Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
CORELINE (D20 Modern/D20 BESM Setting).
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="kronos182" data-source="post: 8429703" data-attributes="member: 6668634"><p>Quick stats for John Wick (can be modified for various Fiction variants, but this should work as a base to work from).</p><p></p><p><strong><span style="font-size: 26px">John Wick</span></strong></p><p>John Wick, a retired legendary hitman that worked for the Tarasov Mob until his retirement. He remained retired until shortly after his wife died and a dog his wife gifted him was killed, and had his car stolen by Isoef Tarasov.</p><p></p><p><strong>John Wick</strong></p><p>Type: Human</p><p>Size: Medium</p><p>CR: 30</p><p>Hit Points: 666 (33d20 + 320)</p><p>Mas: 30</p><p>Init: +10</p><p>Speed: 30 ft</p><p>Defense: 25, 15 flat foot, 20 touch.</p><p>BAB/Grp: +9/+4 / +14</p><p>FS/Reach: 5 ft / 5 ft</p><p>Attacks: +19 ranged rifle (2d10+10), +19 ranged pistol (2d6+10), +19 melee knife (1d4+10), +14 melee unarmed strike (1d4+10)</p><p>Special Attacks: sneak attack, assassination, cunning action, Jiu-Jitsu</p><p>Special Qualities: Evasion, Innate spellcasting, improved critical, brutal critical, legendary resistance, magical weapons, reputation, resistances, immunities, melee gun fighter</p><p>Saves: Fort +14, Reflex +16, Will +10</p><p>Reputation: +6</p><p>Abilities: Str 20, Dex 30, Con 30, Int 15, Wis 20, Cha 10</p><p>Skills: Balance +19, Bluff +8, Climb +14, Computer Use +9, Demolitions +9, Drive +13, Escape Artist +19, Gather Information +10, Hide +15, Knowledge Civics/Behavioral Sciences/Streetwise +8, Knowledge Tactics +7, Listen +10, Move Silently +19, Search +12, Sleight of Hand +19, Spot +18, Survival +10, Swim +9, Tumble +19</p><p>Feats: Point blank shot, dodge, mobility, shot on the run, rapid reload, burst fire, advanced weapons proficiency, light armour proficiency</p><p></p><p><strong>Combat</strong></p><p>John Wick is an expert melee combatant and use of firearms, able to use guns even while grappling. He's able to plan an attack and adjust his tactics on the fly.</p><p></p><p><strong>Evasion</strong></p><p>Takes half damage on a failed Reflex save and no damage on a successful save.</p><p></p><p><strong>Sneak Attack (1/turn)</strong></p><p>John Wick can add 4d6 damage to one attack per turn against a target that is denighed Dex bonus to Defense, caught flat-footed or is flanked.</p><p></p><p><strong>Cunning Action</strong></p><p>John Wick can use an attack of opportunity (has 4) to disengage (5 foot step back without provoking attack of opportunity), dash (5 foot movement, doesn't provoke attack of opportunity), or hide (if in shadowy conditions or area with lots of blind spots, can attempt to hide, at -5).</p><p></p><p><strong>Innate Spellcasting</strong></p><p>John Wick can cast the following spells as a spell-like ability without material or verbal components, using Wisdom as spellcasting ability.</p><p>5/day: Shield, pass without trace.</p><p></p><p><strong>Improved Critical</strong></p><p>John Wick scores a critical on a natural roll of 19 and 20.</p><p></p><p><strong>Brutal Critical</strong></p><p>When John Wick makes a critical attack, increase the critical modifier by 1 (x3 for most attacks).</p><p></p><p><strong>Legendary Resistance 3/Day</strong></p><p>If John Wick fails a saving throw, he can chose to succeed instead.</p><p></p><p><strong>Reputation</strong></p><p>John Wick can make any number of creatures within 100 feet of him who can see or hear him make a Will save DC 24, on a failure the affected creatures become frightened of John Wick, on a success the creatures are immune to John Wick's Reputation until John Wick kills a creature that has more than 100 maximum hit points.</p><p></p><p><strong>Assassination</strong></p><p>Once every 1d6+3 rounds, John Wick makes one attack, on a successful hit the attack deals its normal damage, as well as any sneak attack damage if applicable, and if the target has fewer than 100 hit points at the end of John Wick's turn, the target dies.</p><p></p><p><strong>Jiu-Jitsu</strong></p><p>John Wick attempts a grapple against a creature within 5 feet of him, if the grapple is successful the target is knocked prone and is considered restrained. John Wick can only have one creature grappled in this way at a time, and can not use two handed weapons while grappling a creature.</p><p></p><p><strong>Resistance</strong></p><p>John Wick has DR against bludgeoning, slashing and piercing 3 from non magical weapons.</p><p></p><p><strong>Immunities</strong></p><p>John Wick is immune to being charmed or fear affects.</p><p></p><p><strong>Melee Gun Fighter</strong></p><p>John Wick can use ranged weapons in combat as long as it is medium or smaller without penalties, and can use one handed ranged weapons while grappling. Exceptions are bullpup weapons which can be up to large.</p></blockquote><p></p>
