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AtG Howling Crag (5e PBP) RG
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<blockquote data-quote="Snarf Zagyg" data-source="post: 9512935" data-attributes="member: 7023840"><p><strong>Doc Sentenza, </strong><em>a Doomed Wastrel and Degenerate Gambler from the Mesa of Madness serving the Nameless Sheriff</em></p><p></p><p>[Spoiler=" Doc Knows When to Hold 'Em, Knows When To Fold 'Em, Know When To Walk Away, and You Better Run"]</p><p>[ATTACH=full]386609[/ATTACH]</p><p></p><p></p><p>[/SPOILER]</p><p></p><p><strong>Assassin / Warlock / Sheriff’s Deputy</strong></p><p>Level <strong>3</strong> (Assassin) / Level <strong>2 </strong>(Warlock)<strong> / </strong>Level <strong>6 </strong>(Deputy)</p><p><strong>Alignment:</strong> Neutral-ish</p><p><strong>Deity:</strong> There is No God, Just the Endless Cycle of Suffering</p><p><strong>Patron: </strong>The Nameless Sheriff</p><p></p><p><strong>AC</strong> 15</p><p><strong>HP</strong> 102/102</p><p><strong>Hit Dice:</strong> 11/11 at 11d8+4</p><p><strong>Speed:</strong> 30 feet</p><p><strong>Passive Perception:</strong> 20</p><p><strong>Proficiency </strong>+4</p><p></p><p>[Spoiler= Abilities, Saves, and Combat]</p><p></p><p><strong>Str</strong> 12</p><p>Athletics: +3</p><p></p><p><strong>Dex</strong> 16 (+3)</p><p>Acrobatics: +5</p><p>*Sleight of Hand: +11</p><p>*Stealth: +11</p><p></p><p><strong>Con</strong> (8) 19 (+4)</p><p></p><p><strong>Int</strong> 12 (+1)</p><p>Arcana: +3</p><p>History: +3</p><p>+Investigation: +5</p><p>Nature: +3</p><p>Religion: +3</p><p></p><p><strong>Wis</strong> 14 (+2)</p><p>Animal Handling: +4</p><p>*Insight: +10</p><p>Medicine: +4</p><p>*Perception: +10</p><p>Survival: +4</p><p></p><p><strong>Cha</strong> 18 (+4)</p><p>+Deception: +8</p><p>*Intimidation: +12</p><p>Performance: +6</p><p>Persuasion: +6</p><p></p><p>(+ = Proficient, *=Expertise, any nonproficient is +2)</p><p></p><p><strong>Saving Throws:</strong> +Dexterity (+7) +Cha (+8)</p><p>Strength (+1) Con (+4) Int (+1) Wis (+2)</p><p></p><p></p><p><strong><u>Combat</u></strong></p><p><strong>Pact Pistol </strong>Piercing, base d10, gets 2 attacks per round, Vex Mastery</p><p>Modifiers to hit: <strong>+9</strong></p><p>+1 (magic), +4 (charisma), +4 (proficient)</p><p>Modifiers to damage: <strong>+5</strong></p><p>+1 (magic), +4 (charisma)</p><p>Range: 40/120 (approved)</p><p></p><p>Angry Souls <strong>2</strong></p><p>4d6 psychic damage to target within 30' of target hit by bullet</p><p>Next round 2d6 (save for half)</p><p>Third round 1d6 (save for none)</p><p></p><p></p><p><strong>Dagger</strong> Piercing, base d4, Finesse, Light, Thrown (20/60), Nick Mastery</p><p>+8 to hit for 1d4+4 (If thrown 20/60)</p><p></p><p><em>Common Modifiers (using Pact Pistol)</em></p><p><strong>+ Sneak Attack</strong> +2d6 Damage with advantage or if ally is within 5' of target</p><p><strong>+ Assassinate </strong>First round, I have advantage on any creature I go before. If sneak attack hits, damage mod = level. (+3)</p><p><strong>+ True Strike </strong>+2d6 extra radiant damage (attack cantrip with pistol) (can only use on 1 attack)</p><p><strong>+Agonizing Blast</strong> +4 damage rider to True Strike</p><p><strong>+ Hex </strong>+d6 necrotic damage to target on hit</p><p><strong>+Vex</strong> If I hit, next attack roll is at advantage</p><p><strong>+Steady Aim</strong> If I don’t move, can attack with advantage</p><p>[/SPOILER]</p><p></p><p>[Spoiler= Feats, Proficiencies, and Class/Species Features]</p><p><strong><u>Proficiencies</u></strong></p><p>Light Armor, Medium Armor, Shields</p><p>Simple Weapons, Martial Weapons, Pistol (pact)</p><p>Thieves' Tools, Gaming Tools (Cards), Poisoner's Kit, Disguise Kit, Harmonica</p><p>Stealth, Insight, Perception, Intimidation, Sleight of Hand, Deception, Investigation</p><p>Languages: Common, Undercommon, Thieves' Cant</p><p></p><p></p><p><strong><u>Feats</u></strong></p><p><strong>Lucky: </strong>3 Luck Points. On attack roll, ability check, or save, can spend 1 luck point after die roll to roll another d20 and choose which one you use.