Chronicles & Boons Level 1 001 S01-18 Lodge of the Living God
002 Boon A - Light in the Dark
003 Boon B - Narsen's Web
004 S03-01 Intro: Year of Shattered Sanctuaries
005 Boon - Wayfinder
006 S02-21 In Pursuit of Water
Level 2 007 Q16 The Winter Queen's Dollhouse
008 Q18 Student Exchange
009 Q19 The Elsewhere Feast
010 S04-01 Intro: Year of Boundless Wonder
011 Q15 In the Footsteps of Horror
012 Skillful Mentor (Envoy's Alliance)
013 Envoy's Alliance Gear
Level 3 014 Q22 Friends in Need
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BOTTING INSTRUCTIONS:
DAILY PREPARATIONS
Current HP: 38/38
Current AC: 20
Current Condition(s): ---
Round 1
Lesley swiftly draws her loaded weapon, setting it into ranged mode. She then shoots target.
◇ Spring the Trap - Interact to draw a combination weapon and set it to Ranged mode. On her first turn, Lesley’s movement and ranged attacks don't trigger reactions that are normally triggered by movement or a ranged attack (such as Reactive Strike).
◆ Strike (with Triggerbrand on Ranged mode)
[dice=Triggerbrand, Ranged Mode]1d20+12[/dice]
[dice=Damage, Concussive]1d4[/dice] B/P damage
[dice=Slinger’s Precision]1d4[/dice] B/P precision damage
If Crit Hit: [dice=Fatal d8 Damage, Concussive]1d8[/dice] B/P damage x2 plus [dice]1d8[/dice] additional B/P damage
She carefully advances as she sets her weapon into melee mode while reloading it.
◆ Touch and Go - Step toward an enemy, you can Interact to change your weapon between melee or ranged modes, and you then Interact to reload.
She then raises her buckler shield for protection.
◆ Raise a Buckler Shield (+1 circumstance bonus to AC)
↺ Shield Block (if damage is 3 or less only)
Round 2
She feints, distracting the enemy with the number of something the enemy has.
◆ Eye for Numbers
[dice=Society to Feint]1d20+10[/dice] vs target’s Perception DC (OG vs next melee attack on Success; OG vs melee attacks until end of Lesley’s next turn on Crit Success)
She then slices the enemy with the blade of her triggerbrand.
◆ Strike (with Triggerbrand on Melee mode)
[dice=Triggerbrand, Melee Mode]1d20+12[/dice]
[dice=Damage]1d6[/dice] P/S damage
If last action is Successful melee Strike and weapon is loaded, she also shoots the enemy too.
◆ Strike (with Triggerbrand as Ranged Mode)
[dice=Triggerbrand, Ranged Mode]1d20+12[/dice]
[dice=Damage, Concussive]1d4[/dice] B/P damage
[dice=Slinger’s Precision]1d4[/dice] B/P precision damage
If Crit Hit: [dice=Fatal d8 Damage, Concussive]1d8[/dice] B/P damage x2 plus [dice]1d8[/dice] additional B/P damage
↺ Hit the Dirt - You Leap. Your movement gives you 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.
Round 3
She continues moving while changing from melee to ranged mode and reloading.
◆ Touch and Go - Step toward an enemy, you can Interact to change your weapon between melee or ranged modes, and you then Interact to reload.
She diverts enemy’s attention to become Hidden.
◆ Eye for Numbers
[dice=Society to Create a Diversion]1d20+10[/dice] vs target’s Perception DC (Hidden on Success)
She keeps shooting.
