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EB's Curse of Strahd RG
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<blockquote data-quote="tglassy" data-source="post: 7256581" data-attributes="member: 6855204"><p><strong>EB's Curse of Strahd RG (group 2017-2018)</strong></p><p></p><p>Josiah Jones</p><p>[sblock]Race: Human Variant</p><p>Class: Gunslinger 3</p><p>Background: Haunted One</p><p>Alignment: Lawful Good</p><p></p><p>HP: 21</p><p>AC: 14</p><p>Init: +3</p><p></p><p>Str: 10</p><p>Dex: 16</p><p>Con: 12</p><p>Int: 14</p><p>Wis: 14</p><p>Cha: 8</p><p></p><p></p><p>Proficiencies:</p><p>Light Armor</p><p>Simple Weapons</p><p>Firearms</p><p>Tinkers tools</p><p></p><p>Saving Throws:</p><p>Dexterity </p><p>Intelligence </p><p></p><p>Skills:</p><p>Perception </p><p>Acrobatics</p><p>Insight - Double Proficiency </p><p>Investigation</p><p>Survival</p><p></p><p>Languages:</p><p>Common</p><p>Draconic</p><p>Celestial</p><p></p><p></p><p>Attacks: </p><p>Pistol - +2/1d10+ Range: 60/240 (Capacity 4, Misfire 3, Reload)</p><p>Handax - +2/1d6+ </p><p></p><p>Feats: Sharpshooter: Ignore 1/2 and 3/4 cover, can shoot long distance without disadvantage, and can take -5 attack for +10 damage.</p><p></p><p>Racial Abilities:</p><p></p><p>Background Abilities: </p><p></p><p>Feature: Heart of Darkness</p><p>Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.</p><p></p><p>Harrowing Event</p><p>You were cursed with lycanthropy and later cured. You are now haunted by the innocents you slaughtered.</p><p></p><p></p><p>Class Abilities:</p><p></p><p>Tinkerer</p><p>Beginning at 1st level, you can use Tinker’s Tools to craft basic firearms, as well as basic ammunition for those firearms.</p><p></p><p>Natural Talent</p><p>Proficiency bonus is doubled for one skill proficiency.</p><p>Gain a +1 bonus to attack rolls and damage rolls you make using firearms.</p><p></p><p>Grit</p><p>You gain a number of Grit points equal to your proficiency bonus. The number of Grit points you have can never exceed your proficiency bonus.</p><p></p><p>You can spend these points to fuel various class features. You start knowing one such feature: Aimed Shot. You learn more such features as you gain additional levels in this class.</p><p></p><p>Any expended Grit points refill at the end of a short or long rest. In addition, you regain 1 Grit point, up to your current maximum, whenever you roll a critical hit with a firearm attack, or you use a firearm to reduce a creature to 0 or fewer hit points. If you reduce a creature to 0 or fewer hit points with a critical hit, you regain only 1 Grit point, not 2.</p><p></p><p>Some of your Grit features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:</p><p>Grit save DC = 8 + your proficiency bonus + your Dexterity modifier</p><p></p><p>Aimed Shot</p><p>Beginning at 2nd level, when making an attack with a rearm as part of your attack action, you may choose to expend a number of Grit points up to your current maximum to gain a bonus on the attack roll equal to the number of Grit points spent. If this attack hits, you add the number of Grit points spent to its damage roll as well.</p><p></p><p>Walking Armory</p><p>When you choose this trail at 3rd level, you craft a mechanism which allows you to easily store and equip your personal firearms. You may draw any firearm within arm’s reach without using your object interaction.</p><p></p><p>Apprentice Guncrafting</p><p>When you choose this trail at 3rd level, you can craft new rearms and modify your current ones. One- handed guns are based on the pistol, two-handed guns on the musket, and cone guns on the scattergun. Modifying a rearm requires 1 day of constant work per modi cation. You may remove an existing modi cation at the same time as you add a new one.</p><p></p><p>Maintenance. </p><p>Modifications require constant tuning and maintenance in order to remain in working order. During a long rest, you may maintain a number of modified firearms up to your Intelligence modifier (minimum of one). If a modified firearm is not maintained during a long rest, any attack roll made with that firearm has disadvantage.</p><p></p><p>Limited Modification. </p><p>You may modify a firearm a number of times up to your Intelligence modifier (minimum of once). In addition, every modification falls into a category. You may only place a single modification from each category on a given firearm.</p><p></p><p>Modifications for firearms are shown on the Modifications chart. At 3rd Level, you gain access to the Long Barrel, Snubnose Barrel, Elemental Barrel modifications. You gain additional modifications as your level increases, as detailed in the Modifications Table.</p><p></p><p>Personality Traits</p><p>I don’t run from evil. Evil runs from me.</p><p>I refuse to become a victim, and I will not allow others to be victimized.</p><p></p><p>Ideal</p><p>I kill monsters to make the world a safer place, and to exorcise my own demons. (Good)</p><p></p><p>Bond</p><p>I have a child to protect. I must make the world a safer place for her.