(GM feel free to fill in the stuff I'm missing, the Thereafter V document was a little thin on how to pick proficiency's etc.)Name:
Atheist Ability Scores:
DEX 15 +
CON 14 +
INT 17 +
WIS 17 +
1 Strength, Intelligence, Wisdom, Dexterity and Charisma, +2 Constitution added in
(15:21:11) Minion: Doc_West rolls 2d10 and gets 7,10.
AC 15, touch 15, flat-footed 10 (+0 armor +5 dex )
Class Abilities:Fighting Style
Commander’s Strike – spend a superiority die to let an ally take an attack out of turn. This can be used without engaging the target in melee, and can be used to allow the party Rogue to gain additional Sneak Attack chances. Note that Sneak Attack is limited to once per turn, not once per round. It isn’t the Rogue’s turn any more when this is used.
Disarming Attack – spend a superiority die to force your target to make a Strength save or drop an object he’s holding. Shield? Weapon? Spellcasting focus? A double-scoop ice cream cone? On the ground you go. Particularly useful if you already know that one of your allies will get a turn between the disarm attempt and the target. No need to let the evil wizard pick his staff back up, right?
Trip Attack – spend a superiority die to force your target to make a Strength save or be knocked prone. Depending on the target, this is better than a normal shove-to-trip attempt in melee. You also do your normal attack’s damage plus a little extra.
Firearms - You gain +2 to all roles you make with firearms.
2nd Wind - On your turn, you can use a bonus action to regain 1d10 + fighter level Secondary HP (Or 1 Primary HP).
Need to rest before can be used again.
Action Surge - Gain 1 additional bonus action, reset on rest.
Martial Archtype - ?. Proficencies
All Armor, Shields
Simple Weapons,Martial Weapons,Firearms
Background (Wasteland Doctor)
Speed 30 ft. (6 squares)
pistol whip +2 (1d4/20) or rifle butt +2 (1d6/20)Ranged
LeMat Revolver .44 Magnum 9/9
Lemat secondary barrel- .60 caliber shotgun shell loaded with flechettes 1/1Melee
Ebony sword Cane
You are proficient in first aid, medic and doctor kits, gain an Advantage in healing
rolls, and restore double the normal HP with such devices and healing chems.
You also gain +1 Wisdom
already added in.History
Doctor Wesley Sandoz, an elderly man who practiced medicine as part of a trade caravan for almost 30 years, having been a wandering doctor for several years before joining up with Rodney Hanson. He often goes by the nick name Doc West, and is known to favor outdated suits and trench coats, and often speaks in a direct manner with a faint English accent.
Over the years he has learned a side arm is every bit as useful as a scalpel when traveling the wasteland, not just for protection, but administering mercy to those whose suffering he cannot alleviate should they wish it. To this end he carries an old Le-mat Revolver, a relic he salvaged from a museum during his youth. As old age catches up with him he has also taken to carrying an ebony sword cane, both to assist in his mobility and an emergency defense.
Beyond his doctoring skills he has also found over the years to be in the unfortunate position of hearing many a last request from gravely injured people, and seen enough injustice that he can no longer shy away from aiding those in need and righting wrongs when he find himself confronted with evil or malice. This as earned him the less popular nick name of "The Judge" by those patients whom he has taken upon himself to avenge.
Having been married a few decades before and raised a daughter of his own he has former experience with children and as a family man, his wife having passed on 8 years past from a fire he has an understanding of the random dangers of life and how precious it is.
Some what genteel he never draws his side arm without full intent of using it, and never turns his back on people in need or abandons those he calls friend. Having left the company of "Rodney's Riders" after a outbreak of dysentery in a small town compelled him to remain behind, he now is travelling the waste looking for a chance to make the world a bit of a brighter place in his wake than it was before his arrival.