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My Everyday Heroes Conversion & Builds
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<blockquote data-quote="Libertad" data-source="post: 9226084" data-attributes="member: 6750502"><p><img src="https://i.imgur.com/pSWLhj1.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><a href="https://www.artstation.com/artwork/3dJV62" target="_blank">Art by Anthony Rodriguez on Artstation</a></p><p></p><p><strong>Weaponsmith</strong></p><p><strong>Origin</strong> Human</p><p><strong>Archetype</strong> 4th Level Smart Hero; <strong>Class</strong> Strategist</p><p><strong>Background</strong> (Wealthy Family, +1 Intelligence); <strong>Profession</strong> (Arms Dealer, +1 Charisma)</p><p><strong>Wealth Level</strong> 5</p><p><strong>Speed</strong> 30 Feet</p><p></p><p><strong>Hit Points</strong> 22 (4d6+4); <strong>Defense</strong> 13 (10 + Intelligence modifier); <strong>Genius</strong> 5 (Plan DC 13)</p><p></p><p>Strength 12 (+1) Dexterity 14 (+2) Constitution 12 (+1) Intelligence 16 (+3) Wisdom 8 (-1) Charisma 14 (+2)</p><p><strong>Saving Throws</strong> Constitution +3, Intelligence +5</p><p><strong>Skills</strong> Arts & Crafts +5, Insight +5, Intimidation +4, Mechanics +5, Perception +7 (expertise), Persuasion +4, Security +5, Stealth +4, Streetwise +5, Vehicles +4</p><p><strong>Languages</strong> English, Russian</p><p><strong>Equipment Proficiencies</strong> Basic, Advanced, Military, Historical</p><p><strong>Passive Perception</strong> 17</p><p><strong>Proficiency Bonus</strong> +2</p><p><strong>Special Feature, Trust Fund:</strong> +1 to starting Wealth Level.</p><p><strong>Special Feature, Restricted Arms:</strong> You can buy restricted weapons and armor. Selling them to unauthorized buyers is illegal.</p><p></p><p><strong>Talents</strong></p><p></p><p><em>Analyze Opponent:</em> bonus action to learn highest and lowest ability scores of single visible target within 100 feet.</p><p></p><p><em>Flexible Defense:</em> Use best of Strength, Dexterity, or Intelligence modifier to add to Defense.</p><p></p><p><em>Mental Refresh:</em> regain 1 Genius Point when you finish a short rest. Can only be done once until the next long rest.</p><p></p><p><strong>Plans</strong></p><p></p><p><em>Customize:</em> Enact plan as an action to apply one of the following features to a mechanical weapon to yourself or wielded by adjacent ally for the next hour: +1 PV, remove Stationary property, +1 attack and damage rolls, +1d4 fire damage, double range values, decrease reload speed by one action type, or grant full-auto property to weapon.</p><p></p><p><em>Expect the Unexpected:</em> Enact plan as an action to gain +3 Defense for the next hour.</p><p></p><p><em>I Arranged Transportation:</em> Enact plan in combat as an action or anytime outside of combat. Professional driver/pilot arrives at the nearest feasible location within reason. Is civilian transport that can be used for up to 4 hours.</p><p></p><p><em>I Brought a Friend:</em> Enact plan in combat as an action for a CR ½ ally to show up. Under GM control and acts just after your initiative in turn order, leaves at end of combat and you can’t “summon” multiple allies while one is still alive.</p><p></p><p><em>That Was a Mistake:</em> Enact plan as a reaction when someone misses you with a single-target attack to inflict one of the following: weapon jams, disadvantage on next attack, drops weapon, weapon gets stuck in adjacent object, or auto-hits another enemy or object of your choice within 5 feet.