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<blockquote data-quote="Libertad" data-source="post: 9221542" data-attributes="member: 6750502"><p style="text-align: center"><img src="https://i.imgur.com/an5xmzx.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><strong>Dominic Toretto</strong></p><p><strong>Origin</strong> Human</p><p><strong>Archetype</strong> 13th Level Agile Hero; <strong>Class</strong> Motorhead</p><p><strong>Background</strong> Convict (+1 Strength); <strong>Profession</strong> Daredevil (+1 Strength, +1 Dexterity)</p><p><strong>Wealth Level</strong> 3</p><p><strong>Speed</strong> 30 Feet</p><p></p><p><strong>Hit Points</strong> 91 (11d8+33); <strong>Defense</strong> 19 (10 + 4 + Dexterity modifier)</p><p></p><p>Strength 20 (+5) Dexterity 20 (+5) Constitution 16 (+3) Intelligence 14 (+2) Wisdom 10 (+0) Charisma 14 (+2)</p><p><strong>Saving Throws</strong> Dexterity +10, Intelligence +7</p><p><strong>Skills</strong> Acrobatics +10, Athletics +10, Endurance +8, Intimidation +7, Investigation +7, Mechanics +12 (expertise), Natural Sciences +7, Persuasion +7, Streetwise +5, Vehicles +15 (expertise)</p><p><strong>Languages</strong> English, Italian, Portuguese, Spanish</p><p><strong>Equipment Proficiencies</strong> Basic, Advanced, Improvised</p><p><strong>Passive Perception</strong> 10</p><p><strong>Proficiency Bonus</strong> +5</p><p><strong>Special Feature Know the Routine:</strong> You have advantage on Insight checks made against law enforcement, correctional officers, and other convicts.</p><p><strong>Special Feature Safety First:</strong> You take half damage as a passenger in a vehicle crash. (Drivers are also considered passengers in the vehicle rules.)</p><p></p><p><strong>Talents</strong></p><p></p><p><em>Advanced Combat Driver:</em> attack with integrated vehicle weapon as bonus action whenever you Brace or Gain Ground during a chase in a vehicle.</p><p></p><p><em>Advanced Combat Training:</em> Can attack two times instead of once when using the Attack action.</p><p></p><p><em>Combat Driver:</em> ignore disadvantage on ranged attacks due to being in a moving vehicle. Treat integrated vehicle weapons as Advanced instead of Military Equipment.</p><p></p><p><em>Fast Reflexes:</em> advantage on initiative.</p><p></p><p><em>Master Motorhead:</em> Double number of chase points received for winning Vehicles contest, overcoming challenges, or avoiding hazards while driving a vehicle.</p><p></p><p><em>Max Performance:</em> Strength, Dexterity, and Constitution modifiers of vehicles you drive each increase by 2.</p><p></p><p><em>Quickness:</em> Dash or disengage as a bonus action. Advantage on Athletics checks made to Gain Ground as part of a foot chase.</p><p></p><p><strong>Motorhead</strong></p><p></p><p><em>Avert Disaster:</em> Reroll one failed vehicle damage saving throw once per short rest.</p><p></p><p><em>Burnout:</em> Advantage in driving speed contests.</p><p></p><p><em>Daredevil Driver:</em> Advantage on Vehicles checks to perform a vehicle stunt.</p><p></p><p><em>Nimble:</em> Advantage in driving maneuverability contests.</p><p></p><p><em>Too Cool:</em> Advantage on single Charisma check made while driving a vehicle once per short rest.</p><p></p><p><strong>Feats</strong></p><p></p><p><em>Ability Score Training (2nd level, Minor):</em> +1 Dexterity.</p><p><em>Racer (2nd level, Minor):</em> +2 Strength and Dexterity modifiers to vehicles you operate, advantage on Vehicles checks called for by complications.</p><p><em>Strong Hero Training (4th level, Major):</em> proficiency in Persuasion, can make reckless attacks to gain advantage on all melee attacks for a turn but attackers gain advantage on attacks against you.</p><p><em>Brawler Training (6th level, Major):</em> proficiency in Investigation, +1 PV on melee attacks, advantage on Strength checks to break objects, can move speed as bonus action to enemy or obviously dangerous situations.