Brambleson

Bun Helsing's page

476 posts. Organized Play character for UncleFroggy.


Full Name

Bun Helsing

Race

HP 46/46 | AC 20 | F/R/W/P 10/10/10/10 DV | 25 feet | Class DC 18 | Exploration Activity: Avoid Notice | Hero Points: 1/3 |

Classes/Levels

Weakness: Fire 1 | Resistance: Void 1, Fire 2 | Ammo: 40/40 normal, 6/6 Lesser Elemental Cold |

Gender

2396852-2021 | CG Male Poppet | Cannoneer | Gunslinger Lvl 4 | Cleric Dedication - Teki Stronggut | ◈◇↺ |

Strength 14
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 14
Charisma 12

About Bun Helsing

Male Poppet Gunslinger 4
CG, Small Humanoid Construct
Heritage: Stuffed Poppet
Background: Cannonneer
Perception: +10 Darkvision
Languages: Common, Mwangi
STR 14 (+2), DEX 14 (+2), CON 14 (+2), INT 10 (+0), WIS 14 (+2), CHA 12 (+1)
AC 20, HP 46, F/R/W: +10/+10/+10
Weakness: Fire 1
Resistance: Void 1, Fire 1
Class DC: 18
Speed: 25 feet

PFS Info:

PFS#: 2396852-2019
PFS Provision: Lesser Healing Potion (Scenarios only)

Skills/Offense:

Please see the botting spoiler

Feats and Abilities:

Ancestry Feats:
Helpful Poppet - +2 Bonus to Aid; Crit Fail does not give the -1 penalty

Heritage:
Stuffed Poppet - Take no damage from falling regardless of distance

Constructed - +1 to saves vs Death Effects/Diseases/Poison/Draining/Sickening/Paralysis

Way: Way of the Sniper

Class Features:
One Shot One Kill: Your first shot is the deadliest. Interact to draw a firearm or crossbow. On your first turn, your first Strike with that weapon deals an additional 1d6 precision damage. This precision damage increases to 2d6 at 9th level and 3d6 at 15th level.
Covered Reload: You duck into a safe position or minimize your profile while reloading to make your next attack. Either Take Cover or attempt to Hide, then Interact to reload. As normal, you must meet the requirements to Take Cover or Hide; you must be prone, benefiting from cover, or near a feature that allows you to Take Cover, and you need to be benefiting from cover or concealed to a creature to Hide from that creature.
Slinger's Precision: +2 Precision w/non-repeating crossbows and 1d4 Precision w/non-repeating firearms

Class Feats:
Defensive Armaments - 2H firearms and crossbows gain the parry trait, or increase their circumstance bonus to +2 if they already have Parry
Munitions Crafter - Craft ammo (batch of 4) and bombs with infused reagents once per day (4 + half-level)
Cleric Dedication - Teki Stronggut

Skill Feats:
Natural Medicine - use Nature to treat wounds
Trick Magic Item - Attempt tradition's skill check to Cast a Spell from an item you normally can't use

General Feats:
Assurance (Medicine) - Forgo rolling a skill check to get a 15.

Other Abilities: Radiant Oath Champion

Alchemical Items:

4 x Lesser Elemental Ammo (Cold)
2 x Moderate Alchemist's Fire
2 x Moderate Bottled Lightning
1 x Moderate Frost Vial

Equipment:

Combat Gear: Shortsword, Throwing Knife, +1 Striking Arquebus (46 rounds; 20 normal 6 lesser elemental cold), Bayonet (attached to arquebus)
Armor: Studded Leather Armor
Other Gear: backpack, bedroll, chalk (10), flint and steel, torch(5), rations (2 weeks), rope 50', soap, waterskin, Healer's Tools
Consumables: Minor Healing Potion(2)
Magic Items: Wayfinder
Bulk: 6 (Encumbered at: 9; Maximum at: 14)
Coins: 58.67 gp

Botting:

Bun will not engage in melee unless absolutely necessary. He rolls Stealth for initiative to take advantage of One Shot One Kill, which allows him to draw his arquebus as a free action. He will duck behind cover to use Covered Reload. Rinse and Repeat...

