{"name":"Marshall Knott","race":"Stitches (Wrappings)","profession":"Merchant, (Ex) Company Captain, Nobleman ","challenge_rating":"","proficiency_bonus":"+3 ","size":"Medium","languages":"Common, Void Tongue, Elven, Dragonic, Gnomish, Dwarven","alignment":"Chaotic Neutral","description":"[p]A Tall, Male, Wrappings Stitches. Marshall was once a Soldier but after his service became a merchant. Has been travelling around Vallen to gather various goods for his shop.[\/p]\r\n[p]Wears a Long Lead-Coat Millitary Coat, Private's cap, a Silver Ring on his left hand, Travel bag, Soldiers boots and a SSLD Military Uniform.[\/p]\r\n[p]Marshall has a M.U.T.T (Millitary Use Trench Trowel), Somme 45. Revolver, Berlin 5.56 CPP Bolt-Action Rifle (Civilian Personal Protection) and a Brass Knuckle,[\/p]\r\n[p]Figits and Plays with his Ring when bored, nervous or excited.[\/p]\r\n[p]Has very easily readable body language.[\/p]\r\n[p]Has Pyrophobia.[\/p]\r\n[p]Marshall Stands at 7'2 and likes short people. He also considers anyone shorter than him to be short.[\/p]\r\n[p][articleblock:0bbd4976-7926-4dba-a045-e2c7b41e4472][\/p]\r\n[p]Has Pilfered 3 pieces of Mail from the realm of The Collector (of Mail)[\/p]\r\n","ideals":"Values personal freedom, loyalty, kinship,","bonds":"Likes his hat & Ring","flaws":"Terrified of Fire. Blindly Loyal, often to the point of self sabotage.","suggested_environments":"","armor_class":"14","hit_points":"38","strength":"8","dexterity":"12","constitution":"11","intelligence":"18","wisdom":"18","charisma":"16","movement_units":"Meters","base_movement":"9","fly_movement":"","burrow_movement":"","hover_movement":"","swim_movement":"","climb_movement":"","senses":"[p]Can see Bone-Mould.[\/p]\r\n[p]Has the Standard 5 but is slightly deaf in both his ears.[br]\r\nDisadvantage on Perception Checks based on hearing.[\/p]","skills":"[p]Proficient in Perception. Persuasion & Nature Skill Checks and Rolls.[\/p]\r\n[p]Firearm Proficient.[\/p]\r\n[p]Proficient with Calligrapher's Supplies, Firearms Repair Kit, Gun Cleaning Kit, Playing Card Set, Healer's Kit & Sewing Kit.[\/p]","saving_throws":"Wisdom, Intelligence ","damage_vulnerabilities":"Fire","damage_resistances":"","damage_immunities":"","condition_immunities":"","spellcasting":"[p]Marshall is a Gunslinger & as such does not use magic but, due to a lack of superior options spellcasting is being used in replacement.[\/p]\r\n[h4]Gunplay[\/h4]\r\n[p]Gunslingers use Gunplay. At any given time, a Gunslinger may use up to 6 Memorised Gunplay; stored in 'Chambers'.\r\nChambers come in 6 Levels\/Numberings. When a Chamber is 'Fired' (activating the Gunplay), it goes on a Cool-Down equal to it's level. [small][i](E.G a Gunplay in the 4th Chamber will take 4 Turns until it can be used again)[\/i][\/small]\r\nGenerally, The Higher a Chamber's Number, the more Powerful a Gunplay within will be. Gunplay can fit within Chambers of Higher Levels but not Lower Levels. [small][i](E.G a 2nd Chamber Gunplay can fit within the 3rd Chamber, but can't fit within the First Chamber.)[\/i][\/small]\r\nGunplay will have their Lowest Chamber listed alongside their [b]Name[\/b] and [b]Range[\/b].[\/p]\r\n[p]Some Gunplay will ask for your Grain Modifier. This is your INT Modifier + Subclass Modifier.[\/p]\r\n[br]\r\n[h4]Marshall's Gunplay[\/h4]\r\n[p]Grain Modifier : [small](INT 5 + WIS 5)[\/small] [b][i]10[\/i][\/b].[\/p]\r\n[p]Marshall has up to the [b][i]4th Chamber[\/i][\/b].[\/p]","cast_at_will":"[h3]First Chamber[\/h3]\r\n[h4]On My Mark[\/h4]\r\n[p][p]][i]Range:  Within Sight.  Targets Applied: Chamber Slotted. Duration: (Proficiency Bonus)D4+1. Min Chamber  1.