{"name":"Sussie","class":"Gunslinger. ","level":"5","background":"Urchin","race":"Kitsune","alignment":"Chaotic Neutral ","proficiency_bonus":"3","strength":"13","dexterity":"17","constitution":"16","intelligence":"14","wisdom":"16","charisma":"10","str_save":"4","dex_save":"3","con_save":"6","int_save":"2","wis_save":"3","cha_save":"0","hit_die":"10","total_hit_dice":"5","acrobatics":"6","animal_handling":"2","arcana":"2","athletics":"1","deception":"0","history":"2","insight":"2","intimidation":"0","investigation":"2","medicine":"3","nature":"2","perception":"6","performance":"0","persuasion":"0","religion":"2","sleight_of_hands":"6","stealth":"6","survival":"2","proficiencies":"Acrobatics, perception,slight of hand, Stealth. ","armor_class":"16","hit_points":"58","initiative":"3","speed":"35","proficiences_and_languages":" Proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.\r\n","attacks":"Pistol- [Roll:d20+6] [roll:1d10+3]\r\nShadow Spikes- \r\nDeals 1d6 Piecing and 1d4 Necrotic as a reaction to being hit to all beings in 5ft of them. ","spellcasting":"","equipment":"Leather armor \r\nSoul & shadow\r\ntwo daggers\r\n","personality_trait":"","ideal":"","bond":"","flaw":"","features_and_traits":"Race- kitsune\r\nDarkvision. Your eyes have the thin slits and reflective nature of a foxes. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.\r\n\r\nKeen Senses. Large, ambidextrous ears sit upon your head. You have advantage on Wisdom (Perception) checks that rely on hearing.\r\nSpeed. Your base walking speed is 35 feet.\r\n\r\nLanguages. You can speak Common and Sylvan.\r\n\r\nClass\r\nArchery\r\nYou gain a +2 bonus to Attack rolls you make with Ranged Weapons.\r\n\r\nSecond Wind\r\nYou have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Fighter level.\r\n\r\nOnce you use this feature, you must finish a short or Long Rest before you can use it again.\r\n\r\nAction Surge\r\nStarting at 2nd Level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.\r\n\r\nOnce you use this feature, you must finish a short or Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.\r\n\r\nMartial Archetype\r\nAt 3rd Level, you choose an archetype that you strive to emulate in your Combat styles and Techniques, such as Champion. The archetype you choose grants you features at 3rd Level and again at 7th, 10th, 15th, and 18th level.\r\n\r\nGunslinger-\r\nAdept Marksman\r\nWhen you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.\r\n\r\nTrick Shots. You learn two trick shots of your choice, which are detailed under \u201cTrick Shots\u201d below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.\r\n\r\nYou learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.\r\n\r\nGrit. You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM\u2019s discretion). You regain all expended grit points after a short or long rest.\r\n-3 grit\r\nSaving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot\u2019s effects. The saving throw DC is calculated as follows:\r\n\r\n   Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier\r\n\r\nDeadeye Shot\r\nWhen you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.\r\n\r\nViolent Shot\r\nWhen you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm\u2019s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.\r\nExtra attack. 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