Warhammer 40k D&D 5E – Apothecaries, Chaplains, and Veteran Guard (Hack #3)

Check out the first post for:

  • general rules
  • Corruption ability score
  • new skills
  • a hit selection system
  • races
  • character backgrounds
  • the psyker feat.


See the last post for:

  • the (shared) Resources party attribute
  • the Lucky Bastard feat
  • New martial weapons (chainswords, power swords, lightning claw, power fist, power maul)
  • New ranged weapons (from bolt pistols to long las)
  • New extremis weapons (the iconic bolter, heavy bolter, las cannon, melta, etc.)
  • Power Armor (for space marines, for chaos space marines, for non-space marines, even for xenos!)

 

What’s in this post?

First up we’re covering the “what about healing” issue with the Apothecary Space Marine monk archetype, then what to do about Chaplains, then the Experienced Soldier fighter archetype (which hits medicae, heavy weapons specialists, and technologically-inclined members of the Imperial Guard).

Apothecary Space Marine (Monk)

You are the caretaker of your chapter, ensuring that the proud line of space marines of which you are a part continues on long after the deaths of you and your charges. While you work to save the lives of your Adeptus Astartes companions, your most sacred duty is to acquire and protect the gene seeds from those who have fallen, ensuring they can be used for the creation of future generations of your brethren. All space marine chapters have apothecaries.

Keeper of the Chapter
Unlike other monk player options, you choose this archetype at 2nd level (instead of 3rd) and do not receive a ki pool. You have advantage on Death saving throws and when within 30 feet of a space marine at 0 hit points, are able to spend a bonus action to give them advantage on their next Death saving throw so long as they would otherwise be able to hear you.
     In addition, you gain proficiency with the healer’s kit. When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point. As an action, you can spend one use of a healer’s kit to patch a creature up, restoring 1d12 + 4 hit points to it plus additional hit points equal to the creature’s maximum number of Hit Dice. At 6th, 11th, and 17th level, you restore an additional 1d12 hit points (to a maximum of 4d12 + 4 + the creature’s maximum number of hit dice). The creature can’t regain hit points from being patched up again until it finishes a short or long rest.

Narthecium
At 3rd level, your chapter gives you a narthecium, the tool of your trade. It contains various counterseptics, skin patches, transfusions, a practically impregnable strongbox holding stasis tubes for recovering the gene-seed from fallen space marine’s progenoid glands, a high-powered laser scalpel or an adamantine-toothed chainsaw (to cut away armor so that you can treat wounds), and long syringes for utilizing the many drugs stored within. You are able to use your medicio points only while wielding your narthecium and your unarmed strikes only deal your monk damage while using the weapon.

Medicio Points
Also at 3rd level, you gain a number of medicio points equal to your monk level. Whenever you gain a monk level, your pool of medicio points increases by 1. By spending an action, you can expend medicio points to heal a space marine within reach, restoring 10 hit points per medicio point spent. By spending a bonus action, you can heal another type of creature instead with a successful DC 15 Wisdom (Medicine) check, restoring a number of hit points equal to your bonus on the check. You regain medicio points after finishing a short or long rest.

Surgical Combat
Beginning at 6th level, you learn how to best strike a living creature with deadly effectiveness. Once per turn you can deal an extra 1d10 damage to one living creature you hit with melee weapon attack if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases by 1d10 at 11th and 17th level (to a maximum of 3d10).

Quick Amputation
Also at 11th level, you learn how to quickly and effectively amputate. By spending spending an action working an extremis weapon or your narcethium on an ally space marine that is willing, you can cut off a limb. You have advantage on checks made to install cybernetic limbs.

Biological Dismantler
Starting at 17th level, you always deal the extra damage from Surgical Combat so long as you are targeting a living creature.

Chaplains

Use the cleric class! Take the Life or War domain. 😀

For chaos space marine chaplains, grab the Abyssal domain from the Evil Primer (skin your quasits as servoskulls or daemonic spirits bound to lowly material forms).

Here’s your Crozius (which your GM gives you when they decide you’ve earned it). It does not suffer from the Corruption rules detailed in Warhammer 40k D&D 5E Hack #1.

CROZIUS
Magic weapon, legendary
While wielding this enchanted badge of office and potent magic weapon, your weapon attacks are magical and deal 1d4 force damage per two points of proficiency bonus you possess. You are able to focus your Channel Divinity feature through your crozius. Unless the GM says otherwise, in the hands of any creature other than you the crozius is a normal morning star.

Imperial Guard Veteran (Fighter)

Despite the Imperial Guard’s well-deserved reputation for constantly high fatalities, there are men and women that live long enough to retire from martial service for the Imperium of Mankind. Some of these are masters of battle or have championed combat in one realm or another, but most are from heavy weapons teams, medicae, and technical specialists.

