
Level: 35
HP: 5,000
Attack: 70
Widowmaker Axe: 120 (250) [513]
Widowmaker Grappling Hook: 50 (200) [410]
Uppercut: 110
Defense: 70
Death’s Head: 100 (230)
Agility: 88 (93)
Skill: 105
Speed: 88 (93)
Movement: 5
Items:
The Widowmaker: This hand-axe and grappling hook are the go-to weapons for the Bounty Hunter. Remarkably well made, they are the tools of a consummate professional. The hand-axe deals base 120 Axe damage. The grappling hook deals base 50 Blade/Whip damage, and has 1-3 range.
Death’s Head: This tough leather and scale armor grants decent protection, without sacrificing mobility. This armor was made to support a singular task – headhunting. As such, it resists Martial, Blade, and Bullet damage. Base 100 defense.
Agility Talon: Trinket. +5 Speed and Agility.
Unmovable Helmet: Trinket. Resists movement abilities. The unit holding this trinket has the effective range of movement abilities increased by one (will push/pull 1 space further). If the target resists movement, the ability will function as if they do not resist it, but will not have the range increase.
Abilities:
Collect Bounty: Bounty Hunter Signature ability. +5 Hit. 10% CRIT chance, but can only strike once. This ability deals 50% more damage to humans, and deals 2x damage to Marked units. Can be used to attack and counter-attack. 4 exp
Caltrops: Up to 2 times per battle, this unit may throw out caltrops, affecting all spaces within 2 range of this unit. This ability has +10 Hit and a 10% CRIT chance. This attack also has a 50% chance to inflict Bleed, and all affected units will receive 20% extra damage, as well as -5 Speed and -1 Movement for the next 2 turns. Costs 4 exp
Come Hither: +10 Hit. When using a whip or similar weapon, this unit may pull a target towards them. This Marks the target for 2 turns. Can be used to attack or counter-attack, but will not have the +Hit boost when counter-attacking. 5% CRIT chance. Costs 3 exp
Death’s Door: Darkest Dungeon Ability. This unit, when it would take a lethal hit, has a 67% chance to survive the hit at 1 HP. While at 1 HP, however, they will have -10 Agility, Skill, and Speed, and will have -5 Agility, Skill, and Speed if they are reduced to 1 HP and then heal. 3 exp
Finish Him: +5 Hit, 10% CRIT chance. This attack deals 2x damage to stunned/incapacitated units, and can stack with Collect Bounty. 2 exp
Flashbang: +15 Hit, 1-2 range, 75% Stun chance. 50% chance to swap target’s location with another adjacent unit. 3 exp
Man Slayer: This unit deals 30% more damage to humans. 3 exp
Mark for Death: +15 Hit. This unit may take a turn to Mark a target within 3 range. If it succeeds, that unit is Marked for 3 turns, and has their total defense reduced by 20%. Marked enemies take 50% more damage from assassination/marksman abilities. This unit has +5 Speed while a Marked target is on the map. 4 exp
Planned Takedown: This unit deals 25% extra damage and has +15 Skill against anyone who is the object of their bounty. 1 exp
Scout Ahead: This unit’s perception range is increased by 1, and enemy stealth range is decreased by 1. 1 exp
Uppercut: +10 Hit, 5% CRIT chance. This Martial attack will only hit once, but will have move the target back one (two) space, and will have a 75% chance to stun the target. 3 exp
Weapons Master: This unit is a master of several different weapons, allowing them to blend their knowledge of each weapon type. For each weapon proficiency level that is Attuned or above, this unit’s total attack will increase by 15%, and for each level that is Ascended or above, this unit’s total attack will increase by 30% (2.05x). 4 exp
Proficiency:
3A Axe/Armor: 60
1A Blade: 40
1A Whip: 40
1A Martial: 40
3A Armor: 60
Weak to Poison, Disease. Resists Martial.
CRIT: +25% vs Marked
Caps:
HP: Medium
Attack: 100
Defense: 100
Agility: 125
Skill: 150
Speed: 125
