Shieldmarshal

Lucas "Hathcock" Martin's page

141 posts. Alias of GrinningJest3r.


Race

Prescience 7/day | Evasion, Uncanny Dodge, Improved Uncanny Dodge | Expert Sniper, Stealthy Sniper, Master Sniper, Precise Shot | Fast Stealth, Hellcat Stealth | Sneaking Critical, Sneaking Precision | Rapid Reload | Temp bonus: Impen. Veil post#1801

Classes/Levels

combat:
White Feather: - Rapid Sneak Attacks: +28, +28, +23, +18, +13 (+4vsCrit) // 1d10+27/19-20x4(+11d6+20) | Ammos: Anti-Undead/Demon/Fey: (+3/+3/+1ammo) (Bane +2/+2/+2 +2d6 vs Undead/Demon/Fey) (+2d6vsEvil/Evil/Chaotic)

Gender

HP: 304/304 | Grit: 6, Ki: 6 | Resist: Negative/Positive Energy 10 | DR: 5/magic | AC: 38; T: 25; FF: 23 | Fort: +24; Ref: +27; Will: +22 | CMB: +25; CMD: 50 | Init: 49 | Perc: +36 | Speed: 30ft ||| Important Abilities: Deathless |

About Lucas "Hathcock" Martin

Carlos Hathcock, Perfect Sniper:
Carlos Hathcock
Carlos Hathcock
Male human gunslinger (musket master) 20/inquisitor (heretic, umbral stalker) of Szuriel 2/rogue (scout, surviv (Pathfinder RPG Advanced Player's Guide 38, 134, 145, Pathfinder RPG Ultimate Combat 9, 50, 73, Pathfinder RPG Ultimate Intrigue 31, Pathfinder RPG Ultimate Magic 45)
N Medium humanoid (human)
Init +29; Senses Perception +36
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Defense
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AC 38, touch 25, flat-footed 23 (+8 armor, +10 Dex, +5 dodge, +5 natural)
hp 304 (22 HD; 2d8+20d10+88)
Fort +24, Ref +27, Will +22
Defensive Abilities evasion, improved uncanny dodge, nimble +5; DR 5/magic; Resist negative energy 10, positive energy 10
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Offense
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Speed 30 ft.
Ranged white feather +26/+26/+21/+16/+11 (1d10+27/19-20/×4 plus 11d6 sneak attack)
Special Attacks deeds (bleeding wound, cheat death, dead shot, deadeye, death's shot, evasive, expert loading, fast musket, gunslinger initiative, lightning reload, menacing shot, pistol-whip, quick clear, slinger's luck, startling shot, steady aim, stunning shot, targeting), grit (6), judgment 1/day, scout's charge, skirmisher, sneak attack +11d6 plus 11 bleed, true grit (menacing shot, death's shot)
Inquisitor Spell-Like Abilities (CL 2nd; concentration +8)
. . At will—detect alignment
Rogue Spell-Like Abilities (CL 19th; concentration +26)
. . 1/day—endure elements
Inquisitor (Heretic, Umbral Stalker) Spells Known (CL 2nd; concentration +8)
. . 1st (4/day)—compel hostility[UC], keep watch, know the enemy[UM]
. . 0 (at will)—brand[APG] (DC 16), create water, detect poison, light, read magic
. . Domain Darkness (Night[APG] subdomain)
Diviner Spells Prepared (CL 1st; concentration +5)
. . 1st—blend with surroundings, expeditious retreat, true strike
. . 0 (at will)—daze (DC 14), mage hand, prestidigitation
. . Opposition Schools Evocation, Necromancy
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Statistics
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Str 19, Dex 30, Con 19, Int 19, Wis 23, Cha 24
Base Atk +21; CMB +25; CMD 50
Feats Accomplished Sneak Attacker, Alertness, Blind-fight, Clustered Shots[UC], Critical Focus, Deadly Aim, Expert Sniper, Greater Improved Initiative, Hellcat Stealth, Improved Critical (rifle, mosin-nagant m1891), Improved Initiative, Master Sniper, Point-Blank Shot, Precise Shot, Quiet Death[UI], Rapid Reload, Rapid Reload, Rapid Shot, Scribe Scroll, Shadow Strike[APG], Signature Deed[UC], Skill Focus (Stealth), Sneaking Critical, Sneaking Precision[UC], Weapon Focus (rifle, mosin-nagant m1891)
Traits reactionary, seeker
Skills Acrobatics +11
Bluff +38
Climb +27
Craft (clothing) +27
Craft (firearms) +29
Diplomacy +32
Disable Device +35
Disguise +32
Intimidate +32
Knowledge (arcana) +29
Knowledge (dungeoneering) +29
Knowledge (planes) +29
Linguistics +29
Perception +36
Profession (soldier) +31
Sense Motive +8
Spellcraft +29
Stealth +93 (+113 when immobile, +108 to remain hidden after sniping with weapon)
Survival +31
Use Magic Device +29
Languages Abyssal, Aquan, Auran, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Giant, Gnoll, Gnome, Goblin, Grippli, Halfling, Ignan, Infernal, Japanese, Korean, Nagaji, Necril, Orc, Russian, Sakvroth, Samsaran, Shadowtongue, Shae, Sylvan, Tengu, Terran, Undercommon, Vanaran, Vietnamese, Wayang
SQ arcane bond (Arcane Familiar, rabbit), dark descent, favored terrain (jungle +2), forewarned, hardy, hide tracks, judgment of escape, ki pool (6 points), magical sensor, musket training, night hunter, prescience (7/day), rogue talents (bleeding attack +11, bonus feat, camouflage[APG], darkvision[UC], fast stealth, favored terrain, guileful polyglot[APG], ki pool[UC], rogue crawl, stealthy sniper[APG], surprise attacks, weapon training), swift and silent +1, track +1
