Beltias Kreun

Richard Marsh's page

31 posts. Organized Play character for Remnar.


Full Name

Richard "Slick Rick" Marsh

Race

HP 17/17 | AC 18 | Fortitude +6, Reflex +9, Will +4 | Perception +6 (+2 INI) | Stealth(T) +7 |

Classes/Levels

| Speed 25 ft | Hero Point 1/1 | Active Conditions: None

Gender

CN Human (versatile) Male Gunslinger 1 | Gambler |

Strength 10
Dexterity 18
Constitution 12
Intelligence 10
Wisdom 12
Charisma 16

About Richard Marsh

PFS Info:

Player Name: Remnar
PFS #: 239098-2001
Faction: Horizon Hunters
School: Swords
Skill Training: Scouting
Network Item: Minor Healing Potion

LINK

Richard Marsh
Male Human Gunslinger 1, Way of the Pistolero
CN, Medium, Human
Perception: +6, +2 initiative
Languages: Common, Dwarven
STR: 10 (+0), DEX: 18 (+4), CON: 12 (+10), INT: 10 (+0), WIS: 12 (+1), CHA: 16 (+3)
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AC: 18; Fort: +6; Ref: +9; Will: +4
Hitpoints: 17
Hero Points: 1
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Speed: 25 feet

Dagger, Melee: agile, finesse, 1d4, thrown 10 ft, versatile S
[dice=Dagger, Melee 1]1d20 + 7[/dice]
[dice=Damage, Dagger, piercing]1d4[/dice]

Clan Pistol: Hands 1, Reload 1, Range 80 ft, 1d6 + 1, Concussive, Fatal d10
[dice=Clan Pistol, Ranged 1]1d20 +9[/dice]
[dice=Damage, Clan Pistol, piercing]1d6 + 1[/dice]

[dice=Clan Pistol, Ranged 1]1d20 +4[/dice]
[dice=Damage, Clan Pistol, piercing]1d6 + 1[/dice]

Botting:

Typical action will be shoot and reload. Move or shoot a second time as appropriate. Use Raconteur's reload to Demoralize or Distract as appropriate.

Feats: Alchemical Crafting, Intimidating Glare, Lie to me, Munitions Crafter, Unconventional Weaponry (Clan Pistol)

Class Features: Infused Reagents, Raconteur's Reload, Singular Expertise, Ten Paces

Trained Skills:
Crafting +3
Deception +6
Intiidation +6
Lore: Games +3
Lore: Scouting +3
Stealth +7
Thievery +7
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Worn Gear: Leather Armor, Clan Pistol, Dagger, Bullets (30), Playing Cards, Thieves Tools
Backpack: Bedroll, Chalk (10), Firearms Cleaning Kit, Fling and Steel, Rations (2), Rope (50 ft), Soap, Torch (5), Waterproof Carrying Case, Waterskin
Coin: 2 G | 2 S | 0 C
Current Bulk: 2.4; Encumbered: 5.0; Max: 10.0
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Class Stuff:

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.

Ten Paces - Free Action

Trigger You roll initiative.

You react to trouble with lightning speed, positioning yourself just right. You gain a +2 circumstance bonus to your initiative roll, and you can Interact to draw a one-handed firearm or one-handed crossbow. As your first action on your first turn, you can Step up to 10 feet as a free action.

Raconteur's Reload - One Action

Your rapid or forceful words draw the enemy's attention away from your hands long enough to chamber another bullet. Interact to reload and then attempt a Deception check to Create a Diversion or an Intimidation check to Demoralize.

Singular Expertise

You have particular expertise with guns and crossbows that grants you greater proficiency with them and the ability to deal more damage. You gain a +1 circumstance bonus to damage rolls with firearms and crossbows.

This intense focus on firearms and crossbows prevents you from reaching the same heights with other weapons. Your proficiency with unarmed attacks and with weapons other than firearms and crossbows can't be higher than trained, even if you gain an ability that would increase your proficiency in one or more other weapons to match your highest weapon proficiency (such as the weapon expertise feats many ancestries have). If you have gunslinger weapon mastery, the limit is expert, and if you have gunslinging legend, the limit is master.