Aonat 32J-2 -- Gunslinger - Autognome

Name: Aonat 32J-2
Race/Ancestry/Heritage: Autognome (Construct)
Class & Level: Fighter 1
Background: Soldier
Alignment: Neutral Good
Experience: 0 xp

ABILITY SCORES & ABILITIES
(* includes +2 proficiency bonus; ** includes expertise, if any)

Strength 16
+3 ... Strength Ability Checks
+5 ... Strength Saving Throws *
+5 ... Athletics Skill *
240 lbs. ... Maximum Carrying Capacity
480 lbs. ... Max. Push or Drag (Speed -5 ft.)
480 lbs. ... Maximum Lift

Dexterity 18
+4 ... Dexterity Ability Checks
+4 ... Dexterity Saving Throws
+6 ... Acrobatics Skill *
+4 ... Sleight of Hand Skill
+4 ... Stealth Skill (Disadv.)

Constitution 17
+3 ... Constitution Ability Checks
+5 ... Constitution Saving Throws *

Intelligence 15
+2 ... Intelligence Ability Checks
+2 ... Intelligence Saving Throws
+2 ... Arcana Skill
+4 ... History Skill *
+2 ... Investigation Skill
+2 ... Nature Skill
+2 ... Religion Skill

Wisdom 14
+2 ... Wisdom Ability Checks
+2 ... Wisdom Saving Throws
+2 ... Animal Handling Skill
+2 ... Insight Skill
+2 ... Medicine Skill
+2 ... Perception Skill
+2 ... Survival Skill

Charisma 13
+1 ... Charisma Ability Checks
+1 ... Charisma Saving Throws
+1 ... Deception Skill
+3 ... Intimidation Skill *
+1 ... Performance Skill
+1 ... Persuasion Skill

COMBAT [PHB p. 189]

12 ... Passive Perception
+4 ... Initiative Modifier

Armor Class 18 ... Armor worn: none (natural armor)

30 ft. Speed ... Base distance per move

13 hit points ... 1d10 Hit Dice

2 (two) Laser Pistols. Ranged Weapon Attack: +6 to hit. Range 50ft advantage, disadvantage higher range. Hit: 2d8+4 radiant damage. Damage together as dual attack: 4d8+4.
Reloading after 30 shots limits to only one attack per round regardless of extra attacks. 

2 (two) Long Beam Sabers. Melee Weapon Attack: +6 to hit, reach 5 ft. Hit: 1d8+4 radiant damage. Damage together as dual attack: 2d8+4. 

Fighting Style: *Gunslinger (see below) 


FEATURES, TRAITS, SPECIAL ABILITIES

Soldier Background [PHB p. 140]

• Feature: Military Rank.

• Tech: Futuristic / Starfaring Age.

• Traits: Fought against a goblin army. Refugee from war between giants.

• Ideal: Only combat earns honor.

• Bond: Owe life debt to comrade.

• Flaw: Steals supplies from civilians.

Dual Wielder

Source: Player's Handbook

You master fighting with two weapons, gaining the following benefits:

You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
You can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light.
You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Proficiencies & Languages
• Proficiency Bonus: +2
• Armor: light armor, medium armor, heavy armor, shields
• Weapons: simple weapons, martial weapons , futuristic weapons
• Tools: gaming set (dice set), smith's tools, tinker's tools, vehicles (land craft)
• Saving Throws: Strength, Constitution
• Skills: Acrobatics, Athletics, History, Intimidation
• Languages: Common, Gnomish

Autognome Traits [SJAiS p. 11]

• Creature Type: Construct

• Age: 118 years old

• Medium Size (5' 3" 89 lbs.)

• Armored Casing (natural AC)

• Built for Success (+1d4; use times betw. long rests)

• Mechanical Nature (resist. poison, immune disease, adv. vs. paralyzed or poisoned; doesn't eat, sleep, breathe)

• Sentry's Rest (6 hrs. as 8 hrs. rest)

• Specialized Design (tool proficiencies)

• Healing Machine (Mending healing)

• Armored Casing (minimum AC 13 + Dex modf.)

Fighter Class Features [PHB p. 70]

• Fighting Style (Gunslinger)

• Second Wind (regain 1d10+1 h.p.)

• Maneuver Save DC 14

EQUIPMENT & TREASURE

Carried Gear [PHB, p. 143]: 2 long beam sabers, 2 laser pistols and 2 spare energy cells, gaming set (dice set), an insignia of rank, trophy taken from fallen enemy. (This load is about 89 lbs.; add 1 lb. per 50 coins carried.)

Coins & Gems: 11 gold pieces (gp); 29 silver pieces (sp); 47 copper pieces (cp); 3 gems (worth 10 gp each)

*Gunslinger

Firearm Proficiency
Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.

Gunsmith
Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.

Firearm Properties
Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.

Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.

Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.

Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.

Ammunition
All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.

Adept Marksman
When you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.

Trick Shots. You learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.

You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.

Grit. You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.

Saving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:

   Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier

Quickdraw
When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.

Rapid Repair
Upon reaching 10th level, you learn how to quickly attempt to fix a jammed gun. You can spend a grit point to attempt to repair a misfired (but not broken) firearm as a bonus action.

Lightning Reload
Starting at 15th level, you can reload any firearm as a bonus action.

Vicious Intent
At 18th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll.

Hemorrhaging Critical
Upon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.

Trick Shots
These trick shots are presented in alphabetical order.

Bullying Shot
You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one grit point while making a Charisma (Intimidation) check to gain advantage on the roll.

Dazing Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.

Deadeye Shot
When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.

Disarming Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.

Forceful Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.

Piercing Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.

Violent Shot
When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.

Winging Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.





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