11-26-2020, 07:19 AM
(This post was last modified: 11-29-2020, 05:23 PM by Rupert Gladestone.)
Rupert Gladstone
DESCRIPTION:
Giff Fighter 1 / Monk 1 Level: 2 Alignment: LN
AC 15 HP 17 Speed 30'ft Prof. Bon: +2
Str 17 (3) Dex 14 (2) Con 12 (1) Wis 17 (3) Int 10 (0) Cha 9 (-1)
Proficient Skills:
ATTACKS, RACIAL & CLASS ABILITIES, & FEATS:
Background:
Rupert Gladstone was born to a militaristic clan of fighters, monks, and priests that made its fortune guarding merchant fleets on the Rock of Bral. As a cadet he was assigned to a Ship of The Line, assigned to guard the merchant craft of The Black Pegausus Trading Company who plied the trade lanes from Bral and thier home world, that passed through an area of space often raided by the the Neogi. This eventually led his can to come into conflict with the Neogi raiders fleet, and be all but wiped out. In the conflict. Rupert was assigned to The Red Vengence, a Ship of The Line in his Clans fleet,and the pride of his clan as she cariied 41 Giff Bombards, for his first cadet voyage. Unfortunately the Red Vengence, was destroyed by a huge mysterious new Neogi Battleship twice the size of a Deathspider. Rupert was nocked unconsious by a large explosion caused by detonated blackpowder during the struggle and awoke alone and adrift in a lifeboat, and was picked up eventually by a patrol of Hammerships out of the Rock of Bral and has just recently set foot back on the Rock of Bral, the soul survivor of his clan, so far as he knows.
The Red Vengence - Ship of the Line
But the 9 Medium balista, 21 Light Ballista and 20 Light Catipults were replaced with 11 Turreted Giff Bombards above deck and 30 Giff Fixed Bombards below decks.
DESCRIPTION:
Rupert has light grey skin, and very short dark grey fuzzy hair, wearing the burgundy lined and diamond patched patterned grey-blue, yellow, and burgundy uniform overcoat of his clan with its burgundy pith helmet atop his head.He carries a large longsord on his back, and a pair of pistols at his waist. He is the average hulking size of those of his race.
Giff Fighter 1 / Monk 1 Level: 2 Alignment: LN
AC 15 HP 17 Speed 30'ft Prof. Bon: +2
Str 17 (3) Dex 14 (2) Con 12 (1) Wis 17 (3) Int 10 (0) Cha 9 (-1)
Proficient Skills:
Athletcs. Insight, Perception, Survival, Vehicle (Spelljammer), Naivigator's Tools
ATTACKS, RACIAL & CLASS ABILITIES, & FEATS:
Attacks:
Palm Pistol +6 1d8+2
Palm Pistol +6 1d8+2
Longsword +5 1d8+3
Unarmed Strike +5 1d4+3
Head First Charge +5 / DC13 2d6 +3 / prone
RACIAL:
Ability Score Increase.
Your Strength score increases by 2, and your Dexterity score increases by 1.
Headfirst Charge.
You can use your action to make a special attack with your hippo-like head. If you move at least 10 feet in a straight line that ends within 5 feet of a Large or smaller creature before you use this action, that creature must succeed on a Strength saving throw with a DC equal to 8 + your Strength modifier + your proficiency bonus or take 7 (2d6) bludgeoning damage and be knocked prone
Firearms Knowledge.
You are proficient with muskets and pistols. Additionally, you ignore the loading property of these weapons.
Languages.
You can speak, read, and write Common and one extra language of your choice.
CLASS
Hit Points - PHB, pg 71 (d10)
Proficiencies - PHB, pg. 71
Athletics
Perception
Fighting Style - PHB, pg. 72
You adopt a fighting style specialty.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Second Wind - PHB, pg. 72
regain 1d10 + 1 HP.
Second Wind: 1 Bonus Action
1 / Short Rest
BACKGROUND
Spacefarer
You have traveled the space lanes for years and have seen things and been to places that others could only dream of.
Skill Proficiencies: Survival, plus one from among Insight, persuasion, or deception
Tool Proficiencies: Navigator’s tools, Vehicles (Spelljammer)
Languages: One of your choice
Equipment: A set of traveler’s clothes, a bedroll, a walking stick, a token of your old life at home (roll on the trinkets table), a small knife, and a pouch with 5 gp
Feature: Tales to tell
Your travels have given you a wide variety of stories of exotic locations, fantastic sights, and interesting people. Others are always fascinated by these tales and are they are willing to trade a free drink, information, or a place to stay for these tales. The tales may also provide advantage on history checks related to famous planets, ships and personas through out Wildspace that may have been referenced in the tales you know based on DM discretion.
Unarmored Defense - PHB, pg. 78
While not wearing armor and not using a shield, your AC equals 10 + DEX modifier + WIS modifier.
