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Unofficial 5E Conversion
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<blockquote data-quote="orangefruitbat" data-source="post: 6490035" data-attributes="member: 3013"><p>2 more:</p><p></p><p>Eschatologists</p><p></p><p>Skill Proficiencies: Religion, History</p><p>Languages: Dwarven, plus one more (If you already speak Dwarves, choose another language).</p><p>Equipment: A well-worn copy of “The Proper Ending of Things” , a bottle of ink, a quill, blank parchment, a set of common clothes, and a belt pouch containing 15 gp.</p><p>Feature: Researcher. See PHB, p. 138.</p><p></p><p>Gunsmiths</p><p></p><p>Skill Proficiencies: Perception, Intimidation</p><p>Proficiencies: One type of artisan tools plus Firearms proficiency. (If you already have firearms proficiency, then select two types of artisan tools).</p><p>Equipment: One set of artisans tools, a set of schematics for a design of your own creation, a set of travellers clothes, and a belt pouch containing 15 gp.</p><p>Feature: Inventor. Given time and materials, you can customize a firearm with modification of your own design (subject to the DM’s approval). Example improvements include wrist slides, concealment of a pistol in another item, a holster in an unusual place, a double barrel version, a range scope, etc.</p><p></p><p></p><p>Note: Firearms will be handled using the standard rules in the DMG. Firearms will be martial weapons, with all martial characters starting as proficient. Other PCs will be able to train and learn the firearm proficiency using the downtime rules. At 250 gp for a pistol, I'm torn on whether gunsmiths should actually start with a firearm or not. I don't think it's overpowering per se, but seems unfair to everyone else.</p></blockquote><p></p>
[QUOTE="orangefruitbat, post: 6490035, member: 3013"] 2 more: Eschatologists Skill Proficiencies: Religion, History Languages: Dwarven, plus one more (If you already speak Dwarves, choose another language). Equipment: A well-worn copy of “The Proper Ending of Things” , a bottle of ink, a quill, blank parchment, a set of common clothes, and a belt pouch containing 15 gp. Feature: Researcher. See PHB, p. 138. Gunsmiths Skill Proficiencies: Perception, Intimidation Proficiencies: One type of artisan tools plus Firearms proficiency. (If you already have firearms proficiency, then select two types of artisan tools). Equipment: One set of artisans tools, a set of schematics for a design of your own creation, a set of travellers clothes, and a belt pouch containing 15 gp. Feature: Inventor. Given time and materials, you can customize a firearm with modification of your own design (subject to the DM’s approval). Example improvements include wrist slides, concealment of a pistol in another item, a holster in an unusual place, a double barrel version, a range scope, etc. Note: Firearms will be handled using the standard rules in the DMG. Firearms will be martial weapons, with all martial characters starting as proficient. Other PCs will be able to train and learn the firearm proficiency using the downtime rules. At 250 gp for a pistol, I'm torn on whether gunsmiths should actually start with a firearm or not. I don't think it's overpowering per se, but seems unfair to everyone else. [/QUOTE]
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