</p><p></p><p><em>The Right Tool:</em> Have two tools at hand that can be any piece of equipment that you can carry and afford. Weapons are fully loaded.</p><p></p><p><strong>Feats</strong></p><p><em>Ability Score Training (2nd level, Minor):</em> +1 to Dexterity</p><p><em>Renaissance Thinking (2nd level, Minor):</em> Substitute Intelligence for Wisdom checks for skills in which you’re proficient.</p><p><em>Engineer Training (Major):</em> +1 Genius, gain proficiency in Mechanics, gain a Mechanical Companion, use engineer plans up to 3rd level, gain 1 additional Plan (Customize).</p><p></p><p><strong>Equipment:</strong> Soldier’s Kit (4 Bulk, included Frame Backpack adds +5 Bulk), Combat Knife (1 Bulk), SMG (1 Bulk)</p><p></p><p><strong>Attacks</strong></p><p></p><p><em>Combat Knife +4:</em> 1d4+2 piercing or slashing; PV 1; Properties Light, Finesse, Thrown (20/40); Bulk 1</p><p></p><p><em>SMG +4:</em> 1d10+2 ballistic; Range 100/200; 30 Rounds; Reload Bonus; PV 2; Properties Burst 3, Full-Auto, Loud, Restricted; Bulk 1</p><p></p><p><strong>The Vault Core Rules Changes</strong></p><p></p><p><em>Advanced Weapon Proficiency Strategist Duplicate:</em> Security proficiency.</p><p><em>Military Weapon Proficiency Strategist Duplicate:</em> Arts & Crafts proficiency.</p><p></p><p><strong>Mechanical Companion (Walking or Driving Robot)</strong></p><p>Small robot (autonomous)</p><p><strong>Defense</strong> 14</p><p><strong>Hit Points</strong> 20 (4d6)</p><p><strong>Speed</strong> 40 ft.</p><p>STR 8 (-1) DEX 14 (+2) CON 12 (+1) INT 5 (-3) WIS 11 (0) CHA 1 (-5)</p><p><strong>Senses</strong> passive Perception 10; Nightvision</p><p><strong>Mechanical Nature.</strong> Immunity to Frightened, Paralyzed, Sickened, Stunned, Exhaustion, Intoxication, and poison damage</p><p></p><p><strong>Actions</strong></p><p><em>Power Saw.</em> Melee Attack: +5 to hit, PV 2, reach 5 ft., one target. Hit: 1d8 + 2 slashing damage.</p><p><em>Turret.</em> Ranged Attack: +5 to hit, PV 2, range 100/200 ft., one target. Hit: 1d8 + 2 ballistic damage. (This weapon does not need to track ammunition or reload.)</p><p></p><p><strong>Level Up Choices</strong></p><p>6th: Plans: Actionable Intelligence; Feats: Fast Hands (Minor), Pinning Fire (Minor)</p><p>8th: Plans: Emergency Jetpack (feat), Shocking Blow (feat), The Perfect Storm; Feats: Advanced Engineer Training</p><p>10th: Plans: Perfect Timing (feat), You’ve Already Lost; Feats: Ability Score Training x2 (Intelligence, Minor)</p><p></p><p><strong>Details:</strong> I wanted to make a “gun nut” sort of build, portraying someone who not only displays a deep knowledge of firearms and other weapons, they also have the capability to build, use, and customize them. I chose Smart Hero to make use of Plans, and Strategist on account that it is the most martial of that archetype’s classes. For feats I chose to increase Dexterity to make them better at using ranged weapons, while Renaissance Thinking was to make up for their low Wisdom and grant a massive boost to the modifiers of skills that would otherwise use said ability. I chose Engineer Training as a multiclass feat to gain access to the Customize talent, which further reinforces the concept.</p><p></p><p>The background and professional combination is designed to give the Weaponsmith practically unfettered access to just about every weapon available. I still chose a light loadout to avoid saddling them with too much gear in the event that the Bulk rules are used. Expect the Unexpected and I Brought a Friend are designed for combat and crisis situations, while I Arranged Transportation and the Right Tool grant them equipment and vehicles at a moment’s notice. Last but not least, That Was a Mistake can be a convenient means of disarming or otherwise disabling the use of opponents of their weapons. For the Mechanical Companion, I chose the Walking or Driving Robot on account that it comes with a turret which feels the most in line with the gun-lover concept.