Martial Arts - D4 - PHB, pg. 78
While you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield, you can use DEX instead of STR for the attack and damage rolls, you can roll your Martial Arts damage die in place of the normal damage, and when you use the Attack action on your turn, you can make one unarmed strike as a bonus action.
Unarmed Strike: 1 Bonus Action
Bonus Feat: Handgun Expert
Thanks to extensive the loading property of palm pistols, pistols, and pepperboxes with which you are proficient.
- You ignore the loading property of palm pistols, pistols, and pepperboxes with which you are proficient. (already gets this from Class Abilities)
- Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
- ]When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand palm pistol, pistol, or pepperbox you are holding
Palm Pistol +6 1d8+2
Palm Pistol +6 1d8+2
Longsword +5 1d8+3
Unarmed Strike +5 1d4+3
Head First Charge +5 / DC13 2d6 +3 / prone
RACIAL:
Ability Score Increase.
Your Strength score increases by 2, and your Dexterity score increases by 1.
Headfirst Charge.
You can use your action to make a special attack with your hippo-like head. If you move at least 10 feet in a straight line that ends within 5 feet of a Large or smaller creature before you use this action, that creature must succeed on a Strength saving throw with a DC equal to 8 + your Strength modifier + your proficiency bonus or take 7 (2d6) bludgeoning damage and be knocked prone
Firearms Knowledge.
You are proficient with muskets and pistols. Additionally, you ignore the loading property of these weapons.
Languages.
You can speak, read, and write Common and one extra language of your choice.
CLASS
Hit Points - PHB, pg 71 (d10)
Proficiencies - PHB, pg. 71
Athletics
Perception
Fighting Style - PHB, pg. 72
You adopt a fighting style specialty.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Second Wind - PHB, pg. 72
regain 1d10 + 1 HP.
Second Wind: 1 Bonus Action
1 / Short Rest
BACKGROUND
Spacefarer
You have traveled the space lanes for years and have seen things and been to places that others could only dream of.
Skill Proficiencies: Survival, plus one from among Insight, persuasion, or deception
Tool Proficiencies: Navigator’s tools, Vehicles (Spelljammer)
Languages: One of your choice
Equipment: A set of traveler’s clothes, a bedroll, a walking stick, a token of your old life at home (roll on the trinkets table), a small knife, and a pouch with 5 gp
Feature: Tales to tell
Your travels have given you a wide variety of stories of exotic locations, fantastic sights, and interesting people. Others are always fascinated by these tales and are they are willing to trade a free drink, information, or a place to stay for these tales. The tales may also provide advantage on history checks related to famous planets, ships and personas through out Wildspace that may have been referenced in the tales you know based on DM discretion.
Unarmored Defense - PHB, pg. 78
While not wearing armor and not using a shield, your AC equals 10 + DEX modifier + WIS modifier.
Martial Arts - D4 - PHB, pg. 78
While you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield, you can use DEX instead of STR for the attack and damage rolls, you can roll your Martial Arts damage die in place of the normal damage, and when you use the Attack action on your turn, you can make one unarmed strike as a bonus action.
Unarmed Strike: 1 Bonus Action
Bonus Feat: Handgun Expert
Thanks to extensive the loading property of palm pistols, pistols, and pepperboxes with which you are proficient.
- You ignore the loading property of palm pistols, pistols, and pepperboxes with which you are proficient. (already gets this from Class Abilities)
- Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
- ]When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand palm pistol, pistol, or pepperbox you are holding
Background:
Rupert Gladstone was born to a militaristic clan of fighters, monks, and priests that made its fortune guarding merchant fleets on the Rock of Bral. As a cadet he was assigned to a Ship of The Line, assigned to guard the merchant craft of The Black Pegausus Trading Company who plied the trade lanes from Bral and thier home world, that passed through an area of space often raided by the the Neogi. This eventually led his can to come into conflict with the Neogi raiders fleet, and be all but wiped out. In the conflict. Rupert was assigned to The Red Vengence, a Ship of The Line in his Clans fleet,and the pride of his clan as she cariied 41 Giff Bombards, for his first cadet voyage. Unfortunately the Red Vengence, was destroyed by a huge mysterious new Neogi Battleship twice the size of a Deathspider. Rupert was nocked unconsious by a large explosion caused by detonated blackpowder during the struggle and awoke alone and adrift in a lifeboat, and was picked up eventually by a patrol of Hammerships out of the Rock of Bral and has just recently set foot back on the Rock of Bral, the soul survivor of his clan, so far as he knows.
The Red Vengence - Ship of the Line
But the 9 Medium balista, 21 Light Ballista and 20 Light Catipults were replaced with 11 Turreted Giff Bombards above deck and 30 Giff Fixed Bombards below decks.