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<blockquote data-quote="Snarf Zagyg" data-source="post: 8477609" data-attributes="member: 7023840"><p>I am so sorry for the late reply- I really had to deal with a few things, and I will post thoughts about the process as well. Also? Weirdly tough build to make!</p><p></p><p><strong>Doc Ghoulliday</strong></p><p>Reborn, Doomed Wastrel</p><p></p><p><img src="https://i.pinimg.com/236x/7b/fc/37/7bfc37948cef5d8490fcaef9d73957ee--steampunk-artwork-character-ideas.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><span style="font-size: 9px">(inspiration art found <a href="https://www.pinterest.com/pin/128282289361348615/" target="_blank">here</a>, artist unknown)</span></p><p></p><p><strong>Hexblade Warlock / Phantom Rogue</strong></p><p>Level <strong>1 </strong>(Warlock)<strong> / 3 </strong>(Phantom Rogue)<strong></strong></p><p><strong>Alignment:</strong> Neutral</p><p><strong>Diety:</strong> None</p><p></p><p><strong>AC</strong> 15</p><p><strong>HP</strong> 19/19</p><p><strong>Hit Dice:</strong> 4/4 at 4d8-4</p><p><strong>Speed:</strong> 30 feet</p><p><strong>Passive Perception:</strong> 18</p><p><strong>Proficiency </strong>+2</p><p></p><p><strong>Str</strong> 8 (-1)</p><p>Athletics: -1</p><p></p><p><strong>Dex</strong> 16 (+3)</p><p>Acrobatics: +3</p><p>+Sleight of Hand: +5</p><p>+Stealth: +5</p><p></p><p><strong>Con</strong> 8 (-1)</p><p></p><p><strong>Int</strong> 16 (+3)</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> 18 (+4)</p><p>Animal Handling: +4</p><p>*Insight: +8</p><p>+Medicine: +6</p><p>*Perception: +8</p><p>Survival: +4</p><p></p><p><strong>Cha</strong> 18 (+4)</p><p>*Deception: +6</p><p>Intimidation: +4</p><p>Performance: +4</p><p>*Persuasion: +6</p><p></p><p>(+ = Proficient, *=Expertise)</p><p></p><p><strong>Saving Throws:</strong> Dexterity (+5) Intelligence (+5) Wisdom (+6)</p><p></p><p><strong><u>Combat</u></strong></p><p><strong>Pistol </strong>+5 for 1d10+3 (or if hex blade, +6 for 1d10+4)</p><p><strong>Shortsword </strong>+5 for 1d6+3</p><p><strong>Shortsword off hand</strong> +5 for 1d6</p><p><strong>Dagger</strong> +5 for 1d4+5 (If thrown 20/60)</p><p><strong>Dagger off hand </strong>+5 for 1d4+5 (If thrown 20/60)</p><p><strong>+ Sneak Attack</strong> +2d6 Damage</p><p></p><p><strong><u>Proficiencies</u></strong></p><p>Light Armor, Medium Armor, Shields</p><p>Simple Weapons, Marital Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords, Firearms</p><p>Thieves' Tools, Artisan Tools (Tinker), Gaming Tools</p><p>Stealth, Investigation, Perception, Insight, Medicine, Persuasion, Sleight of Hand, Deception</p><p>Languages: Common, Undercommon, Thieves' Cant</p><p></p><p><strong><u>Feats</u></strong></p><p><strong>Gunner:</strong> +1 Dex, gain firearm proficiency, ignore loading, no disadvantage to “melee” attack with firearm. </p><p><strong>Resilient (Wisdom): </strong>+1 Wisdom, proficient on saves</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 disease, 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.</p><p></p><p><strong><u>Rogue Features</u></strong></p><p><strong>Expertise:</strong> Proficiency bonus is doubled in insight and perception.</p><p><strong>Sneak Attack:</strong> Once per turn, you can deal an extra 2d6 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 10' of the target.</p><p><strong>Thieves' Cant:</strong> Placed in languages; note that it takes 4x longer.</p><p><strong>Cunning Action:</strong> Use bonus action on turn to take the Dash, Disengage, or Hide action.</p><p><strong>Whispers of the Dead: </strong>Every short rest, can choose a new skill/tool to be proficient in.