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Marshall Knott

Medium Stitches (Wrappings, Merchant, (Ex) Company Captain, Nobleman , Chaotic Neutral

Armor Class 14
Hit Points 38
Speed: 9 Meters

STR

8
( -1 )

DEX

12
( +1 )

CON

11
( +0 )

INT

18
( +4 )

WIS

18
( +4 )

CHA

16
( +3 )

Saving Throws Wisdom, Intelligence
Skills

Proficient in Perception. Persuasion & Nature Skill Checks and Rolls.

Firearm Proficient.

Proficient with Calligrapher's Supplies, Firearms Repair Kit, Gun Cleaning Kit, Playing Card Set, Healer's Kit & Sewing Kit.

Class Abilities

Damage Vulnerabilities Fire
Senses

Can see Bone-Mould.

Has the Standard 5 but is slightly deaf in both his ears.
Disadvantage on Perception Checks based on hearing.

Languages Common, Void Tongue, Elven, Dragonic, Gnomish, Dwarven
Proficiency Bonus +3

Description

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.

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.

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,

Figits and Plays with his Ring when bored, nervous or excited.

Has very easily readable body language.

Has Pyrophobia.

Marshall Stands at 7'2 and likes short people. He also considers anyone shorter than him to be short.

Marshall Knott
Character | Sep 27, 2023

Has Pilfered 3 pieces of Mail from the realm of The Collector (of Mail)

Ideals

Values personal freedom, loyalty, kinship,

Bonds

Likes his hat & Ring

Flaws

Terrified of Fire. Blindly Loyal, often to the point of self sabotage.

Marshall is a Gunslinger & as such does not use magic but, due to a lack of superior options spellcasting is being used in replacement.

Gunplay

Gunslingers use Gunplay. At any given time, a Gunslinger may use up to 6 Memorised Gunplay; stored in 'Chambers'. Chambers come in 6 Levels/Numberings. When a Chamber is 'Fired' (activating the Gunplay), it goes on a Cool-Down equal to it's level. (E.G a Gunplay in the 4th Chamber will take 4 Turns until it can be used again) Generally, 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. (E.G a 2nd Chamber Gunplay can fit within the 3rd Chamber, but can't fit within the First Chamber.) Gunplay will have their Lowest Chamber listed alongside their Name and Range.

Some Gunplay will ask for your Grain Modifier. This is your INT Modifier + Subclass Modifier.


Marshall's Gunplay

Grain Modifier : (INT 5 + WIS 5) 10.

Marshall has up to the 4th Chamber.

At will:

First Chamber

On My Mark

]Range: Within Sight. Targets Applied: Chamber Slotted. Duration: (Proficiency Bonus)D4+1. Min Chamber 1. Selected target (within sight), target becomes "Marked". Marked

 

Second Chamber

Razor's Embrace

]Range: 60ft (20 Meters). Duration = Chamber Slotted (D4). Min Chamber 2. Buffed Ally reflects the lowest Die of Damage from their attacker's strike, back onto their attacker. Activates whether or not an Attack successfully Hits.

 

Third Chamber

Terminal March

]Range: 30ft (10 Meters). Damage Modifier = 2X Chamber Slotted. Min Chamber 2. Duration: 1 Attack. The 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.

 

Forth Chamber

Re-enforcement

Range: 30ft (10 Meters). Duration = Chamber Slotted. Min Chamber 4 An 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.


Shade Soul

Instead of possessing a Soul, Stitches have a Shade Nestled inside of them.

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.

Void Limbs

If Marshall takes critical damage, one of his limbs will be lost and replaced with a void limb.

Firearms Expert

Marshall does not need to roll to recognise a firearm or recall any firearm related information.

Gunslinger: Captain

Half Actions

Actions

Shovel Brawl

Single Target. Melee Attack. +DEX & PROF to Hit Bludgeon or Slashing Damage. Deal 2D6 damage to Target.

 
Hand Cannon

Single Target. Ranged Attack (3/50M). +WIS & PROF to Hit Piercing Damage. Deal 3D8+3 Piercing damage to target. If attack roll lands on a natural 10,15 or 20, the bullet pierces the enemy and hits anything/anyone immediately behind them.

 
Rifle Fire

Single Target. Ranged Attack (5/100M). +INT & PROF to Hit Piercing Damage. Deal 2D12 Piercing damage to target. Shots pierce through target and hit any targets immediately behind them.

Reactions

Parry

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.

Through Flood and Flame.

Where an attack would normally render you dead or unconscious, you will be left with 1 HP.


Statblock Type

NPC Sheet

Link/Embed