Gun Scavenger

Amara "Doc" Featherton's page

35 posts. Alias of Tarondor.


Full Name

Amara "Doc" Featherton

Classes/Levels

Gunslinger 3 - HP 30/32, AC 20 - Perception +9 - F: +7 / R: +11 / W: +9 - Speed: 25 - Hero Points: 0/3, Active Conditions: n/a ; Default Exploration Activity: Search

About Amara "Doc" Featherton

Amara “Doc” Featherton

Link to Character

STR: 10; DEX: 18; CON: 10; STR: 12; STR: 14; STR: 14

HP: 32
AC: 20
Fort: +7; Ref: +11; Will: +9

Perception: +9 (Expert)
Background: Back-Alley Doctor
Speed: 25 feet
Alignment: Chaotic Neutral
Languages: Common, Kelish, Tien

Melee: Bayonet +9 [agile, finesse], Damage 1d4 piercing
Melee: Reinforced Stock +5 [bludgeoning], Damage 1d4 bludgeoning

Ranged:Dragon Mouth Pistol +11 [concussive, reload 1, scatter 5 feet, range 20 feet], Damage 1d6+1 piercing
Ranged:Dueling Pistol +12 [concealable, concussive, fatal d10, reload 1, range 60 feet], Damage 1d6+1 piercing

SKILLS
Acrobatics [T]: +9
Athletics [T]: +5
Deception [T]: +7
Medicine [E]: +9
Society [T]: +6
Stealth [T]: +6
Thievery [T]: +9
Underworld Lore [T]: +6

FEATS

Battle Medicine: Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.

Diehard: You die from the dying condition at dying 5, rather than dying 4.

Dual-Weapon Reload: You carry your ammunition in a way that allows you to reload while holding two weapons. You Interact to reload a one- handed ranged weapon you’re holding. You don’t need a free hand to reload your ranged weapon in this way.

Hit the Dirt!: (Reaction) Trigger: A creature you can see attempts a ranged Strike against you. You fling yourself out of harm’s way. You Leap out of the way, gaining a +2 circumstance bonus to AC against the triggering attack. Regardless of whether or not the triggering attack hits, you land prone after completing your Leap.

Into the Fray: Free Action. Trigger” You roll initiative. You know trouble can lurk around every corner, and your hands are never far from your holsters. You can Interact to draw a one- handed ranged weapon and can then Interact to draw a one-handed melee weapon. As your first action on your first turn, you can Stride as a free action toward an enemy you can perceive.

If you can’t perceive any enemies or can’t end your movement closer to one, you can’t take this Stride.

Lengthy Diversion: When you critically succeed to Create a Diversion, you continue to remain hidden after the end of your turn. This effect lasts for an amount of time that depends on the diversion and situation, as determined by the GM (minimum 1 additional round).

Medic Dedication: You become an expert in Medicine. When you succeed with Battle Medicine or Treat Wounds, the target regains 5 additional HP at DC 20, 10 HP at DC 30, or 15 HP at DC 40. Once per day, you can use Battle Medicine on a creature that’s temporarily immune.

Reloading Strike: You attack and then reload your gun in one fluid movement. Strike an opponent within reach with your one-handed melee weapon (or, if your other hand is empty, with an unarmed attack), and then Interact to reload. You don’t need a free hand to reload in this way.

Risky Surgery Your surgery can bring a patient back from the brink of death, but might push them over the edge. When you Treat Wounds, you can deal 1d8 slashing damage to your patient just before applying the effects of Treat Wounds. If you do, you gain a +2 circumstance bonus to your Medicine check to Treat Wounds, and if you roll a success, you get a critical success instead.

Singular Expertise: You gain a +1 circumstance bonus to damage rolls with firearms and crossbows. You can be no better than trained with all other weapons.

Stubborn: You don't like being told what to do, and you don't give up. Your proficiency rank for Will saves increases to expert. When you fail, but don't critically fail, a Will save against an effect that would give you the controlled condition, you can attempt a second save against the effect at the start of your next turn. On a successful second save, the controlled condition ends, though any other effects remain. As normal, failing this second save doesn't allow you to attempt a third save on the subsequent turn.

Way of the Drifter: You're a wanderer traveling from land to land with your gun and a melee weapon as company. Maybe you learned to fight with blade and pistol as a Shackles pirate, mastered the hand cannon and katana in Minkai, or practiced with a hatchet and clan pistol in Dongun Hold. You win battles by relying on mobility and flexible use of your weapons.

WEAPON TRAITS

Concealable: This weapon is designed to be inconspicuous or easily concealed. You gain a +2 circumstance bonus to Stealth checks and DCs to hide or conceal a weapon with this trait.

Concussive: These weapons smash as much as puncture. When determining a creature's resistance or immunity to damage from this weapon, use the weaker of the target's resistance or immunity to piercing or to bludgeoning. For instance, if the creature were immune to piercing and had no resistance or immunity to bludgeoning damage, it would take full damage from a concussive weapon. Resistance or immunity to all physical damage, or all damage, applies as normal.

Scatter 5 feet: This weapon fires a cluster of pellets in a wide spray. Scatter always has an area listed with it, indicating the radius of the spray. On a hit, the primary target of attacks with a scatter weapon take the listed damage, and the target and all other creatures within the listed radius around it take 1 point of splash damage per weapon damage die.