</p><p><em>Defensive Driving (8th level, Minor):</em> advantage on Vehicles checks to avoid a crash, +2 Constitution modifier to vehicles you operate, vehicle has advantage on saving throws against complications.</p><p><em>Free Running (8th level, Minor):</em> Climbing is not considered difficult movement, ignore movement requirement for jumps, can jump down up to 15 feet without taking damage and land on feet, advantage on Acrobatics checks made during a foot chase.</p><p><em>Advanced Brawler Training (10th level, Major):</em> Can deal +2d6 damage on an attack with melee weapon once per turn, destroys weapon if not unarmed strike, advantage on ability checks and saves to avoid or escape being Grappled, Restrained, Stunned, or Paralyzed.</p><p><em>Language Expert (11th level, Minor):</em> +2 languages known, can learn new languages in 6 weeks, advantage on Intelligence (Social Sciences) checks to decipher codes, can create ciphers and codes which can be cracked with DC 14 Intelligence check.</p><p><em>Walking Dead (11th level, Minor):</em> Gain 2 levels of exhaustion and fall Prone instead of Unconsciousness when reduced to 0 hit points. Must still make death saving throws, but exhaustion is removed if hit points are recovered while in this state.</p><p><em>Extra Health (12th level, Minor):</em> Gain 1 additional Hit Dice.</p><p><em>Extra Bonus Damage (12th level, Minor):</em> Increase amount of bonus damage dealt from one class talent (Brawler Training) by an additional 1d6.</p><p><em>Defense Training Influence (13th level, Minor):</em> Defense increases by 1.</p><p><em>Proficiency Advancement (13th level, Minor):</em> Proficiency Bonus increases by 1.</p><p></p><p><strong>Equipment:</strong> First aid kit, rugged clothes, a cool muscle car with car stuff, smartphone, pump-action shotgun (2 Bulk)</p><p></p><p><strong>Attacks</strong></p><p></p><p><em>Pump-action Shotgun +10:</em> 2d6+5 ballistic; Range 200/400; 9 Rounds; Reload Action; PV 3; Properties Loud, Shot, Two-Handed; Bulk 2</p><p></p><p><em>Unarmed Strike +10:</em> 1d4+5 bludgeoning damage; PV 2; Properties Finesse, Light, Special; Bulk -</p><p></p><p><strong>The Vault Core Rules Changes</strong></p><p></p><p><em>Motorhead Improvised Equipment Proficiency Duplicate:</em> Intimidation proficiency</p><p><em>Brawler Training Improvised Equipment Proficiency Duplicate:</em> Investigation proficiency</p><p></p><p><strong>Details:</strong> While I only saw the Fast and Furious 6, even I am aware of the cultural staying power and badassery of its main star. Thankfully I have <a href="https://fastandfurious.fandom.com/wiki/Dominic_Toretto" target="_blank">a fan wiki</a> plus more than a few online clips to help fill in the gaps.</p><p></p><p> I had to take some liberties to reflect Dom’s level of power given that his own capabilities, as well as the stakes of the movies, keep on increasing. First I went in line with giving him ability scores far above what one could ordinarily get with point buy, much like John Rambo in the Rambo sourcebook. I also used the new optional rules for Levels 11+ from the Vault, where basically you gain two Minor Feats or one Major Feat each time you gain a level past 10th. Increases to Hit Die, Proficiency Bonus, and similar things must be taken as new Leveling Feats.</p><p></p><p>To specifically discuss his build, Dom is first and foremost an Agile Hero with the Motorhead class given he performs best behind the wheel. The selected Motor Pool abilities from that class reflect how he’s an unmatched legend in street racing circles who treats death-defying stunts as routine activities. The Racer and Defensive Driver feats help enhance the physical properties of any vehicle he drives, which combined with Max Performance are a huge +4 bonus to each of the three ability scores of a vehicle. Dom is quite nimble even on his own two feet, so I gave him Free Running based off of the favela chase scene from the fifth movie.</p><p></p><p>Dom is also a capable fist-fighter, so I gave him the Strong/Brawler Training feat tree. Combined with a shotgun which is his favorite firearm, he can deal quite a bit of bonus damage with his trademark weapons: +3d6 from Brawler or +1d6 from the shotgun’s Shot Property. Furthermore, Dom’s shown himself to be very smart and well-spoken on a variety of occasions, which I reflected with above-average Intelligence and Charisma along with proficiency in several skills related to the two. I took the Language Expert feat to reflect his ability to speak at least four languages in the films.</p></blockquote><p></p>