</p><p><strong>Sharpshooter:</strong> +1 Dex, bypass cover (both ½ and ¾), no disadvantage to “melee” attack with firearm, no disadvantage to long range</p><p>(<strong>ASI </strong>+2 Cha)</p><p></p><p></p><p><strong><u>Reborn Features</u></strong></p><p><strong>Darkvision: </strong>60’</p><p><strong>Deathless: </strong>Does not need to breathe, eat, or drink (although still drinks). Advantage on saves for poison and death saves. Resistance to poison damage.</p><p><strong>Sleepless:</strong> Don’t need to sleep, can’t be put to sleep. Long rest takes 4 hours, and you are conscious during that time.</p><p><strong>Past Life Knowledge:</strong> After seeing result of a roll, get to add d6 to it. May do a number of times per long rest = to proficiency (4).</p><p></p><p></p><p><strong><u>Deputy Features</u></strong></p><p><strong>Expertise: </strong>Proficiency bonus is doubled in intimidation and sleight of hand</p><p><strong>Soul’s Help: </strong>As bonus action, give trapped soul to another person in 60’. In next hour if person fails d20 test, person can roll die and add to number. Can do 4 times per long rest. Die is d8</p><p><strong>Sheriff’s Blessing: </strong>Add 2 to any ability check that I’m not proficient in</p><p><strong>Well of Despair: </strong>Regain Soul’s Help when long rest or short rest is finished; can use spell slot to regain 1 Soul's Help</p><p><strong>Sheriff's Training: </strong>Trained in martial weapons, shields and medium armor; can use weapon as spellcasting focus</p><p><strong>Deputized: </strong>Any member of my posse with soul's help can do one of two things-</p><p>a. When hit by an attack in combat, use reaction to add Soul's Help to AC</p><p>b. When attacking, can add Soul's Help to damage</p><p><strong>Extra Attack</strong>: Extra attack; can use cantrip with casting time of an action in place of one of the attacks</p><p></p><p></p><p><strong><u>Assassin Features</u></strong></p><p><strong>Expertise:</strong> Proficiency bonus is doubled in insight, perception.</p><p><strong>Sneak Attack:</strong> Once per turn, you can deal extra damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don't need advantage if an enemy is within 5' of the target. Current sneak damage= 2d6.</p><p><strong>Thieves' Cant:</strong> Placed in languages; note that it takes 4x longer.</p><p><strong>Weapon Mastery: </strong>Pistol (vex), Dagger (nick)</p><p><strong>Cunning Action:</strong> Use bonus action on turn to take the Dash, Disengage, or Hide action.</p><p><strong>Steady Aim: </strong>Use bonus action to get advantage if not moving.</p><p><strong>Assassinate: </strong>Advantage on all initiative rolls. In first round of combat, have advantage on any creature that hasn’t taken a turn yet. If sneak attack hits, target takes extra damage = level (3).</p><p><strong>Assassin’s Tools</strong>: Disguise Kit, Poisoner’s Kit</p><p></p><p></p><p><strong><u>Warlock Features</u></strong></p><p><strong>Magical Cunning: </strong>After one minute, can regain 1 spell slot. Once per long rest.</p><p>[/SPOILER]</p><p></p><p></p><p>[Spoiler= Spellcasting and Invocations]</p><p><strong><u>Invocations (3)</u></strong></p><p><strong>Pact of the Blade </strong>Pistol is pact weapon; can summon it into hand, is spell focus. Proficient with it. Use charisma for attack and damage. Can change damage type to Necrotic, Psychic, or Radiant (from piercing).</p><p><strong>Agonizing Blast </strong>Add charisma modifier (+4) to true strike damage.