</p><p><strong>Wails from the Grave: </strong>Can use proficiency times per long rest- after sneak attack, target a second critter within 30’ for 1/2 the necrotic damage dice of sneak attack.</p><p></p><p><strong><u>Hexblade Features</u></strong></p><p><strong>Hexblade’s Curse:</strong> Curse target for 1 minute- bonus to damage = proficiency; critical on 19 or 20; if target dies, gain HP = level+cha modifier. </p><p><strong>Hex Warrior:</strong> Extra proficiencies. One weapon gets to use charisma for to hit and damage. </p><p></p><p><strong><u>Spellcasting</u></strong></p><p>2 cantrips known, 2 spell slots at first level</p><p>Mage Hand, Mind Sliver</p><p>Armor of Agathys, Hex</p><p></p><p>[Spoiler=Equipment]</p><p><strong><u>Equipment</u></strong></p><p>Monster Hunter’s Pack</p><p>-Chest</p><p>-Crowbar</p><p>-Hammer</p><p>-Wooden Stakes x3</p><p>-Flask of Holy Water</p><p>-Holy Symbol</p><p>-Manacles</p><p>-Steel Mirror</p><p>-Flask of Oil</p><p>-Tinderbox</p><p>-Torches x3</p><p></p><p>Pack of playing cards with pictures of people Doc has killed (Horror Token)</p><p>Common Tattered Clothes</p><p>Shortsword x2</p><p>Burglar’s Pack</p><p>Thieves' Tools</p><p>Studded Leather Armor</p><p>Dagger x2</p><p>Pistol</p><p>Bullets x 50</p><p>Tinker’s Kit (Artisan’s Tools)</p><p>Gaming Kit</p><p>Purse (100 gp)</p><p>2 Potions of Poison (Uncommon item)- Doc has acquired immunity to this particular poison</p><p>[/Spoiler]</p><p></p><p>[Spoiler=Background]</p><p><strong>Background:</strong> Doomed Wastrel (Custom Haunted One)</p><p>Two proficiencies (medicine, persuasion)</p><p>Two tool (artisan- tinkers, gambling)</p><p></p><p><strong>Doomed Wastrel Feature- the Doomed and the Drunk</strong></p><p>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 yourself facing an enemy alone.</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, offering his services to common people. Doc thinks those memories are real; his fingers still know how to fix any item, heck, he can still fix up a person if he needs to.</p><p></p><p>But every time those memories start to form, of sunny days, and the scent of wildflowers wafting in the air, and smiling children running after his cart, 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. 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. 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, and finally at his pistol.</p><p></p><p>Doc remembered, now. He promised death.</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 what er to survive, I can’t stop because only drinking keeps the dead at bay … and I can never drink enough. </p><p>[/Spoiler]</p></blockquote><p></p>
[QUOTE="Snarf Zagyg, post: 8477609, member: 7023840"] I am so sorry for the late reply- I really had to deal with a few things, and I will post thoughts about the process as well. Also? Weirdly tough build to make! [B]Doc Ghoulliday[/B] Reborn, Doomed Wastrel [IMG]https://i.pinimg.com/236x/7b/fc/37/7bfc37948cef5d8490fcaef9d73957ee--steampunk-artwork-character-ideas.jpg[/IMG] [SIZE=1](inspiration art found [URL='https://www.pinterest.com/pin/128282289361348615/']here[/URL], artist unknown)[/SIZE] [B]Hexblade Warlock / Phantom Rogue[/B] Level [B]1 [/B](Warlock)[B] / 3 [/B](Phantom Rogue)[B] Alignment:[/B] Neutral [B]Diety:[/B] None [B]AC[/B] 15 [B]HP[/B] 19/19 [B]Hit Dice:[/B] 4/4 at 4d8-4 [B]Speed:[/B] 30 feet [B]Passive Perception:[/B] 18 [B]Proficiency [/B]+2 [B]Str[/B] 8 (-1) Athletics: -1 [B]Dex[/B] 16 (+3) Acrobatics: +3 +Sleight of Hand: +5 +Stealth: +5 [B]Con[/B] 8 (-1) [B]Int[/B] 16 (+3) Arcana: +3 History: +3 +Investigation:+5 Nature: +3 Religion: +3 [B]Wis[/B] 18 (+4) Animal Handling: +4 *Insight: +8 +Medicine: +6 *Perception: +8 Survival: +4 [B]Cha[/B] 18 (+4) *Deception: +6 Intimidation: +4 Performance: +4 *Persuasion: +6 (+ = Proficient, *=Expertise) [B]Saving