Shieldmarshal

Lucas H. Martin's page

1 post. Alias of GrinningJest3r.


About Lucas H. Martin

Lucas' story:

It always seemed like Lucas was destined for military service. The first-born of his generation and following in the footsteps of twelve Marines in the previous three generations on his father's side, and a handful of other service members on his mother's side - many of whom held combat-related military specialties - Lucas grew up hearing stories about James Mattis, Bob Munden, John Wayne, Simo Hayha, and Carlos Hathcock, each of them a legend in his own right and as close to living gods as servicemembers recognize. He was quickly recruited as soon as he turned 18 and was in boot camp within a couple of weeks of graduating high school. He was aggressive in his training, accurate in his rifle qualifications, and in general, he stood out as a perfect Marine. And then he got into combat training.
Lucas had several incidents during his School of Infantry training, unwarranted aggressiveness and multiple instances of injury to others for not following training instructions - specifically during hand-to-hand combat training. Lucas was eventually pushed out of the Marine Corps for "failure to adapt". Brig time was discussed due to the severity and number of instances, but the chain of command concluded that his offenses at the time warranted a prison sentence and as he was still in training, resolved to just let him go.

With his military career ended, and no hope of joining a police force due to the reasons for his dismissal, Lucas figured that getting into weapons as a job sounded appealing. He began by applying for a minor position for Smith and Wesson with the end goal of becoming a weaponsmith. He was accepted under an apprenticeship program, one of a handful of programs currently open simply due to the fact that even in an age of automatic manufacturing, there are always going to be special requests and upgrades which must be done by hand. Wanting to see Lucas make something of himself, even if he wasn't able to do so in the military, Lucas' grandfather called in a favor from one of his old service buddies under the condition that Lucas was never told why he was hired over others and with the understanding that if Lucas couldn't cut it, then he would be dropped. The apprenticeship not only became Lucas's job, but it became his passion as well and it helped him focus and curb his more aggressive tendencies. He threw himself into the menial labor, until his teacher deemed him suitable and steady enough to assist with the crafting, and then eventually Lucas was taking on his own projects and orders with only minimal supervision from his instructor. This became Lucas' life for many years. A side effect of this was a burgeoning interest in weapon and military history. If he wanted to be able to sell his own weapons, he needed to be able to speak intelligently about their history, after all.

Lucas was satisfied with his life until strange occurrences practically ripped through his town. Recently he has taken a leave of absence from his job and thrown himself into trying to identify what has been happening in Fever, and what has caused all of these strange things in the first place. And he's looking forward to fighting whatever it is at the source of all the trouble.

Lucas H. Martin:

Lucas Hathcock
Male human fighter (trench fighter) 6/gunslinger 1 (Pathfinder RPG Ultimate Combat 9)
Medium humanoid (human)
Init +8; Senses Perception +15
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Defense
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AC 18, touch 16, flat-footed 15 (+2 armor, +1 deflection, +3 Dex, +2 luck)
hp 46 (7d10)
Fort +10, Ref +13, Will +8 (+1 vs Charm and Fear, +2 vs. fear)
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Offense
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Speed 30 ft. (20 ft. in armor)
Ranged abundant ammunition revolver +12/+7 (1d8+13/19-20/×4 plus 1d6 electricity and 1d6 acid) or
. . mwk nagant m1895 revolver +12/+7 (1d8+13/19-20/×4)
Special Attacks deeds (deadeye, gunslinger's dodge, quick clear), grit (2), gun training +6 (revolver, nagant m1895), weapon training (firearms +1[UC])
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Statistics
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Str 10, Dex 23, Con 10, Int 14, Wis 14, Cha 10
Base Atk +7; CMB +8; CMD 26
Feats Clustered Shots[UC], Craft Magic Arms & Armor, Deadly Aim, Improved Two-weapon Fighting, Master Craftsman, Point-Blank Shot, Precise Shot, Rapid Shot, Two-weapon Fighting
Traits reactionary, seeker
Skills Acrobatics +5 (+1 to jump), Appraise +4, Bluff +2, Climb -1, Craft (firearms) +16, Diplomacy +2, Disguise +2, Escape Artist +5, Fly +5, Heal +4, Intimidate +12, Knowledge (arcana) +11, Knowledge (history) +11, Knowledge (planes) +11, Perception +15, Ride +5, Sense Motive +4, Spellcraft +11, Stealth +5, Survival +8, Swim -1, Use Magic Device +9
Languages Common
SQ cruelty, trench warfare
Other Gear mwk haramaki[UC], abundant ammunition revolver, mwk nagant m1895 revolver, backpack, bedroll, belt pouch, flint and steel, gunsmith's kit[UC], hemp rope (50 ft.), mess kit[UE], pot, powder horn[UC], torch (10), trail rations (5), waterskin, 1,594 gp, 3 sp, 4 cp
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Special Abilities
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Clustered Shots Total damage from full-round ranged attacks before applying DR
Cruelty If there is a dying or helpless foe within 30 ft, -2 to attack foes that aren't dying or helpless.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deeds Use Grit to perform special abilities with your firearms.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gun Training On a misfire with chosen firearm type, misfire value only increase by 2 (instead of 4).
Master Craftsman (Craft [firearms]) +2 to chosen craft skill, its ranks count as CL for Craft Magic Arms and Armor and Craft Wondrous Item.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Trench Warfare (Ex) +2 to AC bonuses from cover.
Weapon Training (Firearms) +1 (Ex) +1 Attack, Damage, CMB, CMD with Firearms
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5 x 6(lvl) x 5(feat) = 300gp to retrain for crafting feat