Veteran Knacks
Starting at 3rd level, your experience in the Emperor’s service has taught you the first vital tool for your military trade. Choose either medicae, heavy weapons, or technical specialist. Once chosen, this choice cannot be changed and all of your archetype features are taken from this battlefield focus.

  • Medicae: Combat Medicine. You gain proficiency with the healer’s kit. When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point. As an action, you can spend one use of a healer’s kit to patch a creature up, restoring 1d6 + 4 hit points to it plus additional hit points equal to the creature’s maximum number of Hit Dice. At 7th, 10th, 15th, and 18th level, you restore an additional 1d6 hit points (to a maximum of 6d6 + 4 + the creature’s maximum number of hit dice). The creature can’t regain hit points from being patched up again until it finishes a short or long rest.
  • Heavy Weapons: Extremis Wielder. You gain proficiency with one extremis weapon. You must spend a bonus action setting your footing before moving and a reaction settling after moving. When making attack rolls with an extremis weapon, you have disadvantage on your first attack each round if you do not spend a bonus action aiming first.
  • Technical Specialist: Apprentice Technologist. You gain proficiency with Technology. If you are already proficient, you gain advantage on Intelligence (Technology) checks.

Lesser Veteran Knack
At 7th level, your time in the Imperial Guard has garnered another crucial bit of knowledge for your purpose on the battlefield.

  • Medicae: Improved Combat Medicine. You can patch up the same creature twice between short or long rests. In addition, you can awaken an unconscious creature as a bonus action as long as you have a healer’s kit (this does not expend a use of it).
  • Heavy Weapons: Extremis Lugger. You no longer require a bonus action or reaction to move while wielding an extremis weapon. In addition, you gain proficiency in another extremis weapon of your choice.
  • Technical Specialist: Vehicle Operator. You gain proficiencies with two vehicle types of your choice (air, ground, space, water). At 10th and 15th level, you gain proficiency with another type of vehicle or choose a vehicle type you are already proficient with to have advantage on checks where your vehicle tool proficiency applies.

Greater Veteran Knack
Beginning at 10th level, you learn another trick of your role in the Imperial Guard.

  • Medicae: Expert Combat Medicine.  You can patch up the same creature three times between short or long rests and you can do so as a bonus action (instead of an action).
  • Heavy Weapons: Extremis Veteran. You no longer have a disadvantage on your first attack roll each round when using an extremis weapon. In addition, you gain proficiency in another extremis weapon of your choice.
  • Technical Specialist: Make It Work. By spending a bonus action on your turn, you can force a piece of broken equipment to function normally for 1 round. You may only affect any single piece of equipment this way a number of times equal to your Intelligence modifier, after which it is completely destroyed.

Supreme Veteran Knack
At 15th level, you’ve figured out virtually every nuance of your military profession.

  • Medicae: The Guard Never Die. As long as you reach a creature within a few rounds of its death, as an action you can spend 3 uses of a healer’s kit to attempt a DC 17 Wisdom (Medicine) check to revive it. On a success, the creature is restored it to 0 hit points and dying, making its death saving throws with disadvantage. You are only able to use this feature on a creature that has died within a number of rounds equal to your Wisdom modifier (minimum 1).
  • Heavy Weapons: Extremis Endurance. You have advantage on Constitution saving throws and you treat all exremis weapons as if they only weighed 50% less.
  • Technical Specialist: Maximum Range. You double the ranges of all technological weapons and items that you use.

Elite Veteran
Starting at 18th level, you are the best at what you do and new recruits into the Imperial Guard look onto you like you were the God-Emperor himself.

  • Medicae: The Good Stuff. You have access to the best pharmaceuticals the Imperium offers to their soldiers and they keep you in excellent mental shape. Your Intelligence, Wisdom, and Charisma scores all increase by 2 (to a maximum of 20).
  • Heavy Weapons: Extremis Marksman. You have advantage on your first attack roll each round when you are wielding an extremis weapon.
  • Technical Specialist: Instant Recognition. You’ve spent enough time around technology to recognize the general purpose of any technological item you come across. You may not be able to use it (at least not without intense analysis, and even then probably not well) but you can recognize a weapon or data compiler or what have you when you see it, even if it is made by xenos.

Tune in next week for more class archetypes as we fill
out
the heroic (or villainous!) roles for player characters
in the Warhammer 40k D&D 5E Hack! 😀

PS: I’m involved with Frank Mentzer’s Empyrea Kickstarter!!! If you are an OSR or down to see a campaign world that a D&D legend has been crafting for 40 years, you are in for a tremendous treat. 😀
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Hyper Score Marvel: Iron Fist!

Welcome to Hyper Score Marvel (#26!) where every week I use Hypercorps 2099 to put together an iconic hero or villain from the world’s most popular superhero universe! Unlike previous posts, this series is no longer dual-system and only for the Pathfinder Roleplaying Game.

