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Krei'sa

Miqo'te (Keeper of the Moon) Race
+1 Cha/+10 Walking Speed/Prof. in Athletics and SoH Origin
Gunbreaker (Revolver) 4 Class & Level
Alignment
Deity
Faction
Rank/Position
Loyalty
Company

Strength 16
+3
Dexterity 18
+4
constitution 16
+3
intelligence 10
+0
wisdom 12
+1
charisma 14
+2
Total Hit Dice 4
Hit Die
1d10+3
+2 proficiency bonus
+5 Strength
+6 Dexterity
+3 Constitution
+0 Intelligence
+1 Wisdom
+1 Charisma
saving throws
+6 Acrobatics
+1 Animal Handling
+0 Arcana
+5 Athletics
+2 Deception
+0 History
+1 Insight
+2 Intimidation
+0 Investigation
+1 Martial
+1 Medicine
+0 Nature
+3 Perception
+2 Performance
+6 Persuasion
+0 Religion
+6 Sleight of Hands
+4 Stealth
+3 Survival
skills

 

MV

Prestige
1
Attunement Slots
17
Armor Class
43
Hit Points
+4
Initiative
40 ft
Speed
WeaponAttackDamage
Gunbladed Glaive 1d20+5 1d10+3 Slashing
Gunner Shot 1d20+6 1d10+7 Thunder
Pistol 1d20+6 1d8+4 Piercing
Attacks
Languages: Common and Infernal
Armor: All armor, shields
Weapons: Simple, Martial, all firearms
Tools: Smith's tools
Skills: Acrobatics, Athletics, Perception, Persuasion, Sleight of Hand, Survival
Proficiences
Armor:
  • Scale Mail
  • Pin of Growing Charm

  • +2 to Charisma only for social rp
  • Decrease stat requirements for multiclassing
  • Grants a limited amount of uses for extra attacks


  • Weapons:
  • Gunbladed Glaive
  • Pistol
  • 14 Bullets

  • Adventuring Gear:
  • Explorer's pack
  • Smith's tools
  • Potion of Growth

  • Current gold: 637.222
    Equipment
    The Mad Man
    Stat Array
    Racial Traits:
  • Superior Darkvison (120ft)
  • Predation (Proficiency in Perception)
  • Tenacity
  • When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.


    Origin Bonuses:
  • +1 to Charisma
  • Gain 10 additional walking speed
  • Proficiency in Athletics & Slight of Hand

  • Class features:
  • Arms Smith
  • Beginning at the 1st level, you have learned how to modify weaponry to incorporate gunfire into their function. You spend 1 day of time working on your weapon to complete the conversion process

  • Munitions

  • Beginning at 1st level, you've learned how to create cells that draw in magical energy from your body to charge themselves called Munitions. You have a number of munition charges your body can support, indicated on the class table above. You load up to 6 Munitions charges into your gunblade at a time. When you use Munition charges on attack rolls you expend a loaded charge. You may load more charges as an action.
  • GB save DC: 13
  • Ranged mod: +6
  • Half of your expended Munitions rounded up are recharged after completing a short rest and all of your Munitions after a long rest.
  • Current Munitions: 4

  • Burst Strike

  • When you make a successful melee weapon attack with a Gunblade, you may expend 1 Munitions charge to pull your weapon's trigger and attempt to launch your enemy backward. The creature makes a Constitution saving throw against your Gunbreaker Save DC. On a failure they take 1d10 thunder damage and are knocked back 10ft. from your position. They are not knocked back on a success.
  • This damage increases to 2d10 at the 6th level, 3d10 at the 12th level, and 4d10 at the 18th level.

  • Fighting Style: Defense
  • Gunner Shot

  • Beginning at 2nd level, you gain a new attack option that you can use with the Attack action. This special attack is a ranged weapon attack with a range of 60 feet which you may only use while wielding a gunblade. You are proficient with it, and you add your Dexterity modifier to the attack and damage rolls. Its damage is thunder, and its damage die is a d10. This damage increases to 2d10 at the 6th level, 3d10 at the 12th level, and 4d10 at the 18th level. You expend one Munitions charge when you use this attack option.
  • When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

  • Archetype: Revolver
  • Archetype feature: Gritty Gunner

  • Beginning at the 3rd level, when you use Gunner Shot with a hostile creature within 5ft. of you, you do not suffer disadvantage on the attack and you add your Strength ability modifier to your Gunner Shot damage rolls.
  • Additionally, you gain proficiency in all firearms.

  • Level 4 ASI: +1 to Str & Dex
  • Level 4 Feat: Gunner

  • +1 Dexterity
  • You gain proficiency with firearms
  • You ignore the loading property of firearms
  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls


  • Starting feat: Skill expert
  • +1 to Constitution
  • Proficiency and expertise in Persuasion
  • Class/Racial Features & Traits

    The statblocks of your Weapons, armor and other important/magical equipment

    Statblocks for your familiars, mounts etc.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Statblocks for your Trinkets, businesses, building, castles, empires.


    Created by

    Zanovran.

    Statblock Type

    Verum Character Sheet

    Link/Embed