</p><p><strong>Eldritch Mind</strong> Advantage on constitution saving throws for concentration</p><p></p><p></p><p><strong><u>Spellcasting</u></strong></p><p><strong>Deputy</strong>:</p><p>3 Cantrips, 10 prepared spells, 4/3/3, Regained Long Rest</p><p></p><p>Cantrips: True Strike, Mage Hand, Thaumaturgy</p><p></p><p>Prepared Spells:</p><p>Command (1), Feather Fall (1)*, Identify (1) (R), Knock (2), Zone of Truth (2), Suggestion (2) (C), Dissonant Whispers (3), Speak With Dead (3), Leomund’s Tiny Hut (3) (R), Sending (3)</p><p></p><p><strong>Warlock</strong>:</p><p>2 cantrips known, 3 prepared spells, spell slots at first level, 2 spells/short rest (plus magical cunning)</p><p></p><p>Cantrips: Prestidigitation, Minor Illusion</p><p></p><p>Prepared Spells:</p><p>Warlock<strong>: </strong>Hex (1)+ (C), Unseen Servant (1) (R), Comprehend Languages (1) (R)</p><p></p><p>*Indicated casting is a reaction.</p><p>+Casting time is bonus action</p><p></p><p><strong>Overall Spell Slots- Can Use on Either Warlock or Bard:</strong></p><p><strong>6/3/3</strong></p><p>(+1 1st level spell slot per long rest for magical cunning)</p><p></p><p></p><p><u>Reskinned Names:</u></p><p></p><p>(looses the Sheriff's Wrath or a screaming soul) (True Strike)</p><p>Voice of Authority (Command)</p><p>Soul's Protection (Feather Fall)</p><p>Reviewing the Evidence (Identify)</p><p>Going Undercover (Disguise Self)</p><p>The Warrant (Knock)</p><p>Interrogation of the Soul (Zone of Truth)</p><p>Sheriff's Orders (Suggestion)</p><p>Haunted Conscience (Dissonant Whispers)</p><p>Dying Declaration (Speak With Dead)</p><p>Hunkerin' Down (Leomund's Tiny Hut)</p><p>(focuses ire, soul's anger, or Sheriff's justice) (Hex)</p><p>Sheriff's Rebuke (Hellish Rebuke) - you don't mess with the law</p><p>Long arm of the law - Unseen Servant</p><p>Working the Witnesses (Comprehend Languages)</p><p>The Whispers (Sending)</p><p>[/SPOILER]</p><p></p><p></p><p>[Spoiler= Equipment]</p><p><strong><u>Equipment</u></strong></p><p>Money on Doc-</p><p>Purse (208gp + 400gp in agate skycoins)</p><p></p><p><em><u>Magic Items</u></em></p><p><em>Amulet of Health</em> Sets constitution to 19 (Attuned)</p><p><em>Ring of Free Action </em>Difficult Terrain doesn't cost additional movement. Magic cannot reduce speed or cause paralysis or restrained.</p><p><em>The Peacemaker</em> Magic Pistol +1, treated as permanent artificer infusion (created ammunition, ignores reload)</p><p></p><p><em><u>Weapons and Armor</u></em></p><p>Studded Leather Armor</p><p>Dagger (in boot)</p><p>Daggers x16 in straps, throwing (worn on adventures)</p><p></p><p><u><em>Kits/Tools</em></u></p><p>Thieves' Tools</p><p>Poisoner’s Kit</p><p>Disguise Kit</p><p>Gaming Kit (cards)</p><p>-Multiple decks, including pack of playing cards with pictures of people Doc has killed (Horror Token)</p><p>Harmonica</p><p></p><p><em><u>Clothes</u></em></p><p>Unusual Tattered Clothes (<em>Western</em>)</p><p>Wide Brimmed Hat</p><p>Boots</p><p>Poncho</p><p>Vest</p><p>Belt with empty holster</p><p>Straps for throwing daggers</p><p></p><p><u><em>Deputy's Equipment</em></u></p><p>Manacles</p><p>Steel Mirror</p><p>50' silk rope</p><p></p><p><u><em>The Good Stuff</em></u></p><p>Three Flasks of Whiskey</p><p>10 Cheroots</p><p>Papers</p><p>Two pouches of the closest thing to tobacco that exist here</p><p>[/SPOILER]</p><p></p><p></p><p></p><p>[Spoiler= Background]</p><p></p><p><strong>Appearance:</strong></p><p>If you don't look very closely during the day, Doc appears to be a normal human in his late 20s or early 30s, with the rugged and sun-swept features of someone who has been outside too much. Piercing blue eyes which are just a little too cold, and blonde hair which doesn't quite seem to move as much as it should in the wind trapped under an always-present wide-brimmed hat.