Last week we had Luke Cage and next we’ve got Jessica Jones, Punisher, Mr. Fantastic, Human Torch, Doctor Doom, Invisible Woman, and Loki. More requests are always welcome however–I’ll get to them all eventually! The full cast (as well as all my other statblocks) are easily accessible in big ol lists over on the index page and run the gamut from Spider-Man and the Venom Symbiote to Emma Frost. Also–there are free PDFs for Hypercorps 2099 (wherein you can get a look at how all these hyper abilities function).

If you spot a way this can improve, share the info! I’m on Twitter @MikeMyler2, Facebook, Google+, and you can leave messages below the post. Thanks!

Thanks! 😀

iron fist marvel pathfinder.png

IRON FIST        CR 15—51,200

Male human monk 9 [hs 5; parallel 1/savant 1]
LG Medium humanoid (human, hyper)
Init +11; Senses Awareness +16

DEFENSE
AC 32, bullet 32, touch 32, flat-footed 25 (+5 deflection, +6 Dex, +1 dodge, +2 hyper, +3 monk, +5 Wis)
hp 88 (9d8+27+17); Hyper Bonus +2
Fort +10, Ref +14, Will +13; +2 vs. enchantments, sleep, paralysis, and stunning
Defensive Abilities improved evasion; Immune disease
Hyper Flaw personal problem (out of touch), powered (after expending all uses of versatile spell-like ability, hyper spell-like abilities and Special Strike stop working)

OFFENSE
Speed 70 ft.
Melee iron fist +21/+16/+16 or flurry +22/+22/+17/+17 (2d6+19 for first attack in round, 2d6+15 after) or unarmed strike +19/+14/+14 or flurry +20/+15/+15 (2d6+17 for first attack in round, 2d6+13 after)
Special Attacks dragon’s roar (standard action, 2 stunning fist uses, 15-ft. Cone, 2d6+19 and shaken 1d4 rounds, DC 19 Will save to halve and negate shaken; can expend 1 elemental fist use to also deal 1d6 fire damage, no save to avoid), elemental fist (9/day, 1d6 fire), flurry of blows, hyper bonus +2, stunning fist (11/day, DC 19 and target is shaken 1d4+4 rounds)

Parallel Spell-Like Abilities (CL 14th; concentration +20)
6/day—cure moderate wounds, force punch, stone fist
3/day—any spell of up to 5th-level (always at least a full round action)

STATISTICS
Str 18, Dex 22, Con 14, Int 10, Wis 21, Cha 11
Hyper Dexterity 1 (Dexterous Footwork)
Base Atk +6; CMB +15 (+17 grapple or trip); CMD 42 (44 vs. grapple or trip)
Feats Alertness [B], Combat Expertise [B], Combat Reflexes [B], Deflect Arrows [B], Dodge [B], Dragon Ferocity, Dragon Roar, Dragon Style [B], Elemental Fist, Improved Unarmed Strike [B], Mobility, Spring Attack, Weapon Finesse [B], Whirlwind Attack
Hyper Feats Gadgeteer (2), Special Strike (Iron Fist; +2 atk/dmg)
Skills Acrobatics +18 (+43 to jump), Athletics +12, Awareness +16, Diplomacy +5, Escape Artist +15, Knowledge (religion) +5, Linguistics +3, Search +6, Sense Motive +12, Stealth +18
Languages Chinese, English, Japanese, Thai
SQ fast movement, high jump, hyper attack 1, hyper focus 2/day, hyper initiative, hyper mortality, hyper rest, ki pool (9 points, cold iron/magic/silver), maneuver training, purity of body, slow fall 40 ft., wholeness of body
Gear Iron Fist Costume (amulet of mighty fists +5, monk’s robe, ring of protection +5)

SPECIAL ABILITIES
Iron Fist’s Combat Abilities (Ex) When Iron Fist scores a critical hit or a successful Stunning Fist attempt against an opponent, that opponent is also shaken for 1d4 + 4 rounds. Iron Fist ignores difficult terrain when he charges, runs, or withdraws. He can also charge through squares that contain allies.

Street Fighter D&D 5E: The Unofficial PDF! (and Gouken)

Welcome to the LAST (!) post for Street Fighter D&D 5E!

Real quick–you can find me at via @MikeMyler2 on Twitter, over here on Facebook, and also on Google+ to share feedback and so on, or just comment here. Also, the quick list of all the goodies on my website –> here.

I was going to delay this for while I was at GenCon (Booth #2940 helping out End Transmission Games!) and then I thought “f#%@ it. Unleash this onto the world.” Also I’m very, very keen on starting the Warhammer 40k D&D 5E Hack–next Friday.

WITHOUT FURTHER ADO

Street Fighter DnD 5e Unofficial Homebrew

Street Fighter DND 5e cover snapshot.JPG

And a Google Drive link too if you prefer it.