[QUOTE="kronos182, post: 8429703, member: 6668634"] Quick stats for John Wick (can be modified for various Fiction variants, but this should work as a base to work from). [B][SIZE=7]John Wick[/SIZE][/B] John Wick, a retired legendary hitman that worked for the Tarasov Mob until his retirement. He remained retired until shortly after his wife died and a dog his wife gifted him was killed, and had his car stolen by Isoef Tarasov. [B]John Wick[/B] Type: Human Size: Medium CR: 30 Hit Points: 666 (33d20 + 320) Mas: 30 Init: +10 Speed: 30 ft Defense: 25, 15 flat foot, 20 touch. BAB/Grp: +9/+4 / +14 FS/Reach: 5 ft / 5 ft Attacks: +19 ranged rifle (2d10+10), +19 ranged pistol (2d6+10), +19 melee knife (1d4+10), +14 melee unarmed strike (1d4+10) Special Attacks: sneak attack, assassination, cunning action, Jiu-Jitsu Special Qualities: Evasion, Innate spellcasting, improved critical, brutal critical, legendary resistance, magical weapons, reputation, resistances, immunities, melee gun fighter Saves: Fort +14, Reflex +16, Will +10 Reputation: +6 Abilities: Str 20, Dex 30, Con 30, Int 15, Wis 20, Cha 10 Skills: Balance +19, Bluff +8, Climb +14, Computer Use +9, Demolitions +9, Drive +13, Escape Artist +19, Gather Information +10, Hide +15, Knowledge Civics/Behavioral Sciences/Streetwise +8, Knowledge Tactics +7, Listen +10, Move Silently +19, Search +12, Sleight of Hand +19, Spot +18, Survival +10, Swim +9, Tumble +19 Feats: Point blank shot, dodge, mobility, shot on the run, rapid reload, burst fire, advanced weapons proficiency, light armour proficiency [B]Combat[/B] John Wick is an expert melee combatant and use of firearms, able to use guns even while grappling. He's able to plan an attack and adjust his tactics on the fly. [B]Evasion[/B] Takes half damage on a failed Reflex save and no damage on a successful save. [B]Sneak Attack (1/turn)[/B] John Wick can add 4d6 damage to one attack per turn against a target that is denighed Dex bonus to Defense, caught flat-footed or is flanked. [B]Cunning Action[/B] John Wick can use an attack of opportunity (has 4) to disengage (5 foot step back without provoking attack of opportunity), dash (5 foot movement, doesn't provoke attack of opportunity), or hide (if in shadowy conditions or area with lots of blind spots, can attempt to hide, at -5). [B]Innate Spellcasting[/B] John Wick can cast the following spells as a spell-like ability without material or verbal components, using Wisdom as spellcasting ability. 5/day: Shield, pass without trace. [B]Improved Critical[/B] John Wick scores a critical on a natural roll of 19 and 20. [B]Brutal Critical[/B] When John Wick makes a critical attack, increase the critical modifier by 1 (x3 for most attacks). [B]Legendary Resistance 3/Day[/B] If John Wick fails a saving throw, he can chose to succeed instead. [B]Reputation[/B] John Wick can make any number of creatures within 100 feet of him who can see or hear him make a Will save DC 24, on a failure the affected creatures become frightened of John Wick, on a success the creatures are immune to John Wick's Reputation until John Wick kills a creature that has more than 100 maximum hit points. [B]Assassination[/B] Once every 1d6+3 rounds, John Wick makes one attack, on a successful hit the attack deals its normal damage, as well as any sneak attack damage if applicable, and if the target has fewer than 100 hit points at the end of John Wick's turn, the target dies. [B]Jiu-Jitsu[/B] John Wick attempts a grapple against a creature within 5 feet of him, if the grapple is successful the target is knocked prone and is considered restrained. John Wick can only have one creature grappled in this way at a time, and can not use two handed weapons while grappling a creature. [B]Resistance[/B] John Wick has DR against bludgeoning, slashing and piercing 3 from non magical weapons. [B]Immunities[/B] John Wick is immune to being charmed or fear affects. [B]Melee Gun Fighter[/B] John Wick can use ranged weapons in combat as long as it is medium or smaller without penalties, and can use one handed ranged weapons while grappling. Exceptions are bullpup weapons which can be up to large. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
CORELINE (D20 Modern/D20 BESM Setting).
Top