</p><p></p><p>But in the darkness, or in the shadows, if you catch Doc just right, you see that he isn't human. The taut and weathered skin seems translucent over a skeleton, and the the eyes are naught more than dancing pools of flame over a deep abyss of coal-blackness.</p><p></p><p><strong>Background:</strong> Doomed Wastrel (Renamed 5e24 Wayfarer, flavored with Haunted One, subbed thieves’ tools for gambling)</p><p></p><p>Origin Feat is Lucky</p><p>Two proficiencies (insight, stealth)</p><p>One tool (gambling (cards))</p><p></p><p><strong><em>Doomed Wastrel Feature- the Doomed and the Drunk (this isn’t a 5e24 thing, but I like it)</em></strong></p><p><em>Those who look into Doc’s eyes can see that he has faced unimaginable horror and that he is no stranger to the darkness and the bottle. Though they might fear Doc, or even pity him, commoners will extend Doc every courtesy and do their utmost to help him- or at least buy him a drink. Unless Doc has shown himself to be a danger to them, they will even take up arms to fight alongside Doc, should he find himself facing an enemy alone.</em></p><p></p><p><strong>Backstory:</strong></p><p>Doc used to be a human. Of that … he is fairly sure. Sometimes, when the voices of the dead aren’t making demands, he has a vague recollection that he traveled around the lands in a small wagon, bringing joy by performing card tricks and simple magic using sleight of hand to common people. Doc thinks those memories are real; his fingers still know how to shuffle cards and play tricks, and if he thinks real hard, he can remember that they used to bring others happiness.</p><p></p><p>But every time those memories start to form, he hears the cries of the dead again. Some of those voices, he thinks he remembers. Doc flips out his deck of cards, and see the faces … yes, those are the dead, the people Doc has killed. But there are others in his head. There always more- whispers, screams, begging cries.</p><p></p><p>Doc takes another shot of the hardest stuff this disreputable place has. Yes … that dulls the voices of the dead if only for a second. He’s no longer even sure if he is alive or dead or even where he is. He seems to recall a horrible rending of his flesh, of his lungs … is he just another voice in someone else’s head? But then Doc recalls that he made a deal to come back. He’s here for a reason. Doc was told that he wouldn’t be weak any more, wouldn’t have to worry about the consumption, he just had to promise …</p><p></p><p>What? What did Doc promise? Doc stares at his cards, and at the bottle of spirits, at the amulet and the periapt that ensure he will keep roaming this plane. What did he promise? As he drinks more with one hand, a ghostly apparition forms in the other hand. A dark reminder, a pistol given to him by the Nameless Sheriff in exchange for his promise. Doc swallowed a slug of the hard stuff as he stared at the pistol in his hand. Then he looked up and saw the horse rustler, the black hat, enter the bar through the swinging doors. Without another thought, Doc shot before the rustler even he had his hand halfway to his holster. Doc saw the shocked look in the rustler's eyes as he fell to the floor, no longer moving.</p><p></p><p>Doc remembered, now. He promised death.</p><p></p><p>And so it was ... an existence, forever on a loop, on the Mesa of Madness, a twilight existence of drinking, and gambling, and killing, repeated over and over again. Doc was offering out justice of the roughest sort, to the extent that justice existed in this place. Until one ceaseless twilight, the loop stopped suddenly. Doc felt the pull of the Nameless Sheriff and suddenly found himself ... elsewhere? <em>This was new</em>. There were others around, but not like him. Filled with some force ... some kind of ... life. And there was a sun! A sun that went up, and came down, not just the endless twilight of before.