All of these characters (some two dozen Street Fighters plus Aku, Samurai Jack, Protoman, Afro Samurai, Jinno, Shun-Di, and then a coterie of magic items) are built using rules from Mists of Akuma (which has a 40 page preview PDF and other free stuff, including character sheets should you be interested in some eastern fantasy noir steampunk).
As noted inside the PDF (and on the cover) this is an unofficial fan product and not an official licensed Street Fighter or D&D 5E product. It exists because people asked for it and I wanted it. It is not for sale–just fun. That said let me know how things go when you slap your players around with some of these awesome Capcom characters! 😀

Thanks for visiting my website!

(and as usual there’s an abbreviated statblock for today’s Street Fighter on the bottom of this post)

Gouken street fighter dnd 5e.png

Gouken

Medium humanoid (soburi), lawful good monk (martial artist) 19
Armor Class 21 (Wisdom, martial arts stances)
Hit Points 184 (19d8+95)
Speed 60 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
20 (+5) 17 (+3) 20 (+5) 15 (+2) 20 (+5) 15 (+2) 21 (+5) 10 (+0)

Saving Throws all (proficiency bonus +6)
Skills Acrobatics +9, Arcana +8, Athletics +11, History +8, Insight +11, Perception +11, Stealth +9
Damage Resistances bludgeoning
Damage Immunities force, radiant
Condition Immunities diseases, poisoned
Senses passive Perception 21
Languages Soburi (Common)
Challenge 21 (33,000 XP)
Background (Sage): Researcher. When Gouken attempts to learn or recall a piece of lore, if he does not know that information, he often knows where and from whom he can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature.
Evasion. If Gouken is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Feat: Martial Adept (1d6, 1/short rest). Gouken has martial training that allows him to perform special combat maneuvers. His superiority die is expended when he uses a maneuver. Gouken regains all of his expended superiority dice when he finishes a short or long rest.

  • Rally. On his turn, Gouken can use a bonus action and expend one superiority die to bolster the resolve of one of his companions. When he does so, he chooses a friendly creature who can see or hear him. That creature gains temporary hit points equal to the superiority die roll + 2.
  • Riposte. When a creature misses Gouken with a melee attack, he can use his reaction and expend one superiority die to make a melee weapon attack against the creature. If he hits, he adds the superiority die to the attack’s damage roll.

Ki (19 points). Gouken harnesses the mystic energy of ki and can spend these points to fuel various ki features. When he spends a ki point, it is unavailable until he finishes a short or long rest, at the end of which he draws all of his expended ki back into himself. He must spend at least 30 minutes of the rest meditating to regain his ki points.

  • Flurry of Blows. Immediately after Gouken takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. Gouken can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Gouken can spend 1 ki point to take the Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled for the turn.
  • Stunning Attack. Gouken can spend 1 ki point to attempt to stun a creature he hits with a melee weapon attack. The target must succeed on a DC 19 Constitution saving throw or be stunned until the end of his next turn.
  • Diamond Soul. Whenever Gouken makes a saving throw and fails, he can spend 1 ki point to reroll it and take the second result.
  • Empty Body. Gouken can use his action to spend 4 ki points to become invisible for 1 minute. During that time, he also has resistance to all damage but force damage. Additionally, he can spend 8 ki points to cast the astral projection spell, without needing material components. When he does so, he can’t take any other creatures with him.
  • Hadouken! By spending 1 ki as an action, Gouken unleashes up to two balls of energy as ranged attacks (range 40/100) that deal 24 (3d12+5) force damage. These are otherwise treated as unarmed strikes (and can be used with Flurry of Blows and features like it).
  • Hurricane Kick! By spending 1 ki as a bonus action, Gouken can make a melee attack against any number of creatures within 15 feet of him, with a separate attack roll for each target.
  • Shinko-Hadouken! By spending 3 ki as well as his action and bonus action, he can unleash an intense beam of energy in a 60-foot line that is 10 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 123 (19d12) force damage on a failed save, or half as much damage on a successful one. Creatures that fail their saving throw are also pushed back a number of feet equal to half the damage they take (round up).

 

 

