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[Mini-Let's Read] Everyday Heroes, Character Creation & Game Design Elements
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<blockquote data-quote="Libertad" data-source="post: 9010248" data-attributes="member: 6750502"><p style="text-align: center"><img src="https://i.imgur.com/zOvXnIv.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p><strong>Kazuma Kiryu</strong></p><p>8th Level Strong Hero; Archetype MMA Fighter</p><p>Background Orphan (+1 Constitution); Profession Crime (+1 Strength, +1 Dexterity, +1 Constitution)</p><p>Wealth Level 2 (6 if you do well enough in Real Estate Royale)</p><p>Speed 30 Feet</p><p></p><p>Hit Points 68 (8d10+16); Defense 16 (10 + PB + Strength modifier)</p><p></p><p>Strength 16 (+3) Dexterity 14 (+2) Constitution 14 (+2) Intelligence 10 (+0) Wisdom 10 (+0) Charisma 14 (+2)</p><p>Saving Throws Dexterity +5, Strength +6</p><p>Skills Acrobatics +5, Athletics +9, Deception +5, Intimidation +5, Perception +3, Performance +5, Persuasion +5, Security +5, Stealth +5, Streetwise +3</p><p>Languages Japanese</p><p>Equipment Proficiencies Basic, Advanced, Historical, Improvised</p><p>Passive Perception 13</p><p>Proficiency Bonus +3</p><p>Special Feature, Survivor: Can reroll one failed saving throw once per long rest.</p><p>Special Feature, Criminal Record: Advantage on Charisma checks when interacting with criminal underworld, disadvantage on Charisma checks with law enforcement or private security who know of Kazuma’s reputation.</p><p></p><p><strong>Talents</strong></p><p>Advanced Combat Training: Can make two attacks as part of Attack action once during your turn.</p><p>Athletic Expertise: double proficiency in Athletics</p><p>Improved Heavy Hands: unarmed strike damage increases by 2 steps, can use Power Attack with off-hand unarmed attacks.</p><p>Jab: Once during your turn can declare an unarmed strike to be a jab. If jab hits gain advantage on your next melee attack roll against opponent before end of your next turn.</p><p>Master Grappler: advantage on Athletics checks made to initiate or escape a grapple.</p><p>Pin: Can automatically pin as a special attack an opponent you have grappled. You and opponent are Restrained until grapple is broken.</p><p>Power Attack: Can take -5 penalty on attack with melee or thrown weapon to gain +10 damage if it hits. Cannot be used with Power Attack (unless it’s unarmed), bonus action attack, explosive, or if attack doesn’t require an attack roll.</p><p>Reckless Attack: At start of turn can gain advantage on melee attacks until the end of your turn, opponents gain advantage on attacks against you until the start of your next turn.</p><p>Submission Move: Automatically deal unarmed strike damage to opponent you have grappled, cannot use Power Attack with it.</p><p>Takedown: Once during your turn can declare an unarmed strike to be a takedown. If it hits you deal damage and then can perform a disarm, grapple, shove, or trip attempt against the opponent.</p><p></p><p><strong>Feats</strong></p><p>Ability Score Training (2nd, Minor): +1 Charisma.</p><p>Skill Training (2nd, Minor): proficiency in Performance and Perception.</p><p>Brawler Training (4th level, Major): gain proficiency in Improvised Equipment, advantage on Strength checks to break objects, melee weapons have +1 PV, can move speed up to an opponent or a dangerous situation as a bonus action.</p><p>Agile Hero Training (6th level, Major): proficiency in Stealth, can Dash or Disengage as a bonus action, advantage on Athletics made to Gain Ground during foot chases.</p><p>Martial Artist Training (8th level, Major): gain proficiency in Historical Equipment, unarmed strike damage improves one die step, can make unarmed attack as a bonus action, climbing and swimming are not considered difficult movement.</p><p></p><p>Equipment: Cool suit, luxury car with clean plates, various energy drinks, concealed carry pistol, knife, sword, stun gun</p><p></p><p><strong>Attacks</strong></p><p>Unarmed Strike +6: 1d10+3 bludgeoning damage (1d10 as bonus action), PV 2: Properties Finesse, Light, Special</p><p>Concealed Carry Pistol +5: 1d8+2 ballistic damage, bonus action reload, PV 2, range 100/200, 8 rounds; Properties Light, Loud, Semi-Auto, Versatile 1d10</p><p>Knife +6: 1d4+3 slashing damage, PV 2; Properties Finesse, Light, Thrown (30/60)</p><p>Stun Gun +6: 1d4+3 electrical damage, PV 1; Properties Finesse, Stunning</p><p>Sword +6: 1d8+3 slashing damage, PV 2: Properties Versatile 1d10</p><p></p><p>Kazuma can use Power Attack to hit with +1 total with his melee attacks but adds +10 damage.</p><p></p><p>Heeeeere’s Kazuma! I admit that I only played Yakuza 0, so this is my estimation of his capabilities from that game. As the famed Dragon of Dojima, he rose from meager beginnings in a mob-run orphanage to a leg-breaking debt collector to the fourth chairman of the Tojo clan. He is first and foremost a melee fighter, swinging with his bare fists and a variety of close-range weapons on hand, from knives and swords to trash cans and bicycles. I found taking MMA Fighter with multiclass feats in Brawler and Martial Artist to be reflective of the various fighting styles he can use in the game. Brawler style (the video game, not the ED archetype) is closest to MMA, Rush is closest to the agility of Martial Artist, and Beast the Brawler archetype.</p><p></p><p>Kazuma’s also a surprisingly thoughtful and persuasive individual, who in between his underworld politics has found time to become a disco sensation, help individuals pursue their dreams, and instill important life lessons for the various interesting characters of Tokyo’s back alleys. Giving him a high Charisma is reflective of this aspect of his character.</p></blockquote><p></p>
