Ezekiel "The Preacher" Bishop
Medium Humanoid, Human Rhine, Brimstone Preacher, Redclay Frontiers, Level 6
HP: 64 (3d8, 2d10, 1d12)
DgC/BC: 20/3
Speed: Normal: 6
Initiative: 7
Carrying capacity: 80
Sanity: 5
Damage immunity:
Damage resistance:
Damage vulnerability:
Condition immunity:
AGI
4
STR
1
VIT
2
CHA
6
INT
-1
WIS
-1
Skills
Adventuring: 1, Allure: 1, Bluff: 2, Bravery: 2, Diplomacy: 6, Dodge: 2, Exertion: 2, Faith: 2, Focus: 1, Insight: 2, Intimidation: 5, Life Force: 2, Perception: 2, Precision: 2, Resilience: 1, Society: 3, Stamina: 4, Stealth: 1, Toughness: 4
Specialisations
Block Class: +1, Checks Against Fear: +2, Initiative: +1, Pistols: +2, Ranged Attacks: +1, Rifles: +4
Languages
Common
Abilities
Human Adaptability. 3 times per day Ezekiel "The Preacher" Bishop can add 1d4 to any check it makes
Marksman. Whenever Ezekiel "The Preacher" Bishop completely hits with a ranged attack it deals one additional die of damage.
Tough. Once per long rest, when Ezekiel "The Preacher" Bishop drops to 0 HP, but isn't outright killed, it can immediately use one of its hit dice, adding its Toughness(VIT) to the roll and healing itself for that amount. It still gets 1 level of system stress.
Actions
◆: Aim. Ezekiel "The Preacher" Bishop gains advantage on its next ranged attack action during this turn and the attacks done as part of that action deal one additional die of damage.
◆: Scare. Creatures within 5 m must make Bravery(CHA) check equal to 8 + Ezekiel "The Preacher" Bishop's Intimidation(CHA) or be frightened of it for one hour. If a creature succeeds on a check, they get immunity to this ability until the beginning of next turn. Feared creatures can use ◆ to try to repeat the saving throw ending fear condition on success.
Equipment
1x Pump Shotgun
Level 0 Weapon, Shotgun
Shotgun Shell: 2
Scattergun Spread. All creatures within 3 m take double damage from ranged attacks with this weapon.
◆: Buttstroke. Two-handed melee weapon attack. Exertion(STR) with disadvantage to hit. 1d6 + STR bludgeoning damage.
◆◆, Shotgun shell: Reload Shotgun Shell. This weapon gains 1 shotgun shell.
◆◆◆, Shotgun shell: Scatter Shot. Two-handed ranged weapon attack. Precision(AGI) to hit all creatures in a 8 m cone, use same roll for all of them. 6d6 + AGI piercing damage.
◆◆◆◆, 2 Shotgun shells: Double Tap. Ranged weapon attack. Precision(AGI) to hit all creatures in a 12 m cone, use same roll for all of them. 12d6 piercing damage.
1x Revolver
Level 0 Weapon, Gun
Bullet: 6
Six-Shot Reflex. If This creature has at least one loaded bullet at the end of its turn it can immediately make another shoot attack with your revolver.
◆: Buttstroke. Two-handed melee weapon attack. Exertion(STR) with disadvantage to hit. 1d6 + STR bludgeoning damage.
◆, Bullet: Reload Bullet. This weapon gains 1 bullet.
◆◆, Bullet: Shoot. Ranged weapon attack. Range: 40 m. Precision(AGI) to hit. 3d6 + AGI piercing damage.
◆◆◆, 2 Bullets: Rapid Shots. Make 2 shoot attacks against the same target.
⮌, Bullet, Whenever This creature is declared target of ranged attack by a creature within range: Quick Draw. Range: 10 m. This creature makes one shoot attack against the attacker. On full hit the attack is made with disadvantage.