Was Recruited in the The Lords Army and quickly rose to leadership. If someone is in trouble I'm always willing to lend a hand
14
PERSONALITY TRAITS
DEXTERITY
+5
+6
Strength
+9
Dexterity
+8
Constitution
+3
Intelligence
+4
Wisdom
+2
Charisma
20
CONSTITUTION
Hit Point Maximum 106
106
My tools are a symbol of my past life and I carry them so that I may never forget my roots
SAVING THROWS
TEMPORARY HIT POINTS
+9
Acrobatics (Dex)
+8
Animal Handling (Wis)
+3
Arcana (Int)
+2
Athletics (Str)
+2
Deception (Cha)
+3
History (Int)
+4
Insight (Wis)
+2
Intimidation (Cha)
WISDOM
+3
Investigation (Int)
+4
+4
Medicine (Wis)
+3
Nature (Int)
+8
Perception (Wis)
+2
Performance (Cha)
+2
Persuasion (Cha)
+3
Religion (Int)
+5
Sleight of Hand (Dex)
5+
Stealth (Dex)
+8
Survival (Wis)
INTELLIGENCE
+3
18
CHARISMA
+2 14
Total
10
SUCCESSES
d10+4
FAILURES
HIT DICE
NAME
16
IDEALS
CURRENT HIT POINTS
+4 18
Fairness: No one should get preferential Treatment before the law, and no one is above the law.
BONDS
Is too friendly with compatriots and sometimes forgets to be a leader.
DEATH SAVES
ATK BONUS DAMAGE/TYPE
FLAWS
Musket
+1 +11
1d12+7
Gunslinger Grit Points regain via crits and Killing blows, All restored after short rest
Pe erBox
+11
1d10+7
Deadeye spend a grit to have adv on the next shot
Scatergun
+11
1d8+7
Quickdraw can switch firearms as a free action and add proficiency to initiative Violent Shot spend 1 or more grit to gain an extra damage roll per point, however increase the misfire rating by 2 for the shot
Grit Points 4 30 shots for each gun All guns are +2 Musket 2h Reload 1 Misfire 2 Range 1000 Vicous Crits deal extra +2d6 Pepbox 1h Reload 6 Misfire 2 Range 600 ScaGun 2h Reload Reload 2 Misfire 3, Scatter Scatter 30ft Cone double damage to 5ft target (cant use grit) fix DC is 8+misfire Tinker check Range 30
SKILLS
ATTACKS & SPELLCASTING
Trick Shot Spend a point to disable opponents in various ways: DC 16 Head: Con save or ddisadvantage on attacks for a turn Arms: Strength save or drop object of choice Torso: No save push target 10 feet away Legs/Wings: Strength Save or knocked Prone ----------------------------------------------Extra feat +3 Gunner +2 attack roll with ranged weapons Defense +1 AC in Armour Action Surge Extra Turn Second Wind heal 1d10+10 on self/ short rest extra attack Indomnitable: reroll a saving throw you fail / long rest
18
PASSIVE WISDOM (PERCEPTION)
Rapier +1 /+9/1d8+5 Shield Breastplate +2
CP
All Armour Shields Simple & Martial Weapons Firearms Tinker Tools +9 Vehicles Land and Locksmiths tools
SP
Sharpshooter Feat: Ignore half and 3/4 Cover Increased Range You can choose to take -5 on an attack roll to do 10 extra damage Resilient Dexterity +1 Dex Prof in Dex Saves Medium Armour master +3 instead of 2 AC based on dex and no disadvantage on Stealth checks +1 to dex
EP
Alert: +5 to initiative, Can't be surprised whilst conscious and other creatures don't gain advantage from being unseen.
GP
100
Pistol Expert You can use a bonus action to reload pistols
PP
being adjacent to melee characters doesn't impose disadvantage on Ranged attacks If you use your Attack action to make a melee attack you can use your pistol as a bonus action
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