◆ Strike (with Triggerbrand on Ranged mode)
[dice=Triggerbrand, Ranged Mode]1d20+12[/dice]
[dice=Damage, Concussive]1d4[/dice] B/P damage
[dice=Slinger’s Precision]1d4[/dice] B/P precision damage
If Crit Hit: [dice=Fatal d8 Damage, Concussive]1d8[/dice] B/P damage x2 plus [dice]1d8[/dice] additional B/P damage
Other Offenses
[dice=Fist Attack]1d20+9[/dice]
[dice=Damage]1d4[/dice] B damage
[dice=Shield Bash (Maneuver) Attack]1d20+5[/dice]
[dice=Damage]1d4[/dice] B damage
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CHARACTER INFORMATION Name: Lesley Hart
Ethnicity, Heritage & Ancestry: Versatile Human
Background: Grave Robber Home Region: Mwangi Expanse Nation: Alkenstar Languages: Common, Draconic, Dwarven, Elven, Orcish, Mwangi, Undercommon
Sub-Class & Class: Way of Triggerbrand Gunslinger Level: 3
Gender: Female Size & Reach: Medium (5 ft) Speed: 25 ft
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STATS & SKILLS(* indicates Proficiency Level) STR +0, DEX +4, CON +1, INT +3, WIS +1, CHA +0
HP 38/38
AC 20 w Leather Armor (21 w Buckler Shield raised)
Fortitude** +8
Reflex** +11
Will** +8 w Stubborn
Perception** +8
Acrobatics** +11
Arcana* +8
Athletics +0
Crafting* +8
Deception +0
Diplomacy +0
Intimidation +0
(Legacy) Lore: Pathfinder Society* +8 – Experienced Professional – Prerequisites trained in Lore. You carefully safeguard your professional endeavors to prevent disaster. When you use Lore to Earn Income, if you roll a critical failure, you instead get a failure. If you’re an expert in Lore, you gain twice as much income from a failed check to Earn Income, unless it was originally a critical failure. Lore: Underground* +8 – Experienced Professional – Prerequisites trained in Lore. You carefully safeguard your professional endeavors to prevent disaster. When you use Lore to Earn Income, if you roll a critical failure, you instead get a failure. If you’re an expert in Lore, you gain twice as much income from a failed check to Earn Income, unless it was originally a critical failure. Medicine +1
Nature +1
Occultism* +8
Performance +0
Religion +1
Society** +10 - Courtly Graces – Prerequisites trained in Society. You were raised among the nobility or have learned proper etiquette and bearing, allowing you to present yourself as a noble and play games of influence and politics. Unless you are intentionally presenting yourself differently, anyone who speaks with you will assume you are a noble or closely associated with the nobility (such as a prominent servant). You can use Society to Make an Impression on a noble, as well as with Impersonate to pretend to be a type of noble or a specific individual noble. If you use the normal skills in those situations, you receive a +1 circumstance bonus to the check instead., Streetwise – Prerequisites trained in Society. You know about life on the streets and feel the pulse of your local settlement. You can use your Society modifier instead of your Diplomacy modifier to Gather Information. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally. Stealth* +9 - Experienced Smuggler – Prerequisites trained in Stealth. You often smuggle things past the authorities. When the GM rolls your Stealth check to see if a passive observer notices a small item you’ve concealed, the GM uses the number rolled or 10—whichever is higher—as the result of your die roll, adding it to your Stealth modifier to determine your Stealth check result. If you’re a master in Stealth, the GM uses the number rolled or 15, and if you’re legendary in Stealth, you automatically succeed at hiding a small concealed item from passive observers. This provides no benefits when a creature attempts a Perception check while actively searching you for hidden items. Survival* +6
Thievery* +9
SPELLS(* denotes Signature Spells) Gunslinger DC 19
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GEARS & ITEMS Invested Items (1/10):Wayfinder Worn Items:+1 Triggerbrand, Buckler Shield, Firearm Cleaning Kit, Thieves’ Tools, Backpack
Stowed Items (in Backpack): Black Powder, Bullets, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap
Current Bulk: 2.0 (Encumbered 5.0, Maximum 10.0)
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FEATS Level 1 Skill Feat (from background) Experienced Smuggler – Prerequisites trained in Stealth. You often smuggle things past the authorities. When the GM rolls your Stealth check to see if a passive observer notices a small item you’ve concealed, the GM uses the number rolled or 10—whichever is higher—as the result of your die roll, adding it to your Stealth modifier to determine your Stealth check result. If you’re a master in Stealth, the GM uses the number rolled or 15, and if you’re legendary in Stealth, you automatically succeed at hiding a small concealed item from passive observers. This provides no benefits when a creature attempts a Perception check while actively searching you for hidden items. General Feat (from Heritage) ↺ Shield Block – Trigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield. Class Feat ↺ Hit the Dirt – Trigger A creature you can see attempts a ranged Strike against you. You fling yourself out