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Author Topic: Mr. Creed  (Read 66 times)

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Offline Tusserk

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Mr. Creed
« on: January 15, 2015, 03:13:45 PM »
A former raider from the old city of New York, Mr. Creed grew up in what was once known as China Town among the left over inhabitants that now dwelled in the subways and under city beneath the rubble. As he grew older he became obsessed with his father’s line of work, guarding the tunnels. He turned his studies to tactics and history as he read his dad’s copy of The Art of War.

A collapse of the tunnels leading to his families section in the housing district left Creed with no one to keep him in the under city any longer. Wandering the upper city would soon see him end up with a raider gang, helping to fix their firearms. He converted several of the raiders as they would come to him each night to listen to him read from The Book. Within a few years, the followers of The Art of War were growing strong enough that the raider gang leader, Jackson, feared for his position. He banished Creed and demanded The Book.

Creed refused to give up his father’s book and a struggle ensued. The book was ripped, Creed got the first two thirds while Jackson retained the last third of the book. Creed fled the area of New York and headed northeast…

Name: Mr. Creed
Race: Normal Human
Class: Fighter
Path:
Background: Cultist of Dead Religions

Level: 2
XP: 300

Armor Class: 16
Hit Dice: 2d10
Hit Points: 19
Speed: 30 feet
Size [Medium]: 5’ 8”, 163 lbs.

Strength [14]: +2
Dexterity [15]: +2
Constitution [15]: +2
Intelligence [14]: +2
Wisdom [14]: +2
Charisma [9]: -1

Strength Save: +4
Dexterity Save: +2
Constitution Save: +4
Intelligence Save: +2
Wisdom Save: +2
Charisma Save: -1

Proficiencies [+2]: All armor [P], all shields [P], simple weapons [P], marital weapons [P], firearm weapons [P], common [P], chinese [P], english [P], spanish [P]

Skills: History +4, Insight +4, Religion +4, Survival +4

Equipment: 136 lbs. travel load, (68.5 lbs. combat load without backpack)
Chainmail [AC: 16, Stealth: disadvantage, 55 lbs.]

Automatic Pistol [2d6 piercing, 3 lbs., ammunition (range 50’/150’), reload (15 shots), condition 5]
Automatic Pistol [2d6 piercing, 3 lbs., ammunition (range 50’/150’), reload (15 shots), condition 5]
Handaxe [1d6+2 slashing, 4 lbs. (2 lbs. ea.), light, thrown (range 20’/60’)]
Handaxe [1d6+2 slashing, 4 lbs. (2 lbs. ea.), light, thrown (range 20’/60’)]

Common Clothes [3 lbs.]
‘Holy’ Item (threadbare copy of The Art of War) [1/2 lb.]
18 Caps

Backpack [1 cubic foot/30 pounds of gear, 5 lbs.]: Crowbar [5 lbs.], Hammer [3 lbs.], Pitons [10, 2 1/2 lbs. (1/4 lb. ea.)], Tinderbox [1 lb.], and Rations [10 days, 20 lbs. (2 lbs. ea.)]
Tied to the outside of the backpack: Waterskin [5 lbs.], Hempen Rope [50 feet, 10 lbs.], Religious Trappings [3 lbs.], and Torches [10, 10 lbs. (1 lb. ea.)], Gunsmith Kit [3lbs.]

Racial Traits [Normal Human]:
•   Hardy. Normal Humans gain +2 on saves against disease, poison and radiation.

Class Traits:
•   Action Surge: Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
•   Fighting Style [Two-Weapon Fighting]: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
•   Second Wind: You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d 10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.

Feats:
•   Gunslinger: You are proficient in the use of paired pis¬tols and do not have disadvantage for long range. In addition, one or two pistols may be drawn as a free action. Finally, you gain a bonus attack in a round where you drop an opponent.

Background Feature [Shelter from Fellow Nut¬cases]: When unobserved by unbelievers, you have a 20% chance to cast a 0-level Clerical cantrip. This ability can be used, success or failure, once between long rests. You gain additional uses at levels 5, 10, 15, and 20. Your chance of success increases by 10% each 5 levels as well.

Major Aspirations:
•   Locate a group strong enough to take on Jackson and his raider gang so that he may retrieve the last portion of his father’s book.
•   Create a monastery to Sun Tzu: Once Creed has his father’s book whole again, he plans to set up a training fortress in a remote location to train the best warriors and leaders to help humanity guard against the raider gangs.

Minor Aspirations:
« Last Edit: January 28, 2015, 09:57:47 PM by Tusserk »

Offline Tusserk

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Re: Mr. Creed
« Reply #1 on: January 15, 2015, 03:15:08 PM »
Work on minor aspirations.
« Last Edit: January 28, 2015, 09:58:12 PM by Tusserk »

Offline valadaar

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Re: Mr. Creed
« Reply #2 on: January 16, 2015, 02:55:29 PM »
5 condition on the pistols? Wow. Chatroller _does_ have it in for you...



   
         Human Strolenati
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         DwarvenGuild - Dorak Stonehammer
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         STR: 4| END: 4| CON: 4| DEX: 4 | CHA: 3 | INT: 7
         Authentic Strolenite™©®
      
   
            
         
                
         

Offline Tusserk

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Re: Mr. Creed
« Reply #3 on: January 16, 2015, 03:25:29 PM »
Oh no, a condition of 5 on both pistols... chat roller hates my guts