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Subject Item
n2:
rdfs:label
Shotglass Johnson (3.5e NPC)
rdfs:comment
Back to Main Page → Dungeons and Dragons → NPCs → CR 8 Back to Main Page → Dungeons and Dragons → NPCs → ECL 8
n50:
Shotglass Johnson is the second in command of the nutorious Bloody Nose Boys, he only answers to the big boss Sigfreid 'Three-shot' Kepler
dcterms:subject
n7: n9: n23: n29: n33: n42: n45: n46: n53: n68:
n35:
EhSteve
n26:
+3
n56:
+4
n65:
hexagunner 8
n37:
20
n12:
n13: n14: n16: n21: n24: n36: n52:
n15:
+12
n55:
pistol whip +11/+6
n47:
+5
n40:
10
n19:
15
n3:
16
n61:
+6
n41:
Steady Aim , Sidestep Speed Bonus , Uncanny Dodge , Improved Uncanny Dodge , Burst Shot +3 , Speed Loader , Fightin' Words
n60:
50
n48:
14
n43:wikiPageUsesTemplate
n44: n62:
n63:
2
n54:
+14 Bluff , +21 Hide , +16 Intimidate , +13 Listen , +13 Spot
n8:
CN
n67:
Mixin'n'matchin'
n22:
Shotglass Johnson
n69:
Humanoid
n11:
male
n18:
hexagun ammunition ×24, silk rope , backpack, flint & steel, 72 gp
n70:
+12
n34:
+5 armor , +5 Dexterity, Dodge
n49:
14
n51:
15
n66:
none
n28:
8
n57:
n58:
n32:
8
n10:
20
n4:
Common
n17:
10
n5:
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. 345600.0 Johnson can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC even if he is caught flat-footed or struck by an invisible attacker. However, still loses his Dexterity bonus to AC if immobilized. Shotglass Johnson gains an enhancement bonus to his base land speed of 20ft. 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 : 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. 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.
n31:
+6
n64:
50
n38:
n39:
n25:
+1 distance hexagun +10/+5 +1 distance hexagun +12/+7
n27:
+11
n59:
Medium
n30:abstract
Back to Main Page → Dungeons and Dragons → NPCs → CR 8 Back to Main Page → Dungeons and Dragons → NPCs → ECL 8