industrygothica
Adventurer
Here's a tentative sheet for Kilvo. Everything is complete except for the backstory, which I'm still brainstorming on. If you'd look over the crunch to make sure everything fits within your vision, I'd appreciate it. Happy to change anything that needs changing. Looking forward to this!
[SBLOCK=Character Portrait]
[/SBLOCK]
[SBLOCK=Backstory]
In Progress
[/SBLOCK]
[SBLOCK=Kilvo Greyclaw (Hill Dwarf Artificer 1)]
Name: Kilvo Greyclaw
Sex: Male
Race: Dwarf
Class/Level: Artificer 1
Alignment: Neutral Good
Age: 128
Faction: --
Size: Small (4' 1", 155 lbs.)
Type (Subtype): Humanoid (Hill Dwarf)
Init: +3
Speed: 25ft
Senses: Darkvision 60 ft.
Passive Perception: 9
Languages Common, Dwarven, Elven
STATISTICS
Str 9 (-1), Dex 16 (+3), Con 16 (+3), Int 16 (+3), Wis 9 (-1), Cha 9 (-1)
[SBLOCK=DEFENSE]
AC: 16 (Scale mail, +3 Dex)
HP: 12 (1d8+3, +1 Dwarven Toughness)
Saves: Constitution +5, Intelligence +5
[/SBLOCK]
[SBLOCK=OFFENSE]
Melee: Thunder cannon +5 Attack, 2d6+3 Piercing
Melee: Dagger (range 20/60) +5 Attack, 1d4+3 Piercing
Ranged: Light crossbow +5, 1d8+3
Spell Attack: +5 (INT)
Spell Save DC: 13
[/SBLOCK]
[SBLOCK=SPELLS]
Spell Save DC: 13
Spell Slots: 0, 0, 0, 0, 0, 0, 0, 0, 0
Slots Used: 0, 0, 0, 0, 0, 0, 0, 0, 0
Spells Prepared: (0)
[/SBLOCK]
[SBLOCK=SKILLS]
3 Artificer, 2 background; Proficient skills in bold
Mod Attribute Name of Skill
+3 (dex) Acrobatics
-1 (wis) Animal Handling
+5 (int) Arcana
-1 (str) Athletics
-1 (cha) Deception
+5 (int) History
+1 (wis) Insight
-1 (cha) Intimidation
+5 (int) Investigation
-1 (wis) Medicine
+3 (int) Nature
-1 (wis) Perception
-1 (cha) Performance
+1 (cha) Persuasion
+3 (int) Religion
+3 (dex) Sleight of Hand
+3 (dex) Stealth
-1 (wis) Survival
[/SBLOCK]
[SBLOCK=RACIAL FEATURES]
Hill Dwarf
Darkvision: 60 ft
Dwarven Resilience: You have advantave on saving throws against poison, and you have resistance against poison damage.
Dwarven Combat Training: You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.
Tool Proficiency: You gain proficiency with brewer's supplies
Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal bonus.
Dwarven Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Languages: Common, Dwarf
[/SBLOCK]
[SBLOCK=BACKGROUND FEATURES]
Guild Artisan (Tinker)
Skill Proficiencies: Insight, Persuasion
Tool Proficiencies: Alchemist's supplies
Feature (Guild Membership): PHB p.133
Languages (one]: Elven
Traits: I always want to know how things work and what makes people tick.
Ideal: I work hard to be the best there is at my craft.
Bond: One day I will return to my guild and prove that I am the greatest artisan of them all.
Flaw: I'll do anything to get my hands on something rare or priceless.
[/SBLOCK]
[SBLOCK=CLASS FEATURES]
Proficiencies: Light & meduim armor, Simple weapons, Thieve's tools, Smith's tools, Tinker's tools
Artificer Specialist: Gunsmith
Magic Item Analysis: Starting at 1st level, your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.
Master Smith: When you choose this specialization at 1st level, you gain proficiency with smith's tools, and you learn the mending cantrip.
Thunder Cannon: Forge Thunder Cannon, a two-handed ranged firearm that deals 2d6 piercing damage. Reload as a bonus action.
Arcane Magazine: At 1st level, you craft a leather bag used to carry your tools and ammunition for your Thunder Cannon. Your Arcane Magazine includes the powders, lead shot, and other materials needed to keep that weapon functioning.
You can use the Arcane Magazine to produce ammunition for your dun. At the end of each long rest, you can magically produce 40 rounds of ammunition with this magazine. After each short rest, you can produce 10 rounds.