Combat Gear sniper goggles[APG], wand of greater invisibility (CL 20th, 49 charges), wand of greater named bullet (CL 20th, 50 charges), wand of invisibility; Other Gear +5 deathless, invulnerable, greater shadow ghillie suit[UC], demonbane +5, anti-evil +0/+2d6 vs evil, anti-demon +2/+2d6 vs demons[UC] (5), feybane +3, anti-chaotic +0/+2d6 vs chaotic, anti-fey +2/+2d6 vs fey, greater designating[UC] (5), fire, cold, good, ghost (+1d6fire&cold, +2d6good, full damage vs incorporeal)[UC] (5), undeadbane +5, anti-evil +0/+2d6 vs evil, anti-undead +2/+2d6 vs undead[UC] (5), white feather with 1 farglass, metal cartridge[UC] (5), amulet of natural armor +5, belt of physical perfection +6, bracers of armor +8, cloak of resistance +5, crimson sphere ioun stone, crimson sphere ioun stone, crimson sphere ioun stone, endless bandolier[UE], farglass, handy haversack, headband of mental superiority +6, jungle boots, ring of sustenance, sniper goggles (greater)[UE], sniper's helmet, white feather magazine - adaptable - permanent improved ammunition (1 lb), white feather magazine - demonbane - permanent improved ammunition (1 lb), white feather magazine - empty - permanent improved ammunition (1 lb), white feather magazine - feybane - permanent improved ammunition (1 lb), white feather magazine - undeadbane - permanent improved ammunition (1 lb), wizard starting spellbook, 205,041 gp, 6 sp, 8 cp
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Special Abilities
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Bleeding Attack +11 (Ex) Sneak attacks also deal 11 bleed damage/round.
Blind-Fight Re-roll misses because of concealment, other benefits.
Camouflage (1/day) (Ex) Craft camouflage from foliage for +4 stealth until ruined by acid, fire, or cold attack.
Clustered Shots Total damage from full-round ranged attacks before applying DR
Critical Focus +4 to confirm critical hits.
Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks.
Dark Descent (Su) Gain Darkness (Night) domain even if your deity doesn't normally allow it.
Darkvision (Su) 1 Ki: gain darkvision 60 ft. for 1 hr.
Deadly Aim -6/+12 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deeds Use Grit to perform special abilities with your firearms.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Endure Elements (CL 19, 1/day) (Sp) At 3rd level, a survivalist rogue can use endure elements once per day as a spell-like ability. The survivalist's caster level is the same as her rogue level. This ability replaces trap sense.
Energy Resistance, Negative energy (10) You have the specified Energy Resistance against Negative Energy attacks.
Energy Resistance, Positive energy (10) You have the specified Energy Resistance against Positive Energy attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Expert Sniper Reduce sniping penalty for staying hidden to -10.
Familiar Bonus: +4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Favored Terrain (Jungle +2) (Ex) +2 to rolls when in jungle terrain.
Foresight Associated School: Divination
Forewarned 1 (Su) Can always act in surprise rounds.
Greater Improved Initiative Get an initiative check of 20 + Dex bonus.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Hardy (Ex) Survive longer without food or water.
Hellcat Stealth You may make Stealth checks in normal or bright light even when observed, but at a -10 penalty.
Hide Tracks (Ex) Creatures attempting to track you take a -5 penalty.
Improved Uncanny Dodge (Lv >= 24) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 24+.
Inquisitor (Heretic, Umbral Stalker) Domain (Night)
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Judgment of Profane Escape (Su) When hit foe with melee/ranged attack, can create diversion to hide.
Ki Pool (6/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Magical Sensor (1/day) Magical Sensor grants view 600 ft. above with 360-degree viewpoint as if actually there.
Master Sniper Make two ranged attacks while sniping at highest attack bonus -2.
Musket Training (+13, misfire value -2) (Ex) Starting at 5th level, a musket master increases her skill with two-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a two-handed firearm, the misfire value increases by 2 instead of 4. Ev
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Night Hunter (1 round, 9/day) (Su) Become invisible to all but darkvision in dim light or darkness.
Nimble +5 (Ex) +5 AC while wearing light or no armor.
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.
Prescience (7/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn.
Quiet Death Drop your foes before they make a sound
Rapid Reload (Musket) You can reload fast with one type of Crossbow or Firearm.
Rapid Reload (Rifle, Mosin-Nagant M1891) You can reload fast with one type of Crossbow or Firearm.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Rogue Crawl (Ex) Can move at 1/2 speed provoking AoO and can 5 ft step while prone.
Scout's Charge (Ex) Charge attacks deal sneak attack damage as though foe is flat-footed.
Shadow Strike You can deal precision damage against targets with some concealment.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Signature Deed (Deed: Bleeding Wound [Signature Deed] [Ex], 1/round) Perform chosen deed for 1 less grit (min 0). Must have at least 1 grit to use.
Skirmisher (Ex) After move 10 ft, first attack deals sneak attack damage as though foe is flat-footed.
Sneak Attack +11d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Sneaking Critical Confirmed critical with sneak atk add crit. multipler sneak atk dmg. dice.
Sneaking Precision On the second sneak attack in a round, you may apply a critical feat
Stealthy Sniper (Ex) Sniping is only a -10 penalty, rather than -20.
Surprise Attacks (Ex) Opponents are always flat-footed against you in the surprise round.
Swift and Silent +1 (Ex) Gain morale bonus to Acrobatics and Stealth checks.
Track +1 Add the listed bonus to Survival checks made to track.
True Grit Lower the grit cost of selected deeds by 1. If cost reduced to 0, can perform as long as you have grit. Deeds that already can be performed if you have grit can always be performed.