Martial Arts. Gouken can use Dexterity instead of Strength for the attack and damage rolls of his unarmed strikes and monk weapons, and he rolls a 1d10 in place of the normal damage of his unarmed strike or monk weapons. In addition, when Gouken uses the Attack action with an unarmed strike or a monk weapon on his turn, he can make one unarmed strike as a bonus action.
Purity of Body. Gouken’s mastery of the ki flowing through him makes him immune to disease and poison.
Stance Scion. Gouken has learned 5 martial arts feats from his monk training and is able to simultaneously utilize up to 4 at once.
Stance of the Evanescent Sun (3). Gouken’s strikes deal an additional 1d8 radiant damage and he is immune to radiant damage. He knows the dancing lights cantrip and can cast it without the need for material components or concentration.
Stance of the Inner Force (3). Gouken’s strikes deal an additional 1d8 force damage, he has resistance to force damage, and he has advantage on saving throws to avoid taking force damage. He knows the mage hand cantrip and can cast it without the need for verbal components, and he only requires a bonus action to control the hand.
Stance of the Stout Boar (3). Gouken’s unarmed strikes deal an additional 1d8 bludgeoning damage, he may ignore nonmagical difficult terrain or terrain movement costs (such as from climbing or swimming) so long as all his movement is in a straight line and ends with him making a melee weapon attack, he has advantage on saving throws against effects or spells that would cause him to move, and he gains resistance to bludgeoning damage.
Stillness of Mind. As an action, Gouken can end one effect on himself that is causing him to be charmed or frightened.
Timeless Body. Gouken’s ki sustains him so that he suffers none of the frailty of old age, and he can’t be aged magically. He can still die of old age, however. In addition, he no longer needs food or water.
Tongue of the Sun and Moon. Gouken can touch the ki of other minds so that he understands all spoken languages. Moreover, any creature that can understand a language can understand what he says.
Unarmored Defense. While he is wearing no armor and not wielding a shield, Gouken’s AC equals 10 + his Dexterity modifier + his Wisdom modifier + the number of martial arts stances he knows.
Unarmored Movement. Gouken’s speed increases by 30 feet while he is not wearing armor or wielding a shield, and he is able to move along vertical surfaces and across liquids on his turn without falling during the move.
Unarmed Savant. Gouken’s unarmed strike damage increases by one step (to 1d12) due to his soburi heritage and he gains proficiency in the Athletics skill.

ACTIONS
Multiattack. When Gouken takes the attack action he attacks twice, spending 1 ki if using hadouken! He can spend a bonus action to make a third unarmed strike or a bonus action and 1 ki to make a third and fourth unarmed strike. Alternatively he can spend a bonus action and an additional 1 ki to make a third and fourth hadouken!
Unarmed Strike. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 19 (1d12+1d8+8) magical bludgeoning, 4 (1d8) force damage, and 4 (1d8) radiant damage.
Hadouken! Ranged Weapon Attack: +11 to hit, range 40/100, one target. Hit: 24 (3d12+5) force damage.

REACTIONS
Deflect Missile. Gouken can spend his reaction to strike a missile when he is hit by a ranged weapon attack. When he does so, the damage he takes from the attack is reduced by 28 (1d12+3d8+8).
Slow Fall. Gouken can use his reaction when he falls to reduce any falling damage he takes by 90.

GOUKEN’S SONGEN PRAYER BEADS

Legendary wondrous item, requires attunement
These worn wooden beads have been worn by Gouken for years, gradually gathering up the spiritual energy condensed by his meditation. Songen prayer beads have 8 prayer points; Gouken has attuned them to grant sacred skills Acrobatics and Perception (2 points) and sacred strike x3 (6 points). In addition, while wearing this item he gains the following features:

  • Hadouken! By spending 1 ki as an action, Gouken unleashes up to two balls of energy as ranged attacks (range 40/100) that deal 24 (3d12+5) force damage. These are otherwise treated as unarmed strikes (and can be used with Flurry of Blows and features like it).
  • Hurricane Kick! By spending 1 ki as a bonus action, Gouken can make a melee attack against any number of creatures within 15 feet of him, with a separate attack roll for each target.
  • Shinko-Hadouken! By spending 3 ki as well as his action and bonus action, he can unleash an intense beam of energy in a 60-foot line that is 10 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 123 (19d12) force damage on a failed save, or half as much damage on a successful one. Creatures that fail their saving throw are also pushed back a number of feet equal to half the damage they take (round up).

 

——————- REDUCED STATBLOCK ——————

Gouken

Medium humanoid (soburi), lawful good monk 19
Armor Class 21 (Wisdom, martial arts stances)
Hit Points 184 (19d8+95)
Speed 60 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
20 (+5) 17 (+3) 20 (+5) 15 (+2) 20 (+5) 15 (+2) 21 (+5) 10 (+0)

Saving Throws all (proficiency bonus +6)
Skills Arcana +8, Athletics +11, History +8, Insight +11, Perception +11, Stealth +9
Damage Resistances bludgeoning
Damage Immunities force, radiant
Condition Immunities diseases, poisoned
Senses passive Perception 21
Languages Soburi (Common)
Challenge 21 (33,000 XP)
Evasion. If Gouken is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Feat: Martial Adept (1d6, 1/short rest). Gouken has martial training that allows him to perform special combat maneuvers. His superiority die is expended when he uses a maneuver.

  • Rally. On his turn, Gouken can use a bonus action to choose a friendly creature who can see or hear him. That creature gains 1d6+2 temporary hit points.
  • Riposte. When a creature misses Gouken with a melee attack, he can use his reaction and expend one superiority die to make a melee weapon attack against the creature. If he hits, he adds 1d6 to the attack’s damage roll.

Ki (19 points).