Throws:[/B] Dexterity (+5) Intelligence (+5) Wisdom (+6) [B][U]Combat[/U] Pistol [/B]+5 for 1d10+3 (or if hex blade, +6 for 1d10+4) [B]Shortsword [/B]+5 for 1d6+3 [B]Shortsword off hand[/B] +5 for 1d6 [B]Dagger[/B] +5 for 1d4+5 (If thrown 20/60) [B]Dagger off hand [/B]+5 for 1d4+5 (If thrown 20/60) [B]+ Sneak Attack[/B] +2d6 Damage [B][U]Proficiencies[/U][/B] Light Armor, Medium Armor, Shields Simple Weapons, Marital Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords, Firearms Thieves' Tools, Artisan Tools (Tinker), Gaming Tools Stealth, Investigation, Perception, Insight, Medicine, Persuasion, Sleight of Hand, Deception Languages: Common, Undercommon, Thieves' Cant [B][U]Feats[/U] Gunner:[/B] +1 Dex, gain firearm proficiency, ignore loading, no disadvantage to “melee” attack with firearm. [B]Resilient (Wisdom): [/B]+1 Wisdom, proficient on saves [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 disease, 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. [B][U]Rogue Features[/U] Expertise:[/B] Proficiency bonus is doubled in insight and perception. [B]Sneak Attack:[/B] Once per turn, you can deal an extra 2d6 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 10' of the target. [B]Thieves' Cant:[/B] Placed in languages; note that it takes 4x longer. [B]Cunning Action:[/B] Use bonus action on turn to take the Dash, Disengage, or Hide action. [B]Whispers of the Dead: [/B]Every short rest, can choose a new skill/tool to be proficient in. [B]Wails from the Grave: [/B]Can use proficiency times per long rest- after sneak attack, target a second critter within 30’ for 1/2 the necrotic damage dice of sneak attack. [B][U]Hexblade Features[/U] Hexblade’s Curse:[/B] Curse target for 1 minute- bonus to damage = proficiency; critical on 19 or 20; if target dies, gain HP = level+cha modifier. [B]Hex Warrior:[/B] Extra proficiencies. One weapon gets to use charisma for to hit and damage. [B][U]Spellcasting[/U][/B] 2 cantrips known, 2 spell slots at first level Mage Hand, Mind Sliver Armor of Agathys, Hex [Spoiler=Equipment] [B][U]Equipment[/U][/B] Monster Hunter’s Pack -Chest -Crowbar -Hammer -Wooden Stakes x3 -Flask of Holy Water -Holy Symbol -Manacles -Steel Mirror -Flask of Oil -Tinderbox -Torches x3 Pack of playing cards with pictures of people Doc has killed (Horror Token) Common Tattered Clothes Shortsword x2 Burglar’s Pack Thieves' Tools Studded Leather Armor Dagger x2 Pistol Bullets x 50 Tinker’s Kit (Artisan’s Tools) Gaming Kit Purse (100 gp) 2 Potions of Poison (Uncommon item)- Doc has acquired immunity to this particular poison [/Spoiler] [Spoiler=Background] [B]Background:[/B] Doomed Wastrel (Custom Haunted One) Two proficiencies (medicine, persuasion) Two tool (artisan- tinkers, gambling) [B]Doomed Wastrel Feature- the Doomed and the Drunk[/B] 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 yourself facing an enemy alone. [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, offering his services to common people. Doc thinks those memories are real; his fingers still know how to fix any item, heck, he can still fix up a person if he needs to. But every time those memories start to form, of sunny days, and the scent of wildflowers wafting in the air, and smiling children running after his cart, 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. 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. 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, and finally at his pistol. Doc remembered, now. He promised death. [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 what er to survive, I can’t stop because only drinking keeps the dead at bay … and I can never drink enough. [/Spoiler] [/QUOTE]
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