SAVES / PERCEPTION
[dice=Fortitude]d20+10[/dice]
[dice=Reflex]d20+10[/dice]
[dice=Will]d20+10[/dice]
[dice=Perception]d20+10[/dice]

INITIATIVE
[dice=Bun Helsing Init; Avoid Notice]d20+8[/dice]

SKILLS
[dice=Acrobatics(T)]d20+8[/dice]
[dice=Arcana(U)]d20+0[/dice]
[dice=Athletics(T)]d20+8[/dice]
[dice=Crafting(T)]d20+6[/dice]
[dice=Deception(U)]d20+1[/dice]
[dice=Diplomacy(T)]d20+7[/dice]
[dice=Intimidation(U)]d20+1[/dice]
[dice=Medicine(T)]d20+8[/dice]
[dice=Nature(T)]d20+8[/dice]
[dice=Occultism(U)]d20+0[/dice]
[dice=Performance(T)]d20+7[/dice]
[dice=Religion(T)]d20+8[/dice]
[dice=Society(U)]d20+0[/dice]
[dice=Stealth(T)]d20+8[/dice]
[dice=Survival(U)]d20+2[/dice]
[dice=Thievery(U)]d20+2[/dice]

[dice=PFS Lore(T)]d20+6[/dice]
[dice=Warfare Lore]d20+6[/dice]

MELEE
[dice=Throwing Knife/Bayonet]d20+8[/dice] for [dice=Piercing Damage]1d4+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=Throwing Knife/Bayonet, MAP, Agile]d20+4[/dice] for [dice=Piercing Damage]1d4+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=Throwing Knife/Bayonet, MAP 2+, Agile]d20[/dice] for [dice=Piercing Damage]1d4+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]

[dice=Shortsword]d20+8[/dice] for [dice=Piercing/Slashing Damage]1d6+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=Shortsword, MAP, Agile]d20+4[/dice] for [dice=Piercing/Slashing Damage]1d6+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=Shortsword, MAP 2+, Agile]d20[/dice] for [dice=Piercing/Slashing Damage]1d6+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]

RANGED
[dice=Throwing Knife]d20+8[/dice] for [dice=Piercing Damage]1d4+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=Throwing Knife, MAP, Agile]d20+4[/dice] for [dice=Piercing Damage]1d4+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=Throwing Knife, MAP 2+, Agile]d20[/dice] for [dice=Piercing Damage]1d4+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]

[dice=Lesser Bottled Lightning, 20' range]d20+7[/dice] for [dice=Electricity Damage]1d6[/dice] plus [dice=Electricity Splash Damage]1[/dice] [ooc]Target OG on hit; Critical Hit: Double Damage[/ooc]
[dice=Lesser Bottled Lightning, 20' range, MAP]d20+2[/dice]for [dice=Electricity Damage]1d6[/dice] plus [dice=Electricity Splash Damage]1[/dice] [ooc]Target OG on hit; Critical Hit: Double Damage[/ooc]

[dice=Moderate Alchemical Bomb, Infused, 20' range]d20+9[/dice]
[dice=Moderate Alchemical Bomb, Infused, 20' range]d20+4[/dice]
[dice=Moderate Alchemical Bomb, Infused, 20' range]d20-1[/dice]

[dice=Moderate Alchemist Fire]2d8[/dice] plus 2 splash plus 2 persistent fire
[dice=Moderate Bottled Lightning, Electricity]2d6[/dice] plus off-guard on hit plus 2 splash
[dice=Moderate Frost Vial, Cold]2d6[/dice] plus 2 splash plus -10 speed

[dice=+1 Arquebus, 150' range, Concussive, Fatal d12]d20+11[/dice] for [dice=Concussive]1d8[/dice] plus [dice=Slinger's Precision]1d4[/dice]
[dice=+1 Arquebus, 150' range, Concussive, Fatal d12, MAP]d20+6[/dice] for [dice=Concussive]1d8[/dice] plus [dice=Slinger's Precision]1d4[/dice]
[dice=Precision, One Shot One Kill; 1st strike only]1d6[/dice]
[dice=Arquebus, Critical Hit]2d12[/dice]
[dice=Fatal]d12[/dice]

[dice=Needle Darts, 60' range]d20+8[/dice] for [dice=Piercing]4d4[/dice][ooc]Critical Hit: Double Damage + 2 persistent bleed[/ooc]
[dice=Divine Lance, 60' range]d20+8[/dice] for [dice=Spirit]3d4[/dice][ooc]Critical Hit: Double Damage[/ooc]
[dice=Produce Flame (Flaming Star)]d20+7[/dice] for [dice=Fire]2d4[/dice] [ooc]Critical Hit: Double Damage + 1d4 persistent fire[/ooc]