The story of Luke:
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. So nothing before or after had ever been as devastating to Lucas as the car accident which robbed him of sight in his right eye three days before his eighteenth birthday.

It left him... lost. Disqualified from all military service, Lucas spent nearly the next decade floating aimlessly from one menial job to the next, wallowing in self-pity. His attitude estranged him from much of his family, and those who tolerated him only did so out of the hope that he would eventually come to terms with the accident and take control over his life. Lucas was well into his twenties before anybody noticed the changes in him.

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. Lucas always assumed he was selected as a charity case of an affirmative action hire due to his disability. In actuality, his grandfather had 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. 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 did end up mostly repairing his familial relationships, and his focus and passion, stoked back to life in the forge, brought him out of his shell just in time to meet the love of his life at a weapon show. They hit it off and were married with three years. His children eventually grew up on the stories of the same fighting legends that he had when he was younger. Losing the eyesight in one eye, such a seemingly minor change in Lucas's life compared to what could have happened in that accident when he was younger, had completely altered how Lucas saw his life going but he learned to be a better man because of it. And when Lucas died at the age of 83, he died content with how it turned out, and he died with the hope that Carlos, Simo, Bob, and John would be there in the afterlife to teach him how to shoot again.

...

When Lucas woke up the next morning, muscle memory had him getting dressed, cleaning and inspecting his rifle, packing up his gear, and counting his ammunition before he had realized that his muscles should not have these memories. Last he had checked, he was an 83 year old man, lying on his deathbed. None of this could possibly be real, he thought to himself. And then, as if to deny that statement in it entirety, a very slight rustling of leaves was all the warning Lucas had before five goblins rushed out of the underbrush, screaming and brandishing large knives in their charge, but it was enough. Wielding an old Mosin bolt-action rifle, Lucas let off five shots in about as many seconds, each one scoring a perfect hit straight through each creature's heart, dropping it instantly, and then with barely a thought, Lucas activated his helmet, giving him an overview of the surrounding area. He noticed a small town not too far away and decided that he'd make his way there first and find a doctor to give him a mental health check.

