+8);
Fort +10, Ref +14, Will +5

OFFENSE

Speed 20ft.
Melee MWK Scimitar +14/+9/+4 (1d6/18-20)
Ranged MWK Pistol +19 (1d8+4 /19-20 X4) range 20 +1 to hit and +1 damage if within 30ft
Space 5 ft.; Reach 5 ft.

Special Attacks

Deed Dead Shot (Ex) As a full-round action, can take careful aim and pool all of her attack potential into a single, deadly shot. 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 gunslingers 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.
Deed Deadeye (Ex) Can resolve an attack against touch AC instead of normal AC when firing beyond her firearms 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.
Deed Gunslinger Initiative (Ex) 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.
Deed Gunslingers Dodge (Ex) When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack.
Deed Pistol-Whip (Ex) Can make a surprise melee attack with the butt or handle of her firearm as a standard action. Gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. One-handed firearms deal 1d6 points of damage and two-handed firearms deal 1d10 points of damage. 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.
Deed Quick Clear (Ex) 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.
Deed Targeting (Ex) 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.
Deed Targeting (Ex) – Arms On a hit, the target takes no damage from the hit but drops one carried item of the gunslingers choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
Deed Targeting (Ex) – Head On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.
Deed Targeting (Ex) – 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.
Deed Targeting (Ex) – Torso Targeting the torso threatens a critical on a 19-20.
Deed Targeting (Ex) – Wings On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.
Deed Up Close and Deadly (Ex) When the pistolero hits a target with a one-handed firearm that is not making a scatter shot, they can spend 1 grit point to deal extra damage on a hit. If they miss with the attack, they graze the target, dealing half the extra damage anyway. Number of D6 extra damage = 2
Deed Utility Shot (Ex) -1 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.
Deed Utility Shot (Ex) -3 Scoot Unattended Object: Make an attack roll against a Tiny or smaller unattended object within the first range increment. A Tiny object has an AC of 5, Diminutive AC of 7, and a Fine AC of 11. On a hit, the gunslinger does not damage the object, but can move it up to 15 feet farther away from the shots origin. On a miss, she damages the object normally.
Deed Utility Shot (Ex) -4 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.
Favored Enemy (+2 attack pathfinder only) +2 damage. Number of Favored enemies = 1
Favored Enemy -2 +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against Fav Enemy
Grit (Ex) Grit is a fluctuating measure of a gunslingers 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 (min 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (min 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.
Grit (Ex) – 2 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 gunslingers character level to 0 or fewer hit points does not restore any grit.
Pistol Training (Ex) Gains a bonus on damage rolls equal to Dexterity modifier, and when misfires with a one-handed firearm, the misfire value increases by 2 instead of 4

Spells Known:

Ranger Spells: CL 5 Concentration 7

Level 1 (2) DC 13: Abundant Ammunition, Dancing Lantern, ;

STATISTICS

Str 11, Dex 18, Con 11, Int 15, Wis 14, Cha 8
Base Atk +13; CMB +13; CMD 30
Feats Extra Grit (Grit), Improved Critical (Ranged), Point Blank Shot, Armour Prof Heavy, Armour Prof Light, Armour Prof Medium, Deadly Aim, Dodge, Endurance, Martial Weap Prof, Mobility, Precise Shot, Rapid Reload, Shield Proficiency, Simple Weapon Proficiency, Skill Focus (Stealth), Weapon Focus(Ranged);
Skills Acrobatics +7(Acrobatics Jumping 10), Bluff -1, Climb -1, Handle Animal +14, Heal +10, Intimidate +13, Know Arch & Eng +2, Know Dungeon +2, Know Geography +15, Know Local +9, Know Nature +15, Perception +16, Ride +18, Sleight of Hand +0, Stealth +19, Survival +14, Swim -1
Languages Common

ECOLOGY

Environment Any
Organization Company 10-20, Band 30-100, Squad 4-8
Treasure Standard

SPECIAL ABILITIES

ITEMS: Mithral Heavy Armor one category lighter than normal for purposes of movement and other limitations., Masterwork Scimitar, Masterwork Pistol,

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