JAKUB SHTAR

Skeleton Nephilim • Gunslinger (Spellshot) 5

Jakub Shtar
💀 Undead Outlaw

ATTRIBUTES

STR 10 +0
DEX 19 +4
CON 14 +2
INT 16 +3
WIS 10 +0
CHA 16 +3
🛡 AC 22
HP 56
👣 Speed 25 ft
🔥 Resist Fire 5

COMBAT QUICK REF

Fort
+11
Ref
+13
Will
+9
Ranged
+16
Spell Atk
+10
Spell DC
20

INITIATIVE

Perception +11
Deception +12
Stealth (Avoid Notice) +15
Surprise Attack foes off-guard 1st round

WEAPONS (Master)

Slinger's Precision: +1d4 precision on first Strike/turn

Firearms

🔫
+1 Striking Drake Rifle
Range 150 ft • 2d10 (varies)+16
Attack
+16 to hit
Damage
2d10 (Striking)
Range
150 ft
Reload
1 action

Energy Shot: Choose damage type each Strike - fire, cold, electricity, or acid.

Drake Rifle: Long-barreled firearm with magical energy chamber.

MagicalFirearmEnergy
🔫
+1 Jezail
Range 90 ft • 1d8 P+16 • Fatal d12
Attack
+16 to hit
Damage
1d8 Piercing
Range
90 ft
Reload
1 action

Fatal d12: On crit, damage dice become d12 + extra d12.

Concussive: Deals bludgeoning if target has higher resistance to piercing.

MagicalFatalConcussive
🔫
Dueling Pistol
Range 60 ft • 1d6 P+15
Attack
+15 to hit
Damage
1d6 Piercing
Range
60 ft
Reload
1 action

Concealable: Can be hidden on person.

Concussive: Deals bludgeoning if target has higher resistance to piercing.

ConcealableConcussive
Rapier Pistol
Melee/Ranged 30 ft • 1d4 P+15
Melee Attack
+15 (Finesse)
Ranged Attack
+15 (30 ft)
Damage
1d4 Piercing
Reload
1 action

Combination: Rapier blade with integrated pistol.

Finesse (melee): Use DEX for melee attacks.

CombinationFinesse

Gunslinger Abilities

Quick Draw
1 action • Draw + Strike

Draw a weapon, then Strike with it. Excellent for opening combat when you haven't drawn yet.

Use at start of combat for initiative advantage!

Action Economy
🏃
Running Reload
1 action • Stride + Reload/Draw

Stride, then Interact to reload or draw a weapon.

Combines movement with reloading for better action economy.

Action EconomyMovement
💥
Energy Shot (Spellshot)
Free • choose fire/cold/elec/acid

When you Strike with Drake Rifle, choose damage type:

Fire - good vs cold creatures, plants

Cold - good vs fire creatures

Electricity - good vs metal armor, water

Acid - bypasses many resistances

VersatileEnergy
💀
Collapse (Skeleton)
1 action • +4 Tumble Through

Collapse into pile of bones, becoming prone.

Benefit: +4 circumstance bonus to Tumble Through.

Stand up requires 1 action.

UndeadMovement

Cantrips (Arcane) auto-heightened rank 3

🌀
Void Warp
2 actions • 30 ft • 4d4 void
Actions
2 (S, V)
Range
30 ft
Target
1 living creature
Save
Basic Fort

Call upon the Void to harm life force. Target takes 4d4 void damage.

Crit Fail: Also enfeebled 1 until start of your next turn.

Note: Void damage heals undead (like you!), harms living.

Heighten (+1): +1d4 damage
DamageVoid
👣
Warp Step
1 action • +5 ft Speed • Stride x2
Actions
1
Speed Bonus
+5 ft status

Space warps beneath your feet. Gain +5 ft status bonus to Speed, then Stride twice.

Excellent mobility - move up to 70 ft (with 30 ft base speed) for 1 action!

MovementTeleportation

EQUIPMENT

🧥
Leather Armor
Light Armor • +1 AC • Dex Cap +4
AC Bonus
+1
Dex Cap
+4
Check Penalty
None
Speed Penalty
None
Light Armor
🧪
Alchemist's Toolkit
Crafting • alchemical items

Uses:

• Create alchemical ammunition

Quick Repair: Repair items in 1 minute instead of 10

GearCrafting
🛠
Artisan's Toolkit
Crafting • firearms & ammo

Munitions Crafter:

• Create ammunition during daily preparations

• Craft firearms and firearm modifications

GearCrafting
15 gp

SKILLS

Stealth E +13
Crafting E +12
Acrobatics T +11
Thievery T +11
Arcana T +10
Deception T +10
Diplomacy T +10
Intimidation T +10
Occultism T +10
Society T +10
Nature T +7
Engineering Lore T +10

FEATS

Munitions Crafter
Class 1

Traits: Gunslinger

Prerequisites: Trained in Crafting

You can Craft ammunition and black powder bombs. Each day during your daily preparations, you can create a batch of ammunition or black powder bombs from your formula book for no cost. The batch contains a number of items equal to your Crafting modifier.