[QUOTE="Libertad, post: 9010248, member: 6750502"] [CENTER][IMG]https://i.imgur.com/zOvXnIv.png[/IMG][/CENTER] [B]Kazuma Kiryu[/B] 8th Level Strong Hero; Archetype MMA Fighter Background Orphan (+1 Constitution); Profession Crime (+1 Strength, +1 Dexterity, +1 Constitution) Wealth Level 2 (6 if you do well enough in Real Estate Royale) Speed 30 Feet Hit Points 68 (8d10+16); Defense 16 (10 + PB + Strength modifier) Strength 16 (+3) Dexterity 14 (+2) Constitution 14 (+2) Intelligence 10 (+0) Wisdom 10 (+0) Charisma 14 (+2) Saving Throws Dexterity +5, Strength +6 Skills Acrobatics +5, Athletics +9, Deception +5, Intimidation +5, Perception +3, Performance +5, Persuasion +5, Security +5, Stealth +5, Streetwise +3 Languages Japanese Equipment Proficiencies Basic, Advanced, Historical, Improvised Passive Perception 13 Proficiency Bonus +3 Special Feature, Survivor: Can reroll one failed saving throw once per long rest. Special Feature, Criminal Record: Advantage on Charisma checks when interacting with criminal underworld, disadvantage on Charisma checks with law enforcement or private security who know of Kazuma’s reputation. [B]Talents[/B] Advanced Combat Training: Can make two attacks as part of Attack action once during your turn. Athletic Expertise: double proficiency in Athletics Improved Heavy Hands: unarmed strike damage increases by 2 steps, can use Power Attack with off-hand unarmed attacks. Jab: Once during your turn can declare an unarmed strike to be a jab. If jab hits gain advantage on your next melee attack roll against opponent before end of your next turn. Master Grappler: advantage on Athletics checks made to initiate or escape a grapple. Pin: Can automatically pin as a special attack an opponent you have grappled. You and opponent are Restrained until grapple is broken. Power Attack: Can take -5 penalty on attack with melee or thrown weapon to gain +10 damage if it hits. Cannot be used with Power Attack (unless it’s unarmed), bonus action attack, explosive, or if attack doesn’t require an attack roll. Reckless Attack: At start of turn can gain advantage on melee attacks until the end of your turn, opponents gain advantage on attacks against you until the start of your next turn. Submission Move: Automatically deal unarmed strike damage to opponent you have grappled, cannot use Power Attack with it. Takedown: Once during your turn can declare an unarmed strike to be a takedown. If it hits you deal damage and then can perform a disarm, grapple, shove, or trip attempt against the opponent. [B]Feats[/B] Ability Score Training (2nd, Minor): +1 Charisma. Skill Training (2nd, Minor): proficiency in Performance and Perception. Brawler Training (4th level, Major): gain proficiency in Improvised Equipment, advantage on Strength checks to break objects, melee weapons have +1 PV, can move speed up to an opponent or a dangerous situation as a bonus action. Agile Hero Training (6th level, Major): proficiency in Stealth, can Dash or Disengage as a bonus action, advantage on Athletics made to Gain Ground during foot chases. Martial Artist Training (8th level, Major): gain proficiency in Historical Equipment, unarmed strike damage improves one die step, can make unarmed attack as a bonus action, climbing and swimming are not considered difficult movement. Equipment: Cool suit, luxury car with clean plates, various energy drinks, concealed carry pistol, knife, sword, stun gun [B]Attacks[/B] Unarmed Strike +6: 1d10+3 bludgeoning damage (1d10 as bonus action), PV 2: Properties Finesse, Light, Special Concealed Carry Pistol +5: 1d8+2 ballistic damage, bonus action reload, PV 2, range 100/200, 8 rounds; Properties Light, Loud, Semi-Auto, Versatile 1d10 Knife +6: 1d4+3 slashing damage, PV 2; Properties Finesse, Light, Thrown (30/60) Stun Gun +6: 1d4+3 electrical damage, PV 1; Properties Finesse, Stunning Sword +6: 1d8+3 slashing damage, PV 2: Properties Versatile 1d10 Kazuma can use Power Attack to hit with +1 total with his melee attacks but adds +10 damage. Heeeeere’s Kazuma! I admit that I only played Yakuza 0, so this is my estimation of his capabilities from that game. As the famed Dragon of Dojima, he rose from meager beginnings in a mob-run orphanage to a leg-breaking debt collector to the fourth chairman of the Tojo clan. He is first and foremost a melee fighter, swinging with his bare fists and a variety of close-range weapons on hand, from knives and swords to trash cans and bicycles. I found taking MMA Fighter with multiclass feats in Brawler and Martial Artist to be reflective of the various fighting styles he can use in the game. Brawler style (the video game, not the ED archetype) is closest to MMA, Rush is closest to the agility of Martial Artist, and Beast the Brawler archetype. Kazuma’s also a surprisingly thoughtful and persuasive individual, who in between his underworld politics has found time to become a disco sensation, help individuals pursue their dreams, and instill important life lessons for the various interesting characters of Tokyo’s back alleys. Giving him a high Charisma is reflective of this aspect of his character. [/QUOTE]
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