Brambleson

Bun Helsing's page

227 posts. Organized Play character for UncleFroggy.


Full Name

Bun Helsing

Race

HP 36/36 | AC 19 | F/R/W 9/9/9 | Perc +9 Darkvision | 25 feet | Class DC 17 | Exploration Activity: Avoid Notice | Hero Points: 1/3 |

Classes/Levels

Weakness: Fire 1 |

Gender

2396852-2021 | CG Male Poppet | Cannoneer | Gunslinger Lvl 3 | ◆◇↺ | Ammo: 20/20 Infused, 14/14 Normal |

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

About Bun Helsing

Male Poppet Gunslinger 3
CG, Small Humanoid Construct
Heritage: Stuffed Poppet
Background: Cannonneer
Perception: +9 Darkvision
Languages: Common, Mwangi
STR 14 (+2), DEX 14 (+2), CON 14 (+2), INT 10 (+0), WIS 14 (+2), CHA 12 (+1)
AC 19, HP 36, F/R/W: +9/+9/+9
Weakness: Fire 1
Class DC: 17
Speed: 25 feet

PFS Info:

PFS#: 2396852-2019
PFS School: Generalist
PFS School Item: Minor 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.

Singular Expertise: +1 damage with Firearms and Crossbows. Not cumulative with Crossbow Crack Shot

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 and bombs with infused reagents once per day (3 batches/day)

Skill Feats:
Natural Medicine - use Nature to treat wounds

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

Other Abilities: Radiant Oath Champion

Equipment:

Combat Gear: Shortsword, Throwing Knife, +1 Arquebus (34 rounds; 20 infused, 14 normal), 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: 62.53 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+9[/dice]
[dice=Reflex]d20+9[/dice]
[dice=Will]d20+9[/dice]
[dice=Perception]d20+9[/dice]

INITIATIVE
[dice=Bun Helsing Init; Avoid Notice]d20+7[/dice]

SKILLS
[dice=Acrobatics(T)]d20+7[/dice]
[dice=Arcana(U)]d20+0[/dice]
[dice=Athletics(T)]d20+7[/dice]
[dice=Crafting(T)]d20+5[/dice]
[dice=Deception(U)]d20+1[/dice]
[dice=Diplomacy(U)]d20+1[/dice]
[dice=Intimidation(U)]d20+1[/dice]
[dice=Medicine(T)]d20+7[/dice]
[dice=Nature(T)]d20+7[/dice]
[dice=Occultism(U)]d20+0[/dice]
[dice=PFS Lore(T)]d20+5[/dice]
[dice=Performance(T)]d20+6[/dice]
[dice=Religion(U)]d20+2[/dice]
[dice=Society(U)]d20+0[/dice]
[dice=Stealth(T)]d20+7[/dice]
[dice=Survival(U)]d20+2[/dice]
[dice=Thievery(U)]d20+2[/dice]
[dice=Warfare Lore]d20+5[/dice]

MELEE
[dice=Dagger/Throwing Knife/Bayonet]d20+7[/dice] for [dice=Piercing Damage]1d4+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=Dagger/Throwing Knife/Bayonet, MAP, Agile]d20+3[/dice] for [dice=Piercing Damage]1d4+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=Dagger/Throwing Knife/Bayonet, MAP 2+, Agile]d20-1[/dice] for [dice=Piercing Damage]1d4+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]

[dice=Shortsword]d20+7[/dice] for [dice=Piercing/Slashing Damage]1d6+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=Shortsword, MAP, Agile]d20+3[/dice] for [dice=Piercing/Slashing Damage]1d6+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=Shortsword, MAP 2+, Agile]d20-1[/dice] for [dice=Piercing/Slashing Damage]1d6+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]

RANGED
[dice=Throwing Knife]d20+7[/dice] for [dice=Piercing Damage]1d4+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=Throwing Knife, MAP, Agile]d20+3[/dice] for [dice=Piercing Damage]1d4+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=Throwing Knife, MAP 2+, Agile]d20-1[/dice] for [dice=Piercing Damage]1d4+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]

[dice=Dagger]d20+7[/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 Flat-footed 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 Flat-footed on hit; Critical Hit: Double Damage[/ooc]

[dice=+1 Arquebus, 150' range, Concussive, Fatal d12]d20+10[/dice] for [dice=Concussive]1d8+1[/dice]
[dice=+1 Arquebus, 150' range, Concussive, Fatal d12, MAP]d20+5[/dice] for [dice=Concussive]1d8+1[/dice]

[dice=Precision (One Shot One Kill)]1d6[/dice]
[dice=Arquebus, Critical Hit]d12+1[/dice]
[dice=Fatal]d12[/dice]