[\/i]\r\nSelected target (within sight), target becomes \"Marked\".  [blocklink:1351941]  [\/p]\r\n\r\n[h3]Second Chamber[\/h3]\r\n[h4]Razor's Embrace[\/h4]\r\n[p][p]][i]Range:  60ft (20 Meters). Duration = Chamber Slotted (D4). Min Chamber  2. [\/i]\r\nBuffed Ally reflects the lowest Die of Damage from their attacker's strike, back onto their attacker. Activates whether or not an Attack successfully Hits.[\/p]\r\n\r\n[h3]Third Chamber[\/h3]\r\n[h4]Terminal March[\/h4]\r\n[p]][i]Range:  30ft (10 Meters). Damage Modifier = 2X Chamber Slotted. Min Chamber  2. Duration: 1 Attack.[\/i]\r\nThe Next time an Ally you select successfully Hits an enemy, they deal bonus damage; & you gain bonus damage on Your next Successful Hit. This Ability can Stack.[\/p]\r\n\r\n[h3]Forth Chamber[\/h3]\r\n[h4]Re-enforcement[\/h4]\r\n[p][i]Range:  30ft (10 Meters). Duration = Chamber Slotted. Min Chamber 4[\/i]\r\nAn Ally you select within range gains a Bonus to their AC equal to your Proficiency Bonus. This effect does not Stack and can only be performed on One Creature at a time.[\/p]\r\n","cast_one_per_day":"","cast_twice_per_day":"","cast_thrice_per_day":"","special_abilities":"[h4]Shade Soul[\/h4]\r\n[p]Instead of possessing a Soul, Stitches have a Shade Nestled inside of them.[\/p]\r\n[p]If Marshall's HP reaches 0, instead of making a Death Save; Marshall's Shade shall burst out of his body. The Shade can be exposed for 24 seconds before evaporating, if a Shade evaporates the stitches is killed. To re-contain the Shade (& save Marshall), Marshall can be stabilised, healed or have a light source placed inside his body. If Marshall's health is brought above 0 he is awoken and resumes combat. If stabilised or a light source is placed inside of Marshall's body, Marshall will remain unconscious but his Shade will return to his body, he will not need to perform any Death Saves.[\/p]\r\n[h4]Void Limbs[\/h4]\r\n[p]If Marshall takes critical damage, one of his limbs will be lost and replaced with a void limb.[\/p]\r\n[h4]Firearms Expert[\/h4]\r\n[p]Marshall does not need to roll to recognise a firearm or recall any firearm related information.[\/p]\r\n[h3]Gunslinger: Captain[\/h3]\r\n[h4]Half Actions[\/h4]\r\n[p][\/p]\r\n[h4]The very model of a Major Modern General[\/h4]\r\n[p][\/p]\r\n[h4]Emergency Aid[\/h4]\r\n[p][\/p]\r\n[h4]Gunslinger Store Access: Level 1[\/h4]\r\n[p][\/p]","actions":"[h4]Shovel Brawl[\/h4]\r\n[p]Single Target. Melee Attack.  [i]+DEX & PROF to Hit[\/i]\r\nBludgeon or Slashing Damage. Deal 2D6 damage to Target. [\/p]\r\n\r\n[h4]Hand Cannon[\/h4]\r\n[p]Single Target. Ranged Attack (3\/50M). [i]+WIS & PROF to Hit[\/i]\r\nPiercing Damage.  Deal 3D8+3 Piercing damage to target. \r\nIf attack roll lands on a natural 10,15 or 20, the bullet pierces the enemy and hits anything\/anyone immediately behind them. [\/p]\r\n\r\n[h4]Rifle Fire[\/h4]\r\n[p]Single Target. Ranged Attack (5\/100M). [i]+INT & PROF to Hit[\/i]\r\nPiercing Damage. Deal 2D12 Piercing damage to target. \r\nShots pierce through target and hit any targets immediately behind them.[\/p]","bonus_actions":"","reactions":"[h4]Parry[\/h4]\r\n[p]Once per day you may reflect the attack of a creature no more than 1 size larger or smaller than you. Reflecting their attack, deals half the damage taken back to them.[\/p]\r\n[h4]Through Flood and Flame.[\/h4]\r\n[p]Where an attack would normally render you dead or unconscious, you will be left with 1 HP.[\/p]","legendary_actions":"","lair_description":"","lair_actions":"","regional_effects":"","image_gallery_id":"","source":"","tags":"","isShared":"on","templateId":"3087","blockId":"1182910","world":"9d283e71-8893-45bf-93ff-6a6f34f36dea","folder":"19709"}