[QUOTE="Libertad, post: 9221542, member: 6750502"] [CENTER][IMG]https://i.imgur.com/an5xmzx.jpg[/IMG][/CENTER] [B]Dominic Toretto Origin[/B] Human [B]Archetype[/B] 13th Level Agile Hero; [B]Class[/B] Motorhead [B]Background[/B] Convict (+1 Strength); [B]Profession[/B] Daredevil (+1 Strength, +1 Dexterity) [B]Wealth Level[/B] 3 [B]Speed[/B] 30 Feet [B]Hit Points[/B] 91 (11d8+33); [B]Defense[/B] 19 (10 + 4 + Dexterity modifier) Strength 20 (+5) Dexterity 20 (+5) Constitution 16 (+3) Intelligence 14 (+2) Wisdom 10 (+0) Charisma 14 (+2) [B]Saving Throws[/B] Dexterity +10, Intelligence +7 [B]Skills[/B] Acrobatics +10, Athletics +10, Endurance +8, Intimidation +7, Investigation +7, Mechanics +12 (expertise), Natural Sciences +7, Persuasion +7, Streetwise +5, Vehicles +15 (expertise) [B]Languages[/B] English, Italian, Portuguese, Spanish [B]Equipment Proficiencies[/B] Basic, Advanced, Improvised [B]Passive Perception[/B] 10 [B]Proficiency Bonus[/B] +5 [B]Special Feature Know the Routine:[/B] You have advantage on Insight checks made against law enforcement, correctional officers, and other convicts. [B]Special Feature Safety First:[/B] You take half damage as a passenger in a vehicle crash. (Drivers are also considered passengers in the vehicle rules.) [B]Talents[/B] [I]Advanced Combat Driver:[/I] attack with integrated vehicle weapon as bonus action whenever you Brace or Gain Ground during a chase in a vehicle. [I]Advanced Combat Training:[/I] Can attack two times instead of once when using the Attack action. [I]Combat Driver:[/I] ignore disadvantage on ranged attacks due to being in a moving vehicle. Treat integrated vehicle weapons as Advanced instead of Military Equipment. [I]Fast Reflexes:[/I] advantage on initiative. [I]Master Motorhead:[/I] Double number of chase points received for winning Vehicles contest, overcoming challenges, or avoiding hazards while driving a vehicle. [I]Max Performance:[/I] Strength, Dexterity, and Constitution modifiers of vehicles you drive each increase by 2. [I]Quickness:[/I] Dash or disengage as a bonus action. Advantage on Athletics checks made to Gain Ground as part of a foot chase. [B]Motorhead[/B] [I]Avert Disaster:[/I] Reroll one failed vehicle damage saving throw once per short rest. [I]Burnout:[/I] Advantage in driving speed contests. [I]Daredevil Driver:[/I] Advantage on Vehicles checks to perform a vehicle stunt. [I]Nimble:[/I] Advantage in driving maneuverability contests. [I]Too Cool:[/I] Advantage on single Charisma check made while driving a vehicle once per short rest. [B]Feats[/B] [I]Ability Score Training (2nd level, Minor):[/I] +1 Dexterity. [I]Racer (2nd level, Minor):[/I] +2 Strength and Dexterity modifiers to vehicles you operate, advantage on Vehicles checks called for by complications. [I]Strong Hero Training (4th level, Major):[/I] proficiency in Persuasion, can make reckless attacks to gain advantage on all melee attacks for a turn but attackers gain advantage on attacks against you. [I]Brawler Training (6th level, Major):[/I] proficiency in Investigation, +1 PV on melee attacks, advantage on Strength checks to break objects, can move speed as bonus action to enemy or obviously dangerous situations. [I]Defensive Driving (8th level, Minor):[/I] advantage on Vehicles checks to avoid a crash, +2 Constitution modifier to vehicles you operate, vehicle has advantage on saving throws against complications. [I]Free Running (8th level, Minor):[/I] Climbing is not considered difficult movement, ignore movement requirement for jumps, can