</p><p></p><p>But what wasn't new was that same calling, that same pull by the Nameless Sheriff that Doc felt deep within. For vengeance, or justice, or maybe just death.</p><p></p><p>Doc pulled the brim of his hat down low over his eyes and began walking. Somewhere out there, cards needed playin'. Somewhere out there, a bottle needed drinkin'.</p><p></p><p><em>Somewhere out there, a person needed killin'</em>.</p><p></p><p><strong>Trait: </strong>I don’t talk about the thing that torments me. I’d rather not burden others with my curse.</p><p><strong>Ideal:</strong> I have a dark calling that puts me above the law.</p><p><strong>Bond: </strong>There’s evil in me, I can feel it. It must never be set free.</p><p><strong>Flaw:</strong> I have an addiction. Although I don’t need to drink to survive, I can’t stop because only drinking keeps the dead at bay … and I can never drink enough.</p><p></p><p>[/SPOILER]</p><p></p><p><span style="font-size: 9px">edited 11/19 for loot add- 600gp for diamonds for hoss</span></p><p><span style="font-size: 9px">edited 11/21 changing and reskinning deputy spells, 11/22 correcting small errors (assassinate damage)</span></p><p><span style="font-size: 9px">1/18/25- edited typo on damage, re-did equipment to categorize</span></p><p><span style="font-size: 9px">1/22- swapped one spell, added souls and removed poison</span></p><p><span style="font-size: 9px">3/9- minor change to spells</span></p></blockquote><p></p>
[QUOTE="Snarf Zagyg, post: 9512935, member: 7023840"] [B]Doc Sentenza, [/B][I]a Doomed Wastrel and Degenerate Gambler from the Mesa of Madness serving the Nameless Sheriff[/I] [Spoiler=" Doc Knows When to Hold 'Em, Knows When To Fold 'Em, Know When To Walk Away, and You Better Run"] [ATTACH type="full" alt="1732067711573.png"]386609[/ATTACH] [/SPOILER] [B]Assassin / Warlock / Sheriff’s Deputy[/B] Level [B]3[/B] (Assassin) / Level [B]2 [/B](Warlock)[B] / [/B]Level [B]6 [/B](Deputy) [B]Alignment:[/B] Neutral-ish [B]Deity:[/B] There is No God, Just the Endless Cycle of Suffering [B]Patron: [/B]The Nameless Sheriff [B]AC[/B] 15 [B]HP[/B] 102/102 [B]Hit Dice:[/B] 11/11 at 11d8+4 [B]Speed:[/B] 30 feet [B]Passive Perception:[/B] 20 [B]Proficiency [/B]+4 [Spoiler= Abilities, Saves, and Combat] [B]Str[/B] 12 Athletics: +3 [B]Dex[/B] 16 (+3) Acrobatics: +5 *Sleight of Hand: +11 *Stealth: +11 [B]Con[/B] (8) 19 (+4) [B]Int[/B] 12 (+1) Arcana: +3 History: +3 +Investigation: +5 Nature: +3 Religion: +3 [B]Wis[/B] 14 (+2) Animal Handling: +4 *Insight: +10 Medicine: +4 *Perception: +10 Survival: +4 [B]Cha[/B] 18 (+4) +Deception: +8 *Intimidation: +12 Performance: +6 Persuasion: +6 (+ = Proficient, *=Expertise, any nonproficient is +2) [B]Saving Throws:[/B] +Dexterity (+7) +Cha (+8) Strength (+1) Con (+4) Int (+1) Wis (+2) [B][U]Combat[/U] Pact Pistol [/B]Piercing, base d10, gets 2 attacks per round, Vex Mastery Modifiers to hit: [B]+9[/B] +1 (magic), +4 (charisma), +4 (proficient) Modifiers to damage: [B]+5[/B] +1 (magic), +4 (charisma) Range: 40/120 (approved) Angry Souls [B]2[/B] 4d6 psychic damage to target within 30' of target hit by bullet Next round 2d6 (save for half) Third round 1d6 (save for none) [B]Dagger[/B] Piercing, base d4, Finesse, Light, Thrown (20/60), Nick Mastery +8 to hit for 1d4+4 (If thrown 20/60) [I]Common Modifiers (using Pact Pistol)[/I] [B]+ Sneak Attack[/B] +2d6 Damage with advantage or if ally is within 5' of target [B]+ Assassinate [/B]First round, I have advantage on any creature I go before. If sneak attack hits, damage mod = level. (+3) [B]+ True Strike [/B]+2d6 extra radiant damage (attack cantrip with pistol) (can only use on 1 attack) [B]+Agonizing Blast[/B] +4 damage rider to True Strike [B]+ Hex [/B]+d6 necrotic damage to target on hit [B]+Vex[/B] If I hit, next attack roll is at