Fortune-Blessed:

Armor Class: A fortune-blessed creature gains a +2 luck bonus to Armor Class.

Special Attacks: A fortune-blessed creature retains all the base creature’s special attacks and gains those described here.

Augmented Criticals (Su)
The critical threat range of each of a fortune-blessed creature’s attacks doubles. The doubling follows the standard rules for doubling critical ranges and does not stack with other doubling effects, such as keen edge or the Improved Critical feat.

Lucky Strike (Su)
As a swift action, once per minute, a fortune-blessed creature can apply a true strike effect to a single attack.

Skills: A fortune-blessed creature gains a +2 luck bonus on all skills. This bonus stacks with the luck bonus it gains on opposed checks (see favored).

Special Qualities: A fortune-blessed creature retains all the base creature’s special qualities and gains those described here.

Favored (Ex)
A fortune-blessed creature gains a +2 luck bonus on all saves and opposed checks, and a +1 luck bonus on all attack rolls.

Turn of Fate (Su)
Once per day, a fortune-blessed creature can reroll any failed roll it has just made. It must accept the results of the second roll.

https://www.d20pfsrd.com/bestiary/monster-listings/templates/fortune-blesse d-creature-cr-1/

[spoiler=attack and damage calculations]
Primary attack:
BAB: +7/+2
Ranged: +13/+8
Luck: +14/+9
Weapon Training: +15/+10
Attunement: +16/+11
Masterwork: +17/+15
Two weapon (imp): +13/+-/+8/+-
Point Blank: +14/+-/+9/+-
Rapid Shot: +12/+12/+-/+7/+-
Deadly Aim: +10/+10/+-/+5/+-

Off-hand attack:
BAB: +7/+2
Ranged: +13/+8
Luck: +14/+9
Weapon Training: +15/+10
Masterwork: +16/+11
Two weapon (imp): +-/+12/+-/+8
Point Blank: +-/+13/+-/+8
Rapid Shot: +-/+-/+11/+-/+6
Deadly Aim: +-/+-/+9/+-/+4

Total:
+10p/+10p/+9o/+5p/+4o

Primary damage:
BAB: 1d8
Trench Warfare: 1d8+6
Weapon Training: 1d8+7
Weapon Attunement: 1d8+8
Point Blank: 1d8+9
Deadly Aim: 1d8+13
Corrosive: 1d6 acid
Shock: 1d6 electric

p Total: 1d8+13+1d6(acid)+1d6(electric)

Off-hand damage:
BAB: 1d8
Gun Training: 1d8+6
Weapon Training: 1d8+7
Point Blank: 1d8+8
Deadly Aim: 1d8+12

o Total: 1d8+12