</p><p></p><p>One final note is that I realize that I didn’t include the Mental Refresh talent for some prior Smart Hero builds. As it is a core feature of the class by 2nd level, that is an oversight on my part.</p></blockquote><p></p>
[QUOTE="Libertad, post: 9226084, member: 6750502"] [img]https://i.imgur.com/pSWLhj1.jpg[/img] [url=https://www.artstation.com/artwork/3dJV62]Art by Anthony Rodriguez on Artstation[/url] [B]Weaponsmith Origin[/B] Human [B]Archetype[/B] 4th Level Smart Hero; [B]Class[/B] Strategist [B]Background[/B] (Wealthy Family, +1 Intelligence); [B]Profession[/B] (Arms Dealer, +1 Charisma) [B]Wealth Level[/B] 5 [B]Speed[/B] 30 Feet [B]Hit Points[/B] 22 (4d6+4); [B]Defense[/B] 13 (10 + Intelligence modifier); [B]Genius[/B] 5 (Plan DC 13) Strength 12 (+1) Dexterity 14 (+2) Constitution 12 (+1) Intelligence 16 (+3) Wisdom 8 (-1) Charisma 14 (+2) [B]Saving Throws[/B] Constitution +3, Intelligence +5 [B]Skills[/B] Arts & Crafts +5, Insight +5, Intimidation +4, Mechanics +5, Perception +7 (expertise), Persuasion +4, Security +5, Stealth +4, Streetwise +5, Vehicles +4 [B]Languages[/B] English, Russian [B]Equipment Proficiencies[/B] Basic, Advanced, Military, Historical [B]Passive Perception[/B] 17 [B]Proficiency Bonus[/B] +2 [B]Special Feature, Trust Fund:[/B] +1 to starting Wealth Level. [B]Special Feature, Restricted Arms:[/B] You can buy restricted weapons and armor. Selling them to unauthorized buyers is illegal. [B]Talents[/B] [I]Analyze Opponent:[/I] bonus action to learn highest and lowest ability scores of single visible target within 100 feet. [I]Flexible Defense:[/I] Use best of Strength, Dexterity, or Intelligence modifier to add to Defense. [I]Mental Refresh:[/I] regain 1 Genius Point when you finish a short rest. Can only be done once until the next long rest. [B]Plans[/B] [I]Customize:[/I] Enact plan as an action to apply one of the following features to a mechanical weapon to yourself or wielded by adjacent ally for the next hour: +1 PV, remove Stationary property, +1 attack and damage rolls, +1d4 fire damage, double range values, decrease reload speed by one action type, or grant full-auto property to weapon. [I]Expect the Unexpected:[/I] Enact plan as an action to gain +3 Defense for the next hour. [I]I Arranged Transportation:[/I] Enact plan in combat as an action or anytime outside of combat. Professional driver/pilot arrives at the nearest feasible location within reason. Is civilian transport that can be used for up to 4 hours. [I]I Brought a Friend:[/I] Enact plan in combat as an action for a CR ½ ally to show up. Under GM control and acts just after your initiative in turn order, leaves at end of combat and you can’t “summon” multiple allies while one is still alive. [I]That Was a Mistake:[/I] Enact plan as a reaction when someone misses you with a single-target attack to inflict one of the following: weapon jams, disadvantage on next attack, drops weapon, weapon gets stuck in adjacent object, or auto-hits another enemy or object of your choice within 5 feet. [I]The Right Tool:[/I] Have two tools at hand that can be any piece of equipment that you can carry and afford. Weapons are fully loaded. [B]Feats[/B] [I]Ability Score Training (2nd level, Minor):[/I] +1 to Dexterity [I]Renaissance