[/SBLOCK]
[SBLOCK=EQUIPMENT]
Combat Gear:
Thunder Cannon
Dagger x2
Light crossbow
Crossbow bolts x20
Scale mail
Other Gear: Thieve's tools, Dungeoneer's pack, Alchemist's supplies, Letter of introduction from guild, Traveler's clothes, Belt pouch with 15 gp
Carrying Capacity: 135 lbs
Push/Drag/Lift: 270 lbs
[/SBLOCK]
[SBLOCK=MONEY LOG]
[/SBLOCK]
[/SBLOCK]
[SBLOCK=Character Portrait]

[SBLOCK=Backstory]
In Progress
[/SBLOCK]
[SBLOCK=Kilvo Greyclaw (Hill Dwarf Artificer 1)]
Name: Kilvo Greyclaw
Sex: Male
Race: Dwarf
Class/Level: Artificer 1
Alignment: Neutral Good
Age: 128
Faction: --
Size: Small (4' 1", 155 lbs.)
Type (Subtype): Humanoid (Hill Dwarf)
Init: +3
Speed: 25ft
Senses: Darkvision 60 ft.
Passive Perception: 9
Languages Common, Dwarven, Elven
STATISTICS
Str 9 (-1), Dex 16 (+3), Con 16 (+3), Int 16 (+3), Wis 9 (-1), Cha 9 (-1)
[SBLOCK=DEFENSE]
AC: 16 (Scale mail, +3 Dex)
HP: 12 (1d8+3, +1 Dwarven Toughness)
Saves: Constitution +5, Intelligence +5
[/SBLOCK]
[SBLOCK=OFFENSE]
Melee: Thunder cannon +5 Attack, 2d6+3 Piercing
Melee: Dagger (range 20/60) +5 Attack, 1d4+3 Piercing
Ranged: Light crossbow +5, 1d8+3
Spell Attack: +5 (INT)
Spell Save DC: 13
[/SBLOCK]
[SBLOCK=SPELLS]
Spell Save DC: 13
Spell Slots: 0, 0, 0, 0, 0, 0, 0, 0, 0
Slots Used: 0, 0, 0, 0, 0, 0, 0, 0, 0
Spells Prepared: (0)
- Cantrips:Mending (**)
- Rituals: Detect Magic (**), Identify (**)
- 1st Level: --
[/SBLOCK]
[SBLOCK=SKILLS]
3 Artificer, 2 background; Proficient skills in bold
Mod Attribute Name of Skill
+3 (dex) Acrobatics
-1 (wis) Animal Handling
+5 (int) Arcana
-1 (str) Athletics
-1 (cha) Deception
+5 (int) History
+1 (wis) Insight
-1 (cha) Intimidation
+5 (int) Investigation
-1 (wis) Medicine
+3 (int) Nature
-1 (wis) Perception
-1 (cha) Performance
+1 (cha) Persuasion
+3 (int) Religion
+3 (dex) Sleight of Hand
+3 (dex) Stealth
-1 (wis) Survival
[/SBLOCK]
[SBLOCK=RACIAL FEATURES]
Hill Dwarf
Tool Proficiency: You gain proficiency with brewer's supplies
Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal bonus.
Dwarven Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Languages: Common, Dwarf
[/SBLOCK]
[SBLOCK=BACKGROUND FEATURES]
Guild Artisan (Tinker)
Skill Proficiencies: Insight, Persuasion
Tool Proficiencies: Alchemist's supplies
Feature (Guild Membership): PHB p.133
Languages (one]: Elven
Traits: I always want to know how things work and what makes people tick.
Ideal: I work hard to be the best there is at my craft.
Bond: One day I will return to my guild and prove that I am the greatest artisan of them all.
Flaw: I'll do anything to get my hands on something rare or priceless.
[/SBLOCK]
[SBLOCK=CLASS FEATURES]
Proficiencies: Light & meduim armor, Simple weapons, Thieve's tools, Smith's tools, Tinker's tools
Artificer Specialist: Gunsmith
Magic Item Analysis: Starting at 1st level, your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.
Master Smith: When you choose this specialization at 1st level, you gain proficiency with smith's tools, and you learn the mending cantrip.
Thunder Cannon: Forge Thunder Cannon, a two-handed ranged firearm that deals 2d6 piercing damage. Reload as a bonus action.
Arcane Magazine: At 1st level, you craft a leather bag used to carry your tools and ammunition for your Thunder Cannon. Your Arcane Magazine includes the powders, lead shot, and other materials needed to keep that weapon functioning.
You can use the Arcane Magazine to produce ammunition for your dun. At the end of each long rest, you can magically produce 40 rounds of ammunition with this magazine. After each short rest, you can produce 10 rounds.
[/SBLOCK]
[SBLOCK=EQUIPMENT]
Combat Gear:
Thunder Cannon
Dagger x2
Light crossbow
Crossbow bolts x20
Scale mail
Other Gear: Thieve's tools, Dungeoneer's pack, Alchemist's supplies, Letter of introduction from guild, Traveler's clothes, Belt pouch with 15 gp
Carrying Capacity: 135 lbs
Push/Drag/Lift: 270 lbs
[/SBLOCK]
[SBLOCK=MONEY LOG]
Code:
Starting Gold: 15 gp
[/SBLOCK]