# Percival Fredrickstein Von Musel Klossowski De Rolo III

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Percy is the third child of seven children, born to a noble family that lived far to the north in the ancient castle of Whitestone. With so many siblings to share the burdens of lordship, Percy turned his attention to the sciences, engineering and naturalism. 

One day, a mysterious couple, named Lord and Lady Briarwood, came to the court. During a feast held in their honor, the Briarwoods violently took control of the castle, killing or imprisoning everyone who would stand in thier way. 

Percy awoke chained in the dungeon, only to be freed by his younger sister. Together they fled, chased by the Briarwoods men. As they ran, Percy's sister took several arrows to the chest and fell. Percy kept running, eventually jumping into a freezing river and floating unconcious to freedom. He did not remember waking up on a fishing boat. He barely remembered the next two years as he slowly made his way as far south as possible. 

Then, one night, Percy had a dream. A roaring cloud of smoke offered him vengeance against those who destroyed his family. When he awoke, Percy began to desighn his first gun.

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___
> ## Percy
>*Medium Human,Gunslinger 13, Neutral good*
> ___
> - **Armor Class** 18
> - **Hit Points** 106(14d10 + 26)
> - **Speed** 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|12 (+1)|22 (+6)|14 (+2)|16 (+3)|16 (+3)|14 (+2)|
>___
> - 
> - **Senses** passive Perception 18
> - **Skill Proficiencies** History, Perception, Persuasion
> - **Feats** Sharpshooter, Magic Initiate
> - **Languages** Common, Celestial, Elven
> - **Challenge** 10 (5900 XP)

> ___
> ***Fighting Style: Archery.*** +2 to ranged attacks.
>
> ***Second Wind.*** Heal 1d10+13
>
> ***Action Surge. *** One additional action.
>
> ***Martial Archtype: Gunslinger.*** Homemade by Matt Mercer

> ***Indomitable. *** Re-roll a failed saving throw.





> ### Actions
> ***Multi Attack.*** Percy makes 3 attacks.
>
> ***The Retort.*** *Ranged Weapon Attack:* +10 to hit, range 100'/400',  *Hit* 11 (1d10 + 6) piercing. Reload 4, Misfire 1. 
>
> ***Bad News.*** *Ranged Weapon Attack:* +14 to hit, range 300'/1200', *Hit* 18 (2d12 + 6) piercing. Two-handed, Reload 1, misfire 3.
>
> ***Diplomacy.*** *Melee Weapon Attack:* +11 to hit, reach 5', *Hit* 12 (4d6) Lightning damage. DC 17 CON save or target is stunned for one round. After exhausted, must be recharged via a lightning spell or other electrical means.
>
> ***Dragonslayer Longsword *** *Melee Weapon Attack:* +12 too hit, reach 5', 11 (1d8 + 7. Deals an additional 3d6 to creatures of the dragon type.  
>
> ### Equipment 

> ***Cabals Ruin*** Legendary Cloak, Requires Attunement
>
> ***Mask***
>
>***Quickness of Action Manual*** Dexterity permanent increase +2.
>
>***Hat of Disguise*** disguise self spell at will.
>
>***Ring of Lightning Resistance*** Take half damage from lightning.
>
>***Amulet of the Shield*** 


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#### Fighting Style: Archery

Percy has a +2 bonus to attack rolls made with ranged weapons.

#### Second Wind

Percy has a limited well of stamina that he can draw on to protect himself from harm. On his turn, he can use a bonus action to regain hit points equal to 1d10 + 13. Once he uses this feature, he must finish a short or long rest before he can use it again.

#### Action Surge

Percy pushes himself beyond normal limits for a moment. On his turn, he can take one additional action on top of his regular action and a possible bonus action. Once he uses this feature, he must finish a short or long rest before he can use it again.

#### Gunsmith

Percy has gained proficiency with tinkers tools and can use them to craft ammunition, repair firearms, or even draft and create new ones (at DM's descretion). Some intricate and experimental weapons are only available through crafting. 

#### Martial Archtype Gunslinger

At the end of each short rest, Percy gains a number of Grit points equal to his Wisdom Modifier (minimum 1). Percy can regain Grit points by scoring a critical hit or a killing blow with a firearm. Percy uses Grit points to perform Deeds. Some deeds are instant bonuses or attacks, while others are bonuses that can last for a period of time. Some deeds last as long as Percy has 1 Grit Point. Percy can only use Deeds that he meets the required level for, and cannot combine multiple Deeds into a single attack.

#### Deeds
The following are the deeds Percy has.

**Deadeye:** Percy can spend 1 Grit point and a Bonus Action to gain Advantage on the next Attack roll he makes this round. Percy chooses to make a Deadeye attack and spends Grit before making the attack roll, and cannot be combined with other Deeds that affect an attack.

**Quickdraw:** As long as Percy has 1 unspent Grit point, he gains +2 Initiative and can draw Firearms as a free Flourish.

**Violent Shot:** Percy has discovered ways to push his firearms past their intended potential at the peril of damaging them. He can spend one or more Grit points before making an attack with a firearm. For each grit point that attack gains +2 to the firearms misfire score. 
If the attack hits, he rolls one additional weapon damage die per grit point used when determining damage on the attack.

**Trick Shot:** 

Percy can spend a Grit point to target a specific location on a foe’s body with a Firearm. If the attack misses, the Grit point is still lost. If Percy has multiple attacks for his Attack action, he can make multiple targeted shots for 1 Grit point each.

*Arms* – On a hit, no damage is dealt, but the foe drops 1 item of Percy's choice.

*Head* – On a hit, the target takes normal damage, and must make a Constitution saving throw or has disadvantage on attacks for 1 round.

*Legs* – On a hit, the target takes normal damage, and must make a Constitution Saving Throw (DC = 5 + Damage Dealt) or is knocked prone.

*Torso* – The attack is a Critical hit on a 18-20.

*Wings* – On a hit, the target takes normal damage, and must make a Constitution Saving Throw (DC = 5 + Damage dealt) or plummet 20 ft.

#### Cabal's Ruin


- Grants advantage on saving throws against spells or magical effects. 


- When hit by a spell, wearer can use their reaction to have the cloak swallow the spell. This halves any damage taken from the spell, and the cloak gains a number of charges equal to the spell level (up to a maximum of 6). The wearer can then expend charges to deal an additional 1d6 damage per charge on a physical attack.


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> ##### Credits
>- A big thank you to Kit Buss for giving me permission to use her art for this. She is amazingly talented and I am honored she let me.
>- Also thank you to the Homebrewery for creating all the tools for being able to do this.
>- And thank you to Crit Roll Stats because that is where I got all the information and you guys do amazing work.
>- As a side note I would like to point out that CR 10 does seem low however it was determined using the rules in the DMG. Also if you put all of Vox Machina together to determine an encounter CR with the whole group it is roughly a CR 26 encounter.
> 
> 






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