  • Patient Defense. Gouken can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Gouken can spend 1 ki point to take the Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled for the turn.
  • Stunning Attack. Gouken can spend 1 ki point to attempt to stun a creature he hits with a melee weapon attack. The target must succeed on a DC 19 Constitution saving throw or be stunned until the end of his next turn.
  • Diamond Soul. Whenever Gouken makes a saving throw and fails, he can spend 1 ki point to reroll it and take the second result.
  • Empty Body. Gouken can use his action to spend 4 ki points to become invisible for 1 minute. During that time, he also has resistance to all damage but force damage. Additionally, he can spend 8 ki points to cast the astral projection spell, without needing material components. When he does so, he can’t take any other creatures with him.
  • Hurricane Kick! By spending 1 ki as a bonus action, Gouken can make a melee attack against any number of creatures within 15 feet of him, with a separate attack roll for each target.
  • Shinko-Hadouken! By spending 3 ki as well as his action and bonus action, Gouken can unleash an intense beam of energy in a 60-foot line that is 10 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 123 (19d12) force damage on a failed save, or half as much damage on a successful one. Creatures that fail their saving throw are also pushed back a number of feet equal to half the damage they take (round up).

 

 

Stance of the Evanescent Sun (3). Gouken knows the dancing lights cantrip and can cast it without the need for material components or concentration.
Stance of the Inner Force (3). Gouken has advantage on saving throws to avoid taking force damage. He knows the mage hand cantrip and can cast it without the need for verbal components, and he only requires a bonus action to control the hand.
Stance of the Stout Boar (3). Gouken may ignore nonmagical difficult terrain or terrain movement costs (such as from climbing or swimming) so long as all his movement is in a straight line and ends with him making a melee weapon attack, and he has advantage on saving throws against effects or spells that would cause him to move.
Stillness of Mind. As an action, Gouken can end one effect on himself that is causing him to be charmed or frightened.
Unarmored Movement. Gouken is able to move along vertical surfaces and across liquids on his turn without falling during the move.

ACTIONS
Multiattack. When Gouken takes the attack action he attacks twice, spending 1 ki if using hadouken! He can spend a bonus action to make a third unarmed strike or a bonus action and 1 ki to make a third and fourth unarmed strike. Alternatively he can spend a bonus action and an additional 1 ki to make a third and fourth hadouken!
Unarmed Strike. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 19 (1d12+1d8+8) magical bludgeoning, 4 (1d8) force damage, and 4 (1d8) radiant damage.
Hadouken! Ranged Weapon Attack: +11 to hit, range 40/100, one target. Hit: 24 (3d12+5) force damage.

REACTIONS
Deflect Missile. Gouken can spend his reaction to strike a missile when he is hit by a ranged weapon attack, reducing its damage by 28 (1d12+3d8+8).
Slow Fall. Gouken can use his reaction when he falls to reduce any falling damage he takes by 90.

Street Fighter D&D 5E: T. Hawk!

Welcome to the 19th post for Street Fighter D&D 5E!

If you dig this please comment or share it about or like it or what have you, check out last week’s character (Abel), and if you think this can be improved in any way don’t hesitate to speak up (@MikeMyler2 on Twitter, over here on Facebook, and also on Google+) and let me know!

I’m finally getting on top of requests for these builds—Necali is next but after that who gets statted up can be up to you so tell me what to make in a comment somewhere! Otherwise it’ll probably be…Zangief maybe? Possibly E. Honda and then whoever else to round out the original cast? We’ll see!

Also check out Mists of Akuma (40 page preview PDF) or its other free stuff! ^_^ Thanks for visiting my website!

t. hawk dnd 5e.png

T. Hawk

Medium humanoid (soburi), lawful good fighter (champion) 6 / monk (martial artist) 10
Armor Class 17 (Wisdom, martial arts stances)
Hit Points 159 (6d10+10d8+64)
Speed 50 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
20 (+5) 14 (+2) 19 (+4) 13 (+1) 17 (+3) 12 (+1) 15 (+2) 8 (-1)

Saving Throws Str +10, Con +9
Skills Athletics +10, Intimidation +6, Perception +8, Survival +8
Damage Resistances bludgeoning, piercing
Damage Immunities poison
Condition Immunities disease, poisoned
Senses passive Perception 18
Languages Soburi (Common)
Challenge 12 (8,400 XP)
Background Feature (Outlander): Wanderer. T. Hawk can always recall the general layout of terrain, settlements, and other features around him. In addition, he can find food and fresh water for himself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Action Surge (1/short rest). On his turn, T. Hawk can take an additional action on top of his regular action and a possible bonus action.
Fighting Style: Dueling. When T. Hawk is wielding a melee weapon in one hand and no other weapons (or wearing his fighting gloves), he gains a +2 bonus to damage rolls with that weapon (or unarmed strike).

Ki (10 points). T. Hawk harnesses the mystic energy of ki and can spend these points to fuel various ki features. When he spends a ki point, it is unavailable until he finishes a short or long rest, at the end of which he draws all of his expended ki back into himself. He must spend at least 30 minutes of the rest meditating to regain his ki points.

