Chronicles & Boons Level 1 1 S01-18 Lodge of the Living God
2 Boon A - Light in the Dark
3 Boon B - Narsen's Web
4 S03-01 Intro: Year of Shattered Sanctuaries
5 Boon - Wayfinder
6 S02-21 In Pursuit of Water
Level 2 7 Q16 The Winter Queen's Dollhouse
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BOTTING INSTRUCTIONS:
DAILY PREPARATIONS
Current HP: 28/28
Current AC: 19
Current Condition(s): ---
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Lesley will use perform the following during combat:
◇ Spring the Trap - 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).
◆ Strike (with Triggerbrand on ranged mode)
◆ 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.
◆ Interact to change triggerbrand's mode from melee to range and vice versa
◆ Strike (with Triggerbrand on melee mode)
◆ Raise a Buckler Shield (+1 bonus to AC)
↺ Shield Block (if Shield is raised)
↺ 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.
OFFENSE & DEFENSE
[dice=Fist Attack]1d20+8[/dice]
[dice=Damage]1d4[/dice] B damage
[dice=Shield Bash (Maneuver) Attack]1d20+4[/dice]
[dice=Damage]1d4[/dice] B damage
[dice=+1 Triggerbrand - Ranged Attack]1d20+11[/dice]
[dice=Damage]1d4[/dice] B/P (concussive) damage plus [dice=Slinger's Precision]1d4[/dice] precision damage
If Crit Hit: Damage is instead [dice=Fatal d8]1d8[/dice] B/P (concussive) damage x2 plus [dice]1d8[/dice] additional damage, plus Slinger's Precision
Armor Leather Armor AC Bonus +1
Shield Buckler AC Bonus +1 (when raised) Hardness 3 HP(BT) 6(3)
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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: 2
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 28/28, AC 19 w Leather Armor (20 w Buckler raised) Fortitude** +7, Reflex** +10, Will* +5, Perception* +7
Acrobatics* +8
Arcana* +7
Athletics +0
Crafting* +7
Deception +0
Diplomacy +0
Intimidation +0
(Legacy) Lore: Pathfinder Society* +7 – 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* +7 – 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* +7
Performance +0
Religion +1
Society** +9 - 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* +8 - 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* +5
Thievery* +8
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OFFENSE & DEFENSE Melee ◆ Fist (Agile, Finesse, Nonlethal, Unarmed) +8 Damage 1d4 B
Melee ◆ Shield Bash (Maneuver) +4 Damage 1d4 B
Ranged ◆ +1 Triggerbrand - Ranged (Uncommon, Combination, Concussive, Fatal d8, Magical) +11 Damage 1d4+1 B/P plus 1d4 precision damage Hand 1 Reload 1 Range 30 ft
> [dice=+1 Triggerbrand - Ranged Attack]1d20+11[/dice]
> [dice=Damage]1d4[/dice] B/P (concussive) damage
> [dice=Slinger's Precision]1d4[/dice] precision damage
> If Crit Hit: [dice=Fatal d8]1d8[/dice] B/P (concussive) damage x2 plus [dice]1d8[/dice] additional damage
Armor Leather Armor AC Bonus +1
Shield Buckler AC Bonus +1 (when raised) Hardness 3 HP(BT) 6(3)
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SPELLS(* denotes Signature Spells) Gunslinger DC 18
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GEARS & ITEMS Invested Items (1/10):Wayfinder Worn Items:+1 Triggerbrand, Buckler, 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.
Level 3 General Feat Ancestral Paragon – Natural Ambition – Munitions Crafter
Class Feature Stubborn
Free Feat Alchemical Crafting
Level 4 Class Feat Alchemical Shot
Skill Feat Cognitive Crossover (Society and Pathfinder Society)