| Race |
Male Poppet | Gunslinger 1 | HP: 15, AC: 18 | Perception: 6 (+2 Init) | F: 6, R: 8, W: 4 |
About “Tatty Bill” Gunderson
Male Poppet
Gunslinger 1
XP: 0
Hero Points: 1
Str 0+1 = 1
Dex 0-1+1+1+1+1 = 3
Con 0+1 = 1
Int 0
Wis 0+1 = 1
Cha 0+1+1+1 = 3
HP: 6+8+1 = 15 / 15
FLAMMABLE
AC: 10+3+3+2 = 18
Flintlock pistol: 40’, +8, 1d4 + 1d4 precision, concussive (B/P), fatal d8 (crit: d4 -> 2d8)
Rapier: +6, 1d6+1P, finesse, deadly d8
Dagger: +6, 1d4+1P/S, agile, finesse, thrown 10’
Size: Small
Speed: 25’ (Ten Paces: 10’ Step in 1st rd)
Languages: Common
Darkvision
Acrobatics T 6 (Cat Fall)
Athletics T 4
Deception T 6 (Raconteur’s Reload, Harmless Doll)
Intimidation T 6 (Raconteur’s Reload)
Lore (Sailing) T 3
Perception E 6 (Ten Paces: +2 init)
Performance T 6
Stealth T 6 (Harmless Doll)
Fort E 6
Ref E 8
Will T 4 (Wishborn)
CONSTRUCTED
Expert in simple firearms and crossbows
Expert in martial firearms and crossbows
Trained in advanced firearms and crossbows
Trained in simple weapons
Trained in martial weapons
Trained in unarmed attacks
Unarmored T
Light armor T
Medium armor T
Gunslinger class DC T 16
Constructed: The materials of your body resist ailments that assail the flesh. You gain a +1 circumstance bonus to saving throws against death effects, disease, and poison as well as to saving throws against effects that would give you the drained, paralyzed, or sickened conditions. Your spark of life means that you're a living creature, and you can be healed by positive energy and harmed by negative energy as normal.
Flammable: You have weakness to fire damage equal to one-third your level (minimum 1).
Heritage: Wishborn
You were wished to life, either by a powerful spellcaster or by the earnest desire of an innocent person who loved you very much. You're living proof that a hopeful spirit can overcome any obstacle. If you roll a success on a saving throw against an emotion or fear effect, you get a critical success instead.
Ancestry Feat: Harmless Doll
You look like nothing more than an ordinary toy, doll, or statuette, and you can fool others with your innocuous appearance. You gain the trained proficiency rank in Deception (or another skill if you're already trained in Deception), and you can Impersonate an inanimate toy or a mindless poppet. You can Hide without any cover or concealment from creatures that don't realize you're alive, so long as you're in a location where a toy of your shape wouldn't be out of place, like a carnival booth, city street, or toy shop (at the GM's discretion). If you succeed, onlookers still see you, but they mistake you for an inanimate toy. After being fooled once, they realize you're alive, and you can't Hide from them in that way again.
Background: Deckhand
Background Skill Feat: 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 and 50 feet if you’re a master. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.
Way of the Pistolero
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.
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.
Slinger’s Precision
You have steady precision with guns and crossbows and can use weapons that incorporate them effectively. You deal an extra +2 precision damage with Strikes made using crossbows that don't have the repeating trait, and deal an extra 1d4 precision damage on Strikes with firearms that don't have the repeating trait.
If you have gunslinging legend, you instead deal +3 additional precision damage with Strikes using crossbows that aren't repeating, and you deal an additional 1d6 precision damage with non-repeating firearm Strikes.
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 portion of that weapon.
Class Feat: Cover Fire [one-action]
Frequency: once per round
Requirements: You're wielding a loaded firearm or crossbow.
You lay down suppressive fire to protect allies by forcing foes to take cover from your wild attacks. Make a firearm or crossbow Strike; the target must decide before you roll your attack whether it will duck out of the way. If the target ducks, it gains a +2 circumstance bonus to AC against your attack, or a +4 circumstance bonus to AC if it has cover. It also takes a –2 circumstance penalty to ranged attack rolls until the end of its next turn. If the target chooses not to duck, you gain a +1 circumstance bonus to your attack roll for that Strike.
Equipment: 15gp, 6B
Studded leather armor 3gp, B
Rapier 2gp, B
Dagger 0.2gp, L
Flintlock pistol 4gp, B
Adventurer’s pack 1.5gp, B
Ammo: 20 rds 0.2gp, 2L
Grappling hook 0.1gp, L
Firearm cleaning kit 0.1gp, L / 11.1gp, 4.5B
Tatty Bill used to be a pirate, until he had an ill-fated liaison with a sea witch. He woke up as an animated ventriloquist dummy, cursed by his former paramour. Taking this as a sign, he decided to give up his life of crime, and strike out as a freelancer.