Pappy, Poppet Gunslinger Bounty Hunter
Pappy, Poppet Gunslinger Bounty Hunter
GUNSLINGER
Level
Player Campaign
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C HARACTER
ANCESTRY Heritage
Acrobatics = DEX –
INT WIS CHA INT WIS WIS CHA INT CHA CHA INT STR INT DEX
Arcana = INT
Athletics = STR –
Crafting = INT
Deception = CHA
Diplomacy = CHA
Engineering Lore = INT
Intimidation = CHA
Medicine = WIS
Nature = WIS
Occultism = INT
Performance = CHA
Religion = WIS
Society = INT
Stealth = DEX –
DEX WIS DEX
Survival = WIS
LEVEL
CHARACTER NAME Thievery = DEX –
Pappy =
Gender Age Size =
=
LA
OD
WF
GO
UL
Deity Assurance May use 10 + proficiency bonus (inc level, but no other bonuses) rather than
CH
IL
AO
roll.
EV
TIC
Common
ABILITIES
Ability Modifier = (Ability Score - 10) ÷ 2
Strength Dexterity Constitution Intelligence Wisdom Charisma
= WIS + + +
PROFICIENCY Perception DC = 10 + Perception Bonus
Untrained Trained Expert Master Legendary Low-light vision Darkvision Greater Darkvision Scent
0
Level Level Level Level
+2 +4 +6 +8
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S PEED A TTACKS
SPEED Speed in Armour Multi-Attack Penalty Agile
Stride
ft sq ft sq 2nd -5 3rd -10 2nd -4 3rd -8
Swim Speed Climb Speed Fly Speed
ft sq ft sq ft sq
Attack Bonus Ability Proficiency Potency Damage Type Striking Misc
A CTIONS = d +
Weapon Traits Critical
= d +
Weapon Traits Critical
ft sq
Attack Bonus Ability Proficiency Potency Damage Type Striking Misc
= d +
F OCUS Ammo
Weapon Traits Critical
FOCUS
LEVEL Level FOCUS POINTS
#
= ÷2
(Round up) Total Current ft sq
Attack Bonus Ability Proficiency Potency Damage Type Striking Misc
CON
Current Hit Points Temp Hit Points Dying
REFLEX
hp hp
REF = DEX
DEX
Wounded
WILL
WILL = WIS
WIS
Recover Fatigued, Doomed 1, Drained 1 Reduce failure When you roll a critical
+ hp = CON × ×2
failure, it becomes failure
Min 1
A RMOUR CLASS
ARMOUR Armour Armour
CLASS DEX Proficiency Bonus Potency Items Misc
AC = 10 + DEX + + + + +
Temp AC
Level
17 NOTES
Level
15
P ROFICIENCIES
Level
19
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F IREARMS
ft sq
Attack Bonus DEX Proficiency Potency Damage Type Striking Misc
= DEX d +
GUNSLINGER Capacity Ammo
Reload Used Dirty Jam
G UNSLINGER'S WAY
# #
Way of the Sniper Weapon Traits Critical
SLINGER'S RELOAD
ft sq
Covered Reload Attack Bonus DEX Proficiency Potency Damage Type Striking Misc
Take Cover or attempt to Hide, then reload. = DEX d +
INITIAL DEED Capacity Ammo
Reload Used Dirty Jam
One Shot, One Kill # #
Draw a firearm or crossbow Weapon Traits Critical
S TUBBORN 8 10
Level When you fail a Will save against a controlled
3 condition, get a second save at the start of your
next turn. Level Level
S HOOTIST'S EDGE 12 14
Level When master with a ranged weapon, ignore range
17 penalty up to third range increment.
Level Level
16 18
Level Level
20
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INVENTORY A RMOUR INVESTED ITEMS
KIT Value Weight
Category Bulk
ITEMS Readied – – ft
Armour Traits
Flexible Noisy
S HIELD 4
Bulk
hp ≤ hp hp 5
Shield Traits
6
Total weight B L
10 light = 1 bulk
BACKPACK
7
10
MONEY
Platinum pp P OTIONS
Gold gp #
Silver sp #
Copper cp #
-2 Bulk B L
TOTAL cp #
EXPENDABLES
1000 coins = 1 bulk
#
S CROLLS
#
#
#
#
Encumberance STR
#
B = (5 + STR ) ÷ 2 #
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BOUNTY HUNTER P OSSE
ARCHETYPE Instruct up to 5 allies to help you.
They each gain:
APG p163
1 Perception and Survival to
D EDICATION min +1
seek and track your prey
Hunt Prey FEAT Gather Information regarding
+1
Pick one creature you can see or hear, your prey
or are tracking, as your prey K EEP PACE
Perception and Survival to seek When your prey attempts to move
+2 away, follow them up to your
and track your prey
Speed.
Ignore the penalty for ranged attacks
O PPORTUNISTIC GRAPPLE
within your second range increment
against your prey. When your prey critically fails a
Strike while within your reach, and
Lasts until the next day. If you pick
you have a free hand, attempt an
another creature, the prior creature
Athletics check to grapple them.
loses the designation.
F EATS
Gather Information regarding your Double Prey FEAT
+2
prey
Can pick two creatures as your prey.
TOOLS OF THE TRADE
Trained with the bola, sap and whip.
Whenever you become expert or better in
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any weapon, become the same in the
bola, sap and whip.
No penalty for making a nonlethal attack
with a lethal weapon.
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66
LEVEL UP Class
A DVANCEMENT
Gunslinger
Step One Level Advancement
AncestryGeneralClass Skill Skill
feat feat feat feat increase
Increase your level by 1 and subtract 1000 XP. 1 Gunslinger's Way
2
Step Two Will saves
Increase your maximum Hit Points. 3
Light and medium armour
Step Three 4
Simple and martial firearms, crossbows, simple and
Add class features from your class advancement table.
5 martial weapons, unarmed attacks
ABILITY BOOST
Ability boost × 4
At levels 5, 10, 15 and 20, boost 4 different ability scores.
Increase by 1 if the score is already 18 or above, or 2 if 6
not.
Perception
7
SKILL INCREASE
Weapon Specialisation
At select levels, increase proficiency in one skill.
8
Level
7 May increase a skill to master. 9 Gunslinger class DC
Level 10
15 May increase a skill to legendary. Ability boost × 4
11 Reflex saves
WEAPON SPECIALISATION 12
Level Bonus weapon damage
Advanced firearms and crossbows, Simple and martial
7 +2 +3 +4 13 weapons, unarmed attacks
Level GREATER WEAPON SPECIALISATION Simple and martial firearms, crossbows
15 +4 +6 +8 14
Ability boost × 4
Step Four 15
Greater Weapon Specialisation
Select feats as indicated on your class advancement 16
table.
17 Fortitude saves, Gunslinger class DC
Ancestry feats CRB p33
18
Class feats CRB p66
General feats CRB p255 5-1
19 Perception
Step Seven
Adjust bonuses from feats and other abilities that are
based on your level.
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