Medium Stitches (Wrappings, Merchant, (Ex) Company Captain, Nobleman , Chaotic Neutral
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.
Can see Bone-Mould.
Has the Standard 5 but is slightly deaf in both his ears.
Disadvantage on Perception Checks based on hearing.
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.
Has Pilfered 3 pieces of Mail from the realm of The Collector (of Mail)
Values personal freedom, loyalty, kinship,
Likes his hat & Ring
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.
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.
Grain Modifier : (INT 5 + WIS 5) 10.
Marshall has up to the 4th Chamber.
]Range: Within Sight. Targets Applied: Chamber Slotted. Duration: (Proficiency Bonus)D4+1. Min Chamber 1. Selected target (within sight), target becomes "Marked". Marked
]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.
]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.
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.
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.
If Marshall takes critical damage, one of his limbs will be lost and replaced with a void limb.
Marshall does not need to roll to recognise a firearm or recall any firearm related information.
Single Target. Melee Attack. +DEX & PROF to Hit Bludgeon or Slashing Damage. Deal 2D6 damage to Target.
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.
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.
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.
Where an attack would normally render you dead or unconscious, you will be left with 1 HP.