  • Flurry of Blows. Immediately after T. Hawk takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. T. Hawk can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. T. Hawk can spend 1 ki point to take the Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled for the turn.
  • Stunning Attack. T. Hawk can spend 1 ki point to attempt to stun a creature he hits with a melee weapon attack. The target must succeed on a DC 16 Constitution saving throw or be stunned until the end of his next turn.

Martial Arts. T. Hawk can use Dexterity instead of Strength for the attack and damage rolls of his unarmed strikes and monk weapons, and he rolls a 1d6 in place of the normal damage of his unarmed strike or monk weapons. In addition, when T. Hawk uses the Attack action with an unarmed strike or a monk weapon on his turn, he can make one unarmed strike as a bonus action.
Purity of Body. T. Hawk’s mastery of the ki flowing through him makes him immune to disease and poison.
Second Wind (1/short rest). T. Hawk can use a bonus action to regain 1d10+6 hit points.
Stance Scion. T. Hawk has mastered 2 martial arts stances through his monk training and is able to simultaneously utilize up to 2 at once.
Stance of the Stout Boar (3). T. Hawk’s unarmed strikes deal an additional 1d8 bludgeoning damage, he may ignore nonmagical difficult terrain or terrain movement costs (such as from climbing or swimming) so long as all his movement is in a straight line and ends with him making a melee weapon attack, he has advantage on saving throws against effects or spells that would cause him to move, and he gains resistance to bludgeoning damage.
Stance of the Striking Serpent (3). T. Hawk’s unarmed strikes deal an additional 1d8 piercing damage, he gains advantage on Acrobatics checks and saves to avoid the prone condition, and creatures are at disadvantage to resist his attempts to grant them the prone condition.
Unarmored Defense. While he is wearing no armor and not wielding a shield, T. Hawk’s AC equals 10 + his Dexterity modifier + his Wisdom modifier + the number of martial arts stances he knows.
Unarmored Movement. T. Hawk’s speed increases by 20 feet while he is not wearing armor or wielding a shield, and he is able to move along vertical surfaces and across liquids on his turn without falling during the move.
Unarmed Savant. T. Hawk’s unarmed strike damage increases by one step (to 1d8) due to his soburi heritage and he gains proficiency in the Athletics skill.

ACTIONS
Multiattack. T. Hawk attacks three times. If using unarmed strikes, he may spend a bonus action to attack a fourth time or a bonus action and 1 ki to attack a fourth and fifth time.
Unarmed. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d8+7) bludgeoning damage plus 4 (1d8) piercing damage.
Tomahawk (4). Ranged Weapon Attack: +10 to hit, range 20/60, one target. Hit: 8 (1d6+5) slashing damage.
Improved Critical. T. Hawk’s weapon attacks score a critical hit on a roll of 19 or 20.

REACTIONS
Deflect Missile. T. Hawk can spend his reaction to strike a missile when he is hit by a ranged weapon attack. When he does so, the damage he takes from the attack is reduced by 20 (3d8+7).
Slow Fall. T. Hawk can use his reaction when he falls to reduce any falling damage he takes by 50.

T. HAWK’S WARRIOR HEADBAND

Wondrous item, legendary
T. Hawk earned his warrior headband long ago when he proved himself to the Thunderfoot Clan and he never fights without it. While wearing his headband, T. Hawk is able to use his fighting style feature with his unarmed strike. In addition, he gains the following features:

  • Condor Dive. When T. Hawk makes a Strength (Athletics) check to jump, if the beginning of his jump’s movement brings him within reach of a creature he can spend his reaction to make an opportunity attack, rapidly switching his momentum downward in mid-air and diving towards his opponent with his arms spread backwards like wings.
  • Condor Spire. By spending a bonus action, T. Hawk spreads his arms like wings and dashes towards his opponent, screaming like an eagle to startle them. If he moves at least 10 feet in a straight line immediately before taking this bonus action, he either gains a +5 bonus to the attack’s damage roll (if he chose to make a melee attack and hits) or pushes the target up to 10 feet away from him (if he chose to shove and he succeeds).
  • Tomahawk Buster. When a creature within 10 feet makes a check to jump, T. Hawk can spend his reaction to make an opportunity attack, ducking down and crossing his fists in front of his face before rapidly stretching his arms out behind himself and leaping upward, ramming his opponent with a headbutt.

 

———————— REDUCED STATBLOCK ———————-

 

T. Hawk

Medium humanoid (soburi), lawful good fighter 6 /monk 10
Armor Class 17 (Wisdom, martial arts stances)
Hit Points 159 (6d10+10d8+64)
Speed 50 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
20 (+5) 14 (+2) 19 (+4) 13 (+1) 17 (+3) 12 (+1) 15 (+2) 8 (-1)

Saving Throws Str +10, Con +9
Skills Athletics +10, Intimidation +6, Perception +8, Survival +8
Damage Resistances bludgeoning, piercing
Damage Immunities poison
Condition Immunities disease, poisoned
Senses passive Perception 18
Languages Soburi (Common)
Challenge 12 (8,400 XP)
Action Surge (1/short rest). On his turn, T. Hawk can take an additional action on top of his regular action and a possible bonus action.