advantage [B]+Steady Aim[/B] If I don’t move, can attack with advantage [/SPOILER] [Spoiler= Feats, Proficiencies, and Class/Species Features] [B][U]Proficiencies[/U][/B] Light Armor, Medium Armor, Shields Simple Weapons, Martial Weapons, Pistol (pact) Thieves' Tools, Gaming Tools (Cards), Poisoner's Kit, Disguise Kit, Harmonica Stealth, Insight, Perception, Intimidation, Sleight of Hand, Deception, Investigation Languages: Common, Undercommon, Thieves' Cant [B][U]Feats[/U] Lucky: [/B]3 Luck Points. On attack roll, ability check, or save, can spend 1 luck point after die roll to roll another d20 and choose which one you use. [B]Sharpshooter:[/B] +1 Dex, bypass cover (both ½ and ¾), no disadvantage to “melee” attack with firearm, no disadvantage to long range ([B]ASI [/B]+2 Cha) [B][U]Reborn Features[/U] Darkvision: [/B]60’ [B]Deathless: [/B]Does not need to breathe, eat, or drink (although still drinks). Advantage on saves for poison and death saves. Resistance to poison damage. [B]Sleepless:[/B] Don’t need to sleep, can’t be put to sleep. Long rest takes 4 hours, and you are conscious during that time. [B]Past Life Knowledge:[/B] After seeing result of a roll, get to add d6 to it. May do a number of times per long rest = to proficiency (4). [B][U]Deputy Features[/U] Expertise: [/B]Proficiency bonus is doubled in intimidation and sleight of hand [B]Soul’s Help: [/B]As bonus action, give trapped soul to another person in 60’. In next hour if person fails d20 test, person can roll die and add to number. Can do 4 times per long rest. Die is d8 [B]Sheriff’s Blessing: [/B]Add 2 to any ability check that I’m not proficient in [B]Well of Despair: [/B]Regain Soul’s Help when long rest or short rest is finished; can use spell slot to regain 1 Soul's Help [B]Sheriff's Training: [/B]Trained in martial weapons, shields and medium armor; can use weapon as spellcasting focus [B]Deputized: [/B]Any member of my posse with soul's help can do one of two things- a. When hit by an attack in combat, use reaction to add Soul's Help to AC b. When attacking, can add Soul's Help to damage [B]Extra Attack[/B]: Extra attack; can use cantrip with casting time of an action in place of one of the attacks [B][U]Assassin Features[/U] Expertise:[/B] Proficiency bonus is doubled in insight, perception. [B]Sneak Attack:[/B] Once per turn, you can deal extra damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don't need advantage if an enemy is within 5' of the target. Current sneak damage= 2d6. [B]Thieves' Cant:[/B] Placed in languages; note that it takes 4x longer. [B]Weapon Mastery: [/B]Pistol (vex), Dagger (nick) [B]Cunning Action:[/B] Use bonus action on turn to take the Dash, Disengage, or Hide action. [B]Steady Aim: [/B]Use bonus action to get advantage if not moving. [B]Assassinate: [/B]Advantage on all initiative rolls. In first round of combat, have advantage on any creature that hasn’t taken a turn yet. If sneak attack hits, target takes extra damage = level (3). [B]Assassin’s Tools[/B]: Disguise Kit, Poisoner’s Kit [B][U]Warlock Features[/U] Magical Cunning: [/B]After one minute, can regain 1 spell slot. Once per long rest. [/SPOILER] [Spoiler= Spellcasting and Invocations] [B][U]Invocations (3)[/U] Pact of the Blade [/B]Pistol is pact weapon; can summon it into hand, is spell focus. Proficient with it. Use charisma for attack and damage. Can change damage type to Necrotic, Psychic, or Radiant (from piercing). [B]Agonizing Blast [/B]Add charisma modifier (+4) to true strike damage. [B]Eldritch Mind[/B] Advantage on constitution saving throws for concentration [B][U]Spellcasting[/U] Deputy[/B]: 3 Cantrips, 10 prepared spells, 4/3/3, Regained Long Rest Cantrips: True Strike, Mage Hand, Thaumaturgy Prepared Spells: Command (1), Feather Fall (1)*, Identify (1) (R), Knock (2), Zone of Truth (2), Suggestion (2) (C), Dissonant Whispers (3), Speak With Dead (3), Leomund’s Tiny Hut (3) (R), Sending (3) [B]Warlock[/B]: 2 cantrips known, 3 prepared spells, spell slots at first level, 2 spells/short rest (plus magical cunning) Cantrips: Prestidigitation, Minor Illusion Prepared Spells: Warlock[B]: [/B]Hex (1)+ (C), Unseen Servant (1) (R), Comprehend Languages (1) (R) *Indicated casting is a reaction. +Casting time is bonus action [B]Overall Spell Slots- Can Use on Either Warlock or Bard: 6/3/3[/B] (+1 1st level spell slot per long rest for magical cunning) [U]Reskinned Names:[/U] (looses the Sheriff's Wrath or a screaming soul) (True Strike) Voice of Authority (Command) Soul's Protection (Feather Fall) Reviewing the Evidence (Identify) Going Undercover (Disguise Self) The Warrant (Knock) Interrogation of the Soul (Zone of Truth) Sheriff's Orders (Suggestion) Haunted Conscience (Dissonant Whispers) Dying Declaration (Speak With Dead) Hunkerin' Down (Leomund's Tiny Hut) (focuses ire, soul's anger, or Sheriff's justice) (Hex) Sheriff's Rebuke (Hellish Rebuke) - you don't mess with the law Long arm of the law - Unseen Servant Working the Witnesses (Comprehend Languages) The Whispers (Sending) [/SPOILER] [Spoiler= Equipment] [B][U]Equipment[/U][/B] Money on Doc- Purse (208gp + 400gp in agate skycoins) [I][U]Magic Items[/U] Amulet of Health[/I] Sets constitution to 19 (Attuned) [I]Ring of Free Action [/I]Difficult Terrain doesn't cost additional movement. Magic cannot reduce speed or cause paralysis or restrained. [I]The Peacemaker[/I] Magic Pistol +1, treated as permanent artificer infusion (created ammunition, ignores reload) [I][U]Weapons and Armor[/U][/I] Studded Leather Armor Dagger (in boot) Daggers x16 in straps, throwing (worn on adventures) [U][I]Kits/Tools[/I][/U] Thieves' Tools Poisoner’s Kit Disguise Kit Gaming Kit (cards) -Multiple decks, including pack of playing cards with pictures of people Doc has killed (Horror Token) Harmonica [I][U]Clothes[/U][/I] Unusual Tattered Clothes ([I]Western[/I]) Wide Brimmed Hat Boots Poncho Vest Belt with empty holster Straps for throwing daggers [U][I]Deputy's Equipment[/I][/U] Manacles Steel Mirror 50' silk rope [U][I]The Good Stuff[/I][/U] Three Flasks of Whiskey 10 Cheroots Papers Two pouches of the closest thing to tobacco that exist here [/SPOILER] [Spoiler= Background] [B]Appearance:[/B] If you don't look very closely during the day, Doc appears to be a normal human in his late 20s or early 30s, with the rugged and sun-swept features of someone who has been outside too much. Piercing blue eyes which are just a little too cold, and blonde hair which doesn't quite seem to move as much as it should in the wind trapped under an always-present wide-brimmed hat. But in the darkness, or in the shadows, if you catch Doc just right, you see that he isn't human. The taut and weathered skin seems translucent over a skeleton, and the the eyes are naught more than dancing pools of flame over a deep abyss of coal-blackness. [B]Background:[/B] Doomed Wastrel (Renamed 5e24 Wayfarer, flavored with Haunted One, subbed thieves’ tools for gambling) Origin Feat is Lucky Two proficiencies (insight, stealth) One tool (gambling (cards)) [B][I]Doomed Wastrel Feature- the Doomed and the Drunk (this isn’t a 5e24 thing, but I like it)[/I][/B] [I]Those who look into Doc’s eyes can see that he has faced unimaginable horror and that he is no stranger to the darkness and the bottle. Though they might fear Doc, or even pity him, commoners will extend Doc every courtesy and do their utmost to help him- or at least buy him a drink. Unless Doc has shown himself to be a danger to them, they will even take up arms to fight alongside Doc, should he find himself facing an enemy alone.