Attack and damage calculations worksheet:

Ask for it. Not able to format correctly in a spoiler.

Other details:

Range:
Increment 160ft. Maximum 10 increments. No perception penalty due to Farglass.
Sneak Attack: Any distance (Greater Sniper Goggles)

Attack types:
- Rapid Shot full-round attack: +1 attack but -2 all attack rolls
- Clustered Shot Full-round attack: Total all damage before DR

Other modifiers:
- Sneaking critical: If sneak attack crit, add +4d6 sneak damage (not multiplied)
- Sneaking Precision: Apply any critical feat to your 2nd sneak attack in a round
- on first hit if shaken, frightened, or panicked, +10d6 sneak attack
- on second sneak hit, apply critical feat - sneaking critical +4d6

+1/+1 up to 30ft
Range increment 160 ft
sneak attack at all ranges - sniper's goggles
sneak attack requires flat foot or flank
Always flat footed in surprise round (so always sneak attack) (so surprise round always gets 5 attack rolls vs touch AC. Max damage is 5d10+60d6+120 before crits)

Startling shot. 1 grit point. Give up one attack/standard action and cause target to be flat footed until its next turn.
Menacing shot. 0 grit. All living creatures within 30ft affected by Fear for 1rd/lvl. Will save for shaken 1rd.
Death's shot. 0 grit. On confirmed crit, give up crit damage, force Fort save vs die.
Assassinate. Study target for 1 rd. Sneak attack hit forces Fort save vs die. If save, sneak damage as normal and immune for 24 hours.
Vorpal weapon. Nat 20 crit, when confirmed, automatically kills anything with a heart. No save.

Attack/damage post formatting:

----------Post code for single attack with Feybane---------- Note -2 to all iterative attacks if full-round for rapid shot
[spoiler=Attack and Damage]
[dice=Attack]1d20+33[/dice] -2 if not fey
[dice=Damage]1d10+27[/dice]
[dice=+ Sneak attack]11d6+22[/dice]+11bleed
[dice=+ vs Chaotic]2d6[/dice]
[dice=+ vs Fey]2d6[/dice]

----------Post code for single attack with Demonbane---------- Note -2 to all iterative attacks if full-round for rapid shot
[spoiler=Attack and Damage]
[dice=Attack]1d20+35[/dice] -2 if not demon
[dice=Damage]1d10+27[/dice]
[dice=+ Sneak attack]11d6+22[/dice]+11bleed
[dice=+ vs Evil]2d6[/dice]
[dice=+ vs Demon]2d6[/dice]

----------Post code for single attack with Undeadbane---------- Note -2 to all iterative attacks if full-round for rapid shot
[spoiler=Attack and Damage]
[dice=Attack]1d20+35[/dice] -2 if not undead
[dice=Damage]1d10+27[/dice]
[dice=+ Sneak attack]11d6+22[/dice]+11bleed
[dice=+ vs Evil]2d6[/dice]
[dice=+ vs Undead]2d6[/dice]

[dice=Crit Confirm]1d20+39[/dice] +4 to confirm crit included
[dice=Crit on Attack ___]3d10+81+4d6+8[/dice]
Heart-Piercing enchantment: It functions as vorpal except that a heart-piercing weapon can pierce the target’s heart (if it has one), killing it instantly.
Death Shot Deed: DC30 Fortitude save or die

1st level up rewards:
https://paizo.com/campaigns/WelcomeToTheOtherSide/gameplay&page=11#532
All PCs individually receive:

+1 Character Level.
+1 Bonus Feat(non-Mythic only) - Used on Skill Focus: Stealth
+1 Personalized Advance. - Improved Abundant Ammunition magazines
+1 Ring of Three Wishes that appears on each PCs finger, personalized with their name and inscribed with the words: May all your wishes come true.

2nd level up rewards:

https://paizo.com/campaigns/WelcomeToTheOtherSide/discussion&page=13#60 5
All PCs individually receive:

+1 Character Level.
+1 Bonus Feat(non-Mythic only) - Used on Shadow Strike
+1 Personalized Advance. - Permanency applied to the new magazines