</p><p></p><p>Flaw</p><p>I talk to spirits that no one else can see.</p><p></p><p></p><p>Equipment (200 gp start):</p><p></p><p>Hardened Snubnose Pistol (Loaded, 4 bullets, Misfire 3, Reload)</p><p>Hardened Fire Barrel Pistol (Loaded, 4 bullets, Misfire 3, Reload)</p><p>8 Extra Bullets</p><p>Leather Armor</p><p>Traveler’s Clothes</p><p>Explorer’s Pack</p><p>Tinker’s Tools</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="tglassy, post: 7256581, member: 6855204"] [b]EB's Curse of Strahd RG (group 2017-2018)[/b] Josiah Jones [sblock]Race: Human Variant Class: Gunslinger 3 Background: Haunted One Alignment: Lawful Good HP: 21 AC: 14 Init: +3 Str: 10 Dex: 16 Con: 12 Int: 14 Wis: 14 Cha: 8 Proficiencies: Light Armor Simple Weapons Firearms Tinkers tools Saving Throws: Dexterity Intelligence Skills: Perception Acrobatics Insight - Double Proficiency Investigation Survival Languages: Common Draconic Celestial Attacks: Pistol - +2/1d10+ Range: 60/240 (Capacity 4, Misfire 3, Reload) Handax - +2/1d6+ Feats: Sharpshooter: Ignore 1/2 and 3/4 cover, can shoot long distance without disadvantage, and can take -5 attack for +10 damage. Racial Abilities: Background Abilities: Feature: Heart of Darkness Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone. Harrowing Event You were cursed with lycanthropy and later cured. You are now haunted by the innocents you slaughtered. Class Abilities: Tinkerer Beginning at 1st level, you can use Tinker’s Tools to craft basic firearms, as well as basic ammunition for those firearms. Natural Talent Proficiency bonus is doubled for one skill proficiency. Gain a +1 bonus to attack rolls and damage rolls you make using firearms. Grit You gain a number of Grit points equal to your proficiency bonus. The number of Grit points you have can never exceed your proficiency bonus. You can spend these points to fuel various class features. You start knowing one such feature: Aimed Shot. You learn more such features as you gain additional levels in this class. Any expended Grit points refill at the end of a short or long rest. In addition, you regain 1 Grit point, up to your current maximum, whenever you roll a critical hit with a firearm attack, or you use a firearm to reduce a creature to 0 or fewer hit points. If you reduce a creature to 0 or fewer hit points with a critical hit, you regain only 1 Grit point, not 2. Some of your Grit features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows: Grit save DC = 8 + your proficiency bonus + your Dexterity modifier Aimed Shot Beginning at 2nd level, when making an attack with a rearm as part of your attack action, you may choose to expend a number of Grit points up to your current maximum to gain a bonus on the attack roll equal to the number of Grit points spent. If this attack hits, you add the number of Grit points spent to its damage roll as well. Walking Armory When you choose this trail at 3rd level, you craft a mechanism which allows you to easily store and equip your personal firearms. You may draw any firearm within arm’s reach without using your object interaction. Apprentice Guncrafting When you choose this trail at 3rd level, you can craft new rearms and modify your current ones. One- handed guns are based on the pistol, two-handed guns on the musket, and cone guns on the scattergun. Modifying a rearm requires 1 day of constant work per modi cation. You may remove an existing modi cation at the same time as you add a new one. Maintenance. Modifications require constant tuning and maintenance in order to remain in working order. During a long rest, you may maintain a number of modified firearms up to your Intelligence modifier (minimum of one). If a modified firearm is not maintained during a long rest, any attack roll made with that firearm has disadvantage. Limited Modification. You may modify a firearm a number of times up to your Intelligence modifier (minimum of once). In addition, every modification falls into a category. You may only place a single modification from each category on a given firearm. Modifications for firearms are shown on the Modifications chart. At 3rd Level, you gain access to the Long Barrel, Snubnose Barrel, Elemental Barrel modifications. You gain additional modifications as your level increases, as detailed in the Modifications Table. Personality Traits I don’t run from evil. Evil runs from me. I refuse to become a victim, and I will not allow others to be victimized. Ideal I kill monsters to make the world a safer place, and to exorcise my own demons. (Good) Bond I have a child to protect. I must make the world a safer place for her. Flaw I talk to spirits that no one else can see. Equipment (200 gp start): Hardened Snubnose Pistol (Loaded, 4 bullets, Misfire 3, Reload) Hardened Fire Barrel Pistol (Loaded, 4 bullets, Misfire 3, Reload) 8 Extra Bullets Leather Armor Traveler’s Clothes Explorer’s Pack Tinker’s Tools [/sblock] [/QUOTE]
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