jump down up to 15 feet without taking damage and land on feet, advantage on Acrobatics checks made during a foot chase. [I]Advanced Brawler Training (10th level, Major):[/I] Can deal +2d6 damage on an attack with melee weapon once per turn, destroys weapon if not unarmed strike, advantage on ability checks and saves to avoid or escape being Grappled, Restrained, Stunned, or Paralyzed. [I]Language Expert (11th level, Minor):[/I] +2 languages known, can learn new languages in 6 weeks, advantage on Intelligence (Social Sciences) checks to decipher codes, can create ciphers and codes which can be cracked with DC 14 Intelligence check. [I]Walking Dead (11th level, Minor):[/I] Gain 2 levels of exhaustion and fall Prone instead of Unconsciousness when reduced to 0 hit points. Must still make death saving throws, but exhaustion is removed if hit points are recovered while in this state. [I]Extra Health (12th level, Minor):[/I] Gain 1 additional Hit Dice. [I]Extra Bonus Damage (12th level, Minor):[/I] Increase amount of bonus damage dealt from one class talent (Brawler Training) by an additional 1d6. [I]Defense Training Influence (13th level, Minor):[/I] Defense increases by 1. [I]Proficiency Advancement (13th level, Minor):[/I] Proficiency Bonus increases by 1. [B]Equipment:[/B] First aid kit, rugged clothes, a cool muscle car with car stuff, smartphone, pump-action shotgun (2 Bulk) [B]Attacks[/B] [I]Pump-action Shotgun +10:[/I] 2d6+5 ballistic; Range 200/400; 9 Rounds; Reload Action; PV 3; Properties Loud, Shot, Two-Handed; Bulk 2 [I]Unarmed Strike +10:[/I] 1d4+5 bludgeoning damage; PV 2; Properties Finesse, Light, Special; Bulk - [B]The Vault Core Rules Changes[/B] [I]Motorhead Improvised Equipment Proficiency Duplicate:[/I] Intimidation proficiency [I]Brawler Training Improvised Equipment Proficiency Duplicate:[/I] Investigation proficiency [B]Details:[/B] While I only saw the Fast and Furious 6, even I am aware of the cultural staying power and badassery of its main star. Thankfully I have [URL='https://fastandfurious.fandom.com/wiki/Dominic_Toretto']a fan wiki[/URL] plus more than a few online clips to help fill in the gaps. I had to take some liberties to reflect Dom’s level of power given that his own capabilities, as well as the stakes of the movies, keep on increasing. First I went in line with giving him ability scores far above what one could ordinarily get with point buy, much like John Rambo in the Rambo sourcebook. I also used the new optional rules for Levels 11+ from the Vault, where basically you gain two Minor Feats or one Major Feat each time you gain a level past 10th. Increases to Hit Die, Proficiency Bonus, and similar things must be taken as new Leveling Feats. To specifically discuss his build, Dom is first and foremost an Agile Hero with the Motorhead class given he performs best behind the wheel. The selected Motor Pool abilities from that class reflect how he’s an unmatched legend in street racing circles who treats death-defying stunts as routine activities. The Racer and Defensive Driver feats help enhance the physical properties of any vehicle he drives, which combined with Max Performance are a huge +4 bonus to each of the three ability scores of a vehicle. Dom is quite nimble even on his own two feet, so I gave him Free Running based off of the favela chase scene from the fifth movie. Dom is also a capable fist-fighter, so I gave him the Strong/Brawler Training feat tree. Combined with a shotgun which is his favorite firearm, he can deal quite a bit of bonus damage with his trademark weapons: +3d6 from Brawler or +1d6 from the shotgun’s Shot Property. Furthermore, Dom’s shown himself to be very smart and well-spoken on a variety of occasions, which I reflected with above-average Intelligence and Charisma along with proficiency in several skills related to the two. I took the Language Expert feat to reflect his ability to speak at least four languages in the films. [/QUOTE]
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