Quick Draw
Class 2

Traits: Gunslinger, Ranger, Rogue

Action: 1 action

You draw a weapon and Strike with it as part of the same action. This counts as two actions: Interact to draw and Strike.

Running Reload
Class 4

Traits: Gunslinger

Action: 1 action

You can reload a weapon while moving. Stride up to your Speed and Interact to reload.

🌿
Collapse
Ancestry 1

Traits: Skeleton

Action: 1 action

You collapse into a pile of bones. You are prone and can't take move actions. You gain a +4 circumstance bonus to Stealth checks to Hide and can Hide without cover or concealment.

🌿
Nephilim Resistance
Ancestry 5

Traits: Skeleton, Nephilim

Your planar heritage grants you resistance. You gain resistance 5 to one damage type associated with your lineage (fire for fiendish, cold for some celestials, etc.).

💬
Trick Magic Item
Skill 1

Prerequisites: Trained in Arcana, Nature, Occultism, or Religion

Traits: General, Manipulate, Skill

You can attempt to activate a magic item you don't meet the requirements for. Spend 10 minutes attempting to use the item, then make a check using the appropriate skill.

💬
Intimidating Glare
Skill 1

Prerequisites: Trained in Intimidation

Traits: General, Skill

You can Demoralize with a mere glare. When you do, you don't need to use a linguistic component or make an auditory display.

💬
Cognitive Crossover
Skill 1

Prerequisites: Trained in Occultism

Traits: General, Skill

You can use Occultism in place of Diplomacy to Make an Impression and in place of Intimidation to Demoralize when interacting with creatures that have the occult trait.

Incredible Initiative
General 3

Traits: General

You react more quickly than others. You gain a +2 circumstance bonus to initiative rolls.

🎩
Spellshot Dedication
Archetype 2

Traits: Archetype, Dedication, Gunslinger

You've learned to infuse your shots with magic. You gain the ability to cast cantrips and can prepare two arcane cantrips each day.

Special: You cannot select another dedication feat until you have gained two other feats from the Spellshot archetype.

🎩
Rogue Dedication
Archetype 2

Prerequisites: Dexterity 14

Traits: Archetype, Dedication, Multiclass

You gain a skill feat and the rogue's surprise attack class feature. You become trained in light armor and one skill of your choice.

Special: You cannot select another dedication feat until you have gained two other feats from the Rogue archetype.

👑
We've Met Before
Mythic 2 (Homebrew)

Traits: Divination, Fortune, Mythic, Prediction

Note: This is a homebrew/campaign-specific feat.

Through supernatural intuition tied to your undead existence, you experience echoes of future encounters before they occur.

Effect: When encountering a creature for the first time, you gain a +2 circumstance bonus to Diplomacy checks to Make an Impression or Deception checks to Lie or Impersonate. You can recall one true fact about them as if you'd researched them beforehand.

This doesn't work on creatures immune to divination effects.

Special: Triggers automatically when appropriate. Can't be used on the same creature twice.

👑
Become Shadow
Mythic 4 (Homebrew)

Traits: Mythic, Shadow, Transmutation

Frequency: Once per day

Duration: 1 minute

Cost: 1 Mythic Point

Action: 2 actions

Note: This is a homebrew/campaign-specific feat.

You dissolve into living shadow, your skeletal form dispersing into darkness as you take on an incorporeal, shadow-wreathed existence.

Effect: You become incorporeal, gaining resistance 10 to all physical damage (except force and ghost touch). You can move through solid objects and creatures as if they were difficult terrain. You take 1d6 force damage if you end your turn inside a solid object.

While incorporeal, you can't manipulate physical objects, make physical attacks, or cast spells with material components. You can still speak and use mental and sonic abilities.

You gain darkvision with a range of 60 feet (or increase your existing darkvision by 30 feet). In areas of dim light or darkness, you gain a +4 circumstance bonus to Stealth checks.

Special: You can end this effect early as a free action. If you do, you immediately become corporeal in the nearest unoccupied space.

👼
Nephilim
Versatile Heritage

Traits: Lineage, Nephilim

You descend from celestials, fiends, or monitors. Gain low-light vision (or darkvision) and access to nephilim feats.

📜
Quick Repair
Awarded 1

Prerequisites: Trained in Crafting

Traits: General, Skill

You can Repair an item in 1 minute instead of 10 minutes. If you're a master, you can do it as a 3-action activity. If you're legendary, you can do it as a 1-action activity.

📜
Alchemical Crafting
Awarded 1

Prerequisites: Trained in Crafting

Traits: General, Skill

You can Craft alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book.

Munitions (4/day)

Bane Ammo Blight Bomb Elemental Ammo Star Grenade