Thinking (2nd level, Minor):[/I] Substitute Intelligence for Wisdom checks for skills in which you’re proficient. [I]Engineer Training (Major):[/I] +1 Genius, gain proficiency in Mechanics, gain a Mechanical Companion, use engineer plans up to 3rd level, gain 1 additional Plan (Customize). [B]Equipment:[/B] Soldier’s Kit (4 Bulk, included Frame Backpack adds +5 Bulk), Combat Knife (1 Bulk), SMG (1 Bulk) [B]Attacks[/B] [I]Combat Knife +4:[/I] 1d4+2 piercing or slashing; PV 1; Properties Light, Finesse, Thrown (20/40); Bulk 1 [I]SMG +4:[/I] 1d10+2 ballistic; Range 100/200; 30 Rounds; Reload Bonus; PV 2; Properties Burst 3, Full-Auto, Loud, Restricted; Bulk 1 [B]The Vault Core Rules Changes[/B] [I]Advanced Weapon Proficiency Strategist Duplicate:[/I] Security proficiency. [I]Military Weapon Proficiency Strategist Duplicate:[/I] Arts & Crafts proficiency. [B]Mechanical Companion (Walking or Driving Robot)[/B] Small robot (autonomous) [B]Defense[/B] 14 [B]Hit Points[/B] 20 (4d6) [B]Speed[/B] 40 ft. STR 8 (-1) DEX 14 (+2) CON 12 (+1) INT 5 (-3) WIS 11 (0) CHA 1 (-5) [B]Senses[/B] passive Perception 10; Nightvision [B]Mechanical Nature.[/B] Immunity to Frightened, Paralyzed, Sickened, Stunned, Exhaustion, Intoxication, and poison damage [B]Actions[/B] [I]Power Saw.[/I] Melee Attack: +5 to hit, PV 2, reach 5 ft., one target. Hit: 1d8 + 2 slashing damage. [I]Turret.[/I] Ranged Attack: +5 to hit, PV 2, range 100/200 ft., one target. Hit: 1d8 + 2 ballistic damage. (This weapon does not need to track ammunition or reload.) [B]Level Up Choices[/B] 6th: Plans: Actionable Intelligence; Feats: Fast Hands (Minor), Pinning Fire (Minor) 8th: Plans: Emergency Jetpack (feat), Shocking Blow (feat), The Perfect Storm; Feats: Advanced Engineer Training 10th: Plans: Perfect Timing (feat), You’ve Already Lost; Feats: Ability Score Training x2 (Intelligence, Minor) [B]Details:[/B] I wanted to make a “gun nut” sort of build, portraying someone who not only displays a deep knowledge of firearms and other weapons, they also have the capability to build, use, and customize them. I chose Smart Hero to make use of Plans, and Strategist on account that it is the most martial of that archetype’s classes. For feats I chose to increase Dexterity to make them better at using ranged weapons, while Renaissance Thinking was to make up for their low Wisdom and grant a massive boost to the modifiers of skills that would otherwise use said ability. I chose Engineer Training as a multiclass feat to gain access to the Customize talent, which further reinforces the concept. The background and professional combination is designed to give the Weaponsmith practically unfettered access to just about every weapon available. I still chose a light loadout to avoid saddling them with too much gear in the event that the Bulk rules are used. Expect the Unexpected and I Brought a Friend are designed for combat and crisis situations, while I Arranged Transportation and the Right Tool grant them equipment and vehicles at a moment’s notice. Last but not least, That Was a Mistake can be a convenient means of disarming or otherwise disabling the use of opponents of their weapons. For the Mechanical Companion, I chose the Walking or Driving Robot on account that it comes with a turret which feels the most in line with the gun-lover concept. One final note is that I realize that I didn’t include the Mental Refresh talent for some prior Smart Hero builds. As it is a core feature of the class by 2nd level, that is an oversight on my part. [/QUOTE]
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