[/I] [B]Backstory:[/B] Doc used to be a human. Of that … he is fairly sure. Sometimes, when the voices of the dead aren’t making demands, he has a vague recollection that he traveled around the lands in a small wagon, bringing joy by performing card tricks and simple magic using sleight of hand to common people. Doc thinks those memories are real; his fingers still know how to shuffle cards and play tricks, and if he thinks real hard, he can remember that they used to bring others happiness. But every time those memories start to form, he hears the cries of the dead again. Some of those voices, he thinks he remembers. Doc flips out his deck of cards, and see the faces … yes, those are the dead, the people Doc has killed. But there are others in his head. There always more- whispers, screams, begging cries. Doc takes another shot of the hardest stuff this disreputable place has. Yes … that dulls the voices of the dead if only for a second. He’s no longer even sure if he is alive or dead or even where he is. He seems to recall a horrible rending of his flesh, of his lungs … is he just another voice in someone else’s head? But then Doc recalls that he made a deal to come back. He’s here for a reason. Doc was told that he wouldn’t be weak any more, wouldn’t have to worry about the consumption, he just had to promise … What? What did Doc promise? Doc stares at his cards, and at the bottle of spirits, at the amulet and the periapt that ensure he will keep roaming this plane. What did he promise? As he drinks more with one hand, a ghostly apparition forms in the other hand. A dark reminder, a pistol given to him by the Nameless Sheriff in exchange for his promise. Doc swallowed a slug of the hard stuff as he stared at the pistol in his hand. Then he looked up and saw the horse rustler, the black hat, enter the bar through the swinging doors. Without another thought, Doc shot before the rustler even he had his hand halfway to his holster. Doc saw the shocked look in the rustler's eyes as he fell to the floor, no longer moving. Doc remembered, now. He promised death. And so it was ... an existence, forever on a loop, on the Mesa of Madness, a twilight existence of drinking, and gambling, and killing, repeated over and over again. Doc was offering out justice of the roughest sort, to the extent that justice existed in this place. Until one ceaseless twilight, the loop stopped suddenly. Doc felt the pull of the Nameless Sheriff and suddenly found himself ... elsewhere? [I]This was new[/I]. There were others around, but not like him. Filled with some force ... some kind of ... life. And there was a sun! A sun that went up, and came down, not just the endless twilight of before. But what wasn't new was that same calling, that same pull by the Nameless Sheriff that Doc felt deep within. For vengeance, or justice, or maybe just death. Doc pulled the brim of his hat down low over his eyes and began walking. Somewhere out there, cards needed playin'. Somewhere out there, a bottle needed drinkin'. [I]Somewhere out there, a person needed killin'[/I]. [B]Trait: [/B]I don’t talk about the thing that torments me. I’d rather not burden others with my curse. [B]Ideal:[/B] I have a dark calling that puts me above the law. [B]Bond: [/B]There’s evil in me, I can feel it. It must never be set free. [B]Flaw:[/B] I have an addiction. Although I don’t need to drink to survive, I can’t stop because only drinking keeps the dead at bay … and I can never drink enough. [/SPOILER] [SIZE=1]edited 11/19 for loot add- 600gp for diamonds for hoss edited 11/21 changing and reskinning deputy spells, 11/22 correcting small errors (assassinate damage) 1/18/25- edited typo on damage, re-did equipment to categorize 1/22- swapped one spell, added souls and removed poison 3/9- minor change to spells[/SIZE] [/QUOTE]
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