of harm’s way. You Leap. Your movement gives you 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. Ancestry Feat General Training > Toughness – Your body can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1. Class Feature Gunslinger’s Way > Way of the Triggerbrand – You prefer firearms that work well as weapons in both melee and ranged combat, particularly those that allow you to exercise a bit of style and flair. You might be a survivor who cobbled your weapon together from the City of Smog’s street scrap or a noble wielder of a master smith’s bespoke commission for duels among Alkenstar’s elite. In addition to the combination weapons presented in Pathfinder Guns & Gears, you gain access to the triggerbrand combination weapon presented below. > Way Skill: Thievery
Class Feature Slinger’s Reload > ◆ Touch and Go – Requirements You’re wielding a combination weapon. Your body’s shadows mask your hands’ steel. You can Step toward an enemy, you can Interact to change your weapon between melee or ranged modes, and you then Interact to reload. Class Feature Initial Deed > ◇ Spring the Trap – Trigger You roll initiative. You can Interact to draw a combination weapon and set it to melee or ranged mode. On your first turn, your movement and ranged attacks don’t trigger reactions that are normally triggered by movement or a ranged attack (such as Reactive Strike). Class Feature Slinger’s Precision – You deal an extra +2 precision damage with Strikes made using non-repeating crossbows and you deal an extra 1d4 precision damage on Strikes using non-repeating firearms. If you have gunslinging legend, you instead deal +3 additional precision damage with Strikes using non-repeating crossbows and an additional 1d6 precision damage with Strikes using non-repeating firearms. If you are using a combination weapon whose ranged form is a firearm or crossbow, you use your proficiency with firearms and crossbows for attacks made with the melee configuration of that weapon.
Level 2 Class Feat Shieldmarshal Dedication – Your elite shieldmarshal training makes you equally at home in the squalor of Smokeside and the splendor of Skyside. You're intimately familiar with the city's labyrinthine streets and statutes. You become trained in Society; if you were already trained, you become an expert in Society instead. In urban environments, you can attempt Society checks to Sense Direction. You also gain the Courtly Graces and Streetwise skill feats. Skill Feat Experienced Professional – Prerequisites trained in Lore. You carefully safeguard your professional endeavors to prevent disaster. When you use Lore to Earn Income, if you roll a critical failure, you instead get a failure. If you’re an expert in Lore, you gain twice as much income from a failed check to Earn Income, unless it was originally a critical failure. Free Feat Courtly Graces – Prerequisites trained in Society. You were raised among the nobility or have learned proper etiquette and bearing, allowing you to present yourself as a noble and play games of influence and politics. Unless you are intentionally presenting yourself differently, anyone who speaks with you will assume you are a noble or closely associated with the nobility (such as a prominent servant). You can use Society to Make an Impression on a noble, as well as with Impersonate to pretend to be a type of noble or a specific individual noble. If you use the normal skills in those situations, you receive a +1 circumstance bonus to the check instead. Free Feat Streetwise – Prerequisites trained in Society
You know about life on the streets and feel the pulse of your local settlement. You can use your Society modifier instead of your Diplomacy modifier to Gather Information. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally.
[s]Level 3 General Feat ◆ Eye for Numbers – Prerequisites trained in Society. You've learned to quickly estimate the number of items in a group with relative accuracy at only a glance. You immediately learn the number of visually similar items in a group you can see, rounded to the first digit in the total number. For example, you could look at a case of potion vials and learn that it held about 30 vials, but you wouldn't know that it was exactly 33 vials, how many different types of potions there were, or how many of which type. Similarly, you could look at a pile of 2,805 coins and know that there were about 3,000 coins in all. You can use this ability only on items that can typically be counted, so you can't use it on grains of sand or stars in the sky, for example. If you count a specific number of items possessed by an enemy, such as the number of coins or pieces of equipment they're carrying, you can use this information the next time you Feint or Create a Diversion against that target within 1 minute. If you do, you gain a +1 circumstance bonus to your check and can use Society instead of Deception for the check. You can use this action during an attempt to Decipher Writing that is primarily numerical or mathematical to gain a +2 circumstance bonus to your check. Class Feature 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.