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Marshall Knott

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

Armor Class 14
Hit Points 37
Speed: 9 Meters

STR

8
( -1 )

DEX

12
( +1 )

CON

11
( +0 )

INT

18
( +4 )

WIS

18
( +4 )

CHA

16
( +3 )

Saving Throws Wisdom or 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 & Sewwing Kit.

Can make a really good impression of a Nobleman.

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. Too Loyal

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

Marshall may use one abillity as an action per turn, unless specified. An abillity's targets, range, effects and details will be listed along side it.

One Gunslinger abillity may be performed per turn unless specified.

At will:
Show of Comradery

Single Target. Range 30ft. Swap positions with an Ally and Heal them 2D6+2 HP.

Soldier's Jeers

Single Target, that you can see and that can hear you. Range: 60ft. You unleash a string of Brash insults at a creature you can see within range. If the target can hear you (it does not need to understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

Trenchman's Creed

Chain Target. Range 5ft. Select up to 3 enemies to attack this turn, each enemy must be within 10ft of each other to be eligable to attack. Each enemy attacked will focus on you for their next turn. You do not roll to attack each enemy, but do roll melee damage for each enemy.

Dig Your Own Grave

Single Target. Range 5ft. Roll 1D10, add the resulting number to your standard Melee damage roll and subtract it from your own health. If the target is killed by this attack, take only half damage from the 1D10 roll.

Battle Plan

Selected target (within sight), target becomes "Marked" (takes 2D6 bonus damage for 1D4+1 turns).

Mind Games

Slowly load a bullet into gun whilest maintaining eye contact and not blinking. Any opponents with a clear line of sight and an intelligence above 8 must make an Int saving roll or become "Psyched Out" for 3 turns.

Double Fucking Rainbow

FIRE BULLET AND THEN SHOOT BULLET WITH SECOND BULLET TO MAKE IT EXPLODE.

Terminal March

When You and an Ally intend to attack an enemy together this turn, you deal 1D6+3 bonus damage each.

Size has No Intrinsic Merit


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.

Actions

Shovel Brawl

Single Target. Melee Attack. Bludgeon or Slicing Damage. Deal 2D6 damage to Target.

Hand Cannon

Single Target. Ranged Attack (30/160ft). Piercing Damage. Deal 3D8+3 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 (120/600ft). Piercing Damage. Deal 2D12 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 unconsious, you will be left with 1 HP.


Statblock Type

NPC Sheet

Link/Embed