Kerdak Bonefist

Marshall D. Teach's page

36 posts. Alias of Archimedies91.


Race

Male CN Human (Undine) Gunslinger (Way of the Drifter) 2|HP 26/26|AC 18|Fort +7e|Ref +10e|Will +4t|Peception +6e|25ft Move|Icons: ◆◇↺

About Marshall D. Teach

Male Human (Undine) Ruin Delver Gunslinger (Way of the Drifter) 2
Chaotic Neutral Humanoid (Undine)
Size Medium
Senses Perception +6e (Low-Light)
Languages Common and Aquan
Speed 25 Feet
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HP: 26 AC: 18
Fort: +7e Reflex: +10e Will: +4t
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Melee [one-action] Dueling Pistol +10 1d6+1 Piercing (Concealable, Concussive, Fatal d10, Uncommon)
Melee [one-action] Scimitar +7 1d6+3 Slashing (Forceful, Sweep)
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Skills
Acrobatics(T) +8
Arcana(U) +0
Athletics(T) +7
Crafting(T) +4
Deception(U) +1
Diplomacy(T) +5
Intimidation(U) +1
Roseguard Lore (T) +4
Medicine(U) +0
Nature(U) +0
Occultism(U) +0
Performance(U) +1
Religion(U) +0
Society(U) +0
Stealth(T) +8
Survival(U) +0
Thievery(T) +8
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Str16 Dex18 Con12 Int10 Wis10 Cha12
Ancestry Abilities - Undine, Aquatic Eyes
Class Feats - Sword and Pistol, Munitions Crafter
Skill Feats - Cat Fall, Steady Balance, Alchemical Crafting
General Feats -
Class Features - Way of the Drifter, Into the Fray, Reloading Strike, Singular Expertise
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Feats and Abilities
Undine: A water elemental ancestor influences your bloodline. You gain the undine trait, in addition to the traits from your ancestry. You gain a swim Speed of 10 feet and the amphibious trait. Like all creatures with the amphibious trait, you can breathe both water and air. You can choose from undine feats and feats from your ancestry whenever you gain an ancestry feat.
Aquatic Eyes: As your connection to water grows, you can see more easily in places with less light, such as the depths of the ocean. You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision.
Sword and Pistol: You're comfortable wielding a firearm or crossbow in one hand and a melee weapon in the other, combining melee attacks with shots from the firearm. When you make a successful ranged Strike against an enemy within your reach with your one-handed firearm or one-handed crossbow, that enemy is flat-footed against your next melee attack with a one-handed melee weapon. When you make a successful melee Strike against an enemy with your one-handed melee weapon, the next ranged Strike you make against that enemy with a one-handed firearm or one-handed crossbow doesn't trigger reactions that would trigger on a ranged attack but not a melee attack, such as Attack of Opportunity. Either of these benefits is lost if not used by the end of your next turn.
Way of the Drifter: You're a wanderer traveling from land to land with your gun and a melee weapon as company. Maybe you learned to fight with blade and pistol as a Shackles pirate, mastered the hand cannon and katana in Minkai, or practiced with a hatchet and clan pistol in Dongun Hold. You win battles by relying on mobility and flexible use of your weapons. Slinger's Reload Reloading Strike, Deeds Initial Into the Fray; Advanced Finish the Job; Greater Drifter's Wake, Way Skill Acrobatics
Into the Fray: Trigger You roll initiative. You know trouble can lurk around every corner, and your hands never stray far from your holsters. You can Interact to draw a one-handed ranged weapon and can then Interact to draw a one-handed melee weapon. As your first action on your first turn, you can Stride as a free action toward an enemy you can perceive. If you can't perceive any enemies or can't end your movement closer to one, you can't use this Stride.
Reloading Strike: Requirements You're wielding a firearm or crossbow in one hand, and your other hand either wields a one-handed melee weapon or is empty. You make a melee attack and then reload your gun in one fluid movement. Strike an opponent within reach with your one-handed melee weapon (or, if your other hand is empty, with an unarmed attack), and then Interact to reload. You don't need a free hand to reload in this way.
Singular Expertise: You're comfortable wielding a firearm or crossbow in one hand and a melee weapon in the other, combining melee attacks with shots from the firearm. When you make a successful ranged Strike against an enemy within your reach with your one-handed firearm or one-handed crossbow, that enemy is flat-footed against your next melee attack with a one-handed melee weapon. When you make a successful melee Strike against an enemy with your one-handed melee weapon, the next ranged Strike you make against that enemy with a one-handed firearm or one-handed crossbow doesn't trigger reactions that would trigger on a ranged attack but not a melee attack, such as Attack of Opportunity. Either of these benefits is lost if not used by the end of your next turn.
Cat Fall: Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.
Steady Balance: You can keep your balance easily, even in adverse conditions. Whenever you roll a success using the Balance action, you get a critical success instead. You’re not flat-footed while attempting to Balance on narrow surfaces and uneven ground. Thanks to your incredible balance, you can attempt an Acrobatics check instead of a Reflex save to Grab an Edge.
Munitions Crafter: Bullets and bombs can be scarce in some parts, so you've learned to make your own. You become trained in Crafting and gain the alchemist's infused reagents class feature, gaining a number of reagents each day equal to your level. You also gain the Alchemical Crafting feat and four additional formulas for 1st-level alchemical items. You gain infused reagents (a pool of reagents usable to make alchemical items) and advanced alchemy (allowing you to make alchemical items during your daily preparations without the normal cost or time expenditure). You gain batches of infused reagents per day equal to your level, which you can use to create only bombs or alchemical ammunition. Your advanced alchemy level for creating these is 1 and doesn't increase on its own. If you use a batch of infused reagents to create basic level-0 ammunition such as black powder cartridges or black powder doses, you produce 10 rounds of ammunition.
Alchemical Crafting: You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book.
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Equipment
Worn - Explorer's Clothing
Weapons - Dueling Pistol, Scimitar
Stowed - Adventurer's Pack, 30 Bullets, Firearm Cleaning Kit

Adventurer's Pack: This item is the starter kit for an adventurer, containing the essential items for exploration and survival. The Bulk value is for the entire pack together, but see the descriptions of individual items as necessary. The pack contains the following items: backpack (containing the other goods), bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks' rations, soap, 5 torches, and a waterskin.

Firearm Cleaning Kit: This kit contains cleaning cloth, oil, small steel brushes, and other minor tools necessary for proper cleaning and maintenance of a firearm. Without a firearm cleaning kit, you can't perform the necessary tasks during your daily preparations to ensure that your firearm isn't at risk of misfiring under normal use conditions.