Ki (10 points).

  • Patient Defense. T. Hawk can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. T. Hawk can spend 1 ki point to take the Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled for the turn.
  • Stunning Attack. T. Hawk can spend 1 ki point to attempt to stun a creature he hits with a melee weapon attack. The target must succeed on a DC 16 Constitution saving throw or be stunned until the end of his next turn.

Second Wind (1/short rest). T. Hawk can use a bonus action to regain 1d10+6 hit points.
Stance of the Stout Boar (3).
T. Hawk may ignore nonmagical difficult terrain or terrain movement costs (such as from climbing or swimming) so long as all his movement is in a straight line and ends with him making a melee weapon attack, and he has advantage on saving throws against effects or spells that would cause him to move.
Stance of the Striking Serpent (3). T. Hawk’s has advantage on Acrobatics checks and saves to avoid the prone condition, and creatures are at disadvantage to resist his attempts to grant them the prone condition.
Unarmored Movement. T. Hawk is able to move along vertical surfaces and across liquids on his turn without falling during the move.

ACTIONS
Multiattack. T. Hawk attacks three times. If using unarmed strikes, he may spend a bonus action to attack a fourth time or a bonus action and 1 ki to attack a fourth and fifth time. T. Hawk’s weapon attacks score a critical hit on a roll of 19 or 20.
Unarmed. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d8+7) bludgeoning damage plus 4 (1d8) piercing damage.
Tomahawk (4). Ranged Weapon Attack: +10 to hit, range 20/60, one target. Hit: 8 (1d6+5) slashing damage.
Condor Spire. By spending a bonus action, T. Hawk spreads his arms like wings and dashes towards his opponent, screaming like an eagle to startle them. If he moves at least 10 feet in a straight line immediately before taking this bonus action, he either gains a +5 bonus to the attack’s damage roll (if he chose to make a melee attack and hits) or pushes the target up to 10 feet away from him (if he chose to shove and he succeeds).

REACTIONS
Condor Dive. When T. Hawk makes a Strength (Athletics) check to jump, if the beginning of his jump’s movement brings him within reach of a creature he can spend his reaction to make an opportunity attack, rapidly switching his momentum downward in mid-air and diving towards his opponent with his arms spread backwards like wings.
Deflect Missile. T. Hawk can spend his reaction to strike a missile when he is hit by a ranged weapon attack. When he does so, the damage he takes from the attack is reduced by 20 (3d8+7).
Slow Fall. T. Hawk can use his reaction when he falls to reduce any falling damage he takes by 50.
Tomahawk Buster. When a creature within 10 feet makes a check to jump, T. Hawk can spend his reaction to make an opportunity attack, ducking down and crossing his fists in front of his face before rapidly stretching his arms out behind himself and leaping upward, ramming his opponent with a headbutt.

Street Fighter D&D 5E: Cammy!

Welcome to the fourth post for Street Fighter D&D 5E! If you dig this one please comment or share it about or like it or whatever, check out last week’s character (M. Bison!), and if you think this can be improved in any way please don’t be bashful and let me know!.

Next week I’ll be putting up Fei Long the Flying Dragon (!) but if there’s someone you’d like to see after him I am doing these in order of requests (then favorites — Ken will be along shortly) so let me know and we’ll get them in queue!

Also check out Mists of Akuma! There’s free stuff! 😀

MoA Cammy promo.png

Cammy

Medium humanoid (human), lawful good monk (martial artist) 5/fighter (battle master) 10
Armor Class 20 (Wisdom, martial arts stances)
Hit Points 137 (5d8+10d10+60)
Speed 40 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
15 (+2) 20 (+5) 18 (+4) 15 (+2) 18 (+4) 15 (+2) 11 (+1) 9 (-1)

Saving Throws Str +7, Dex +10
Skills Acrobatics +10, Athletics +7, Intimidation +7, Stealth +10
Tools alchemist’s supplies, gaming set, tinker’s tools, vehicle (land)
Damage Resistances piercing
Senses passive Perception 14
Languages Ceramian, Ropaeo, Soburi
Challenge 10 (5,900 XP)

Action Surge. On her turn, Cammy can take an additional action on top of her regular action and a possible bonus action. Once she uses this feature, she must finish a short or long rest before she can use it again.
Background Feature: Military Rank (Soldier). Cammy has a military rank of Sergeant from her career as a soldier. Soldiers loyal to her former military organization still recognize her authority and influence, and they defer to her if they are of a lower rank. Cammy can invoke her rank to exert influence over other soldiers and requisition simple equipment for temporary use. Cammy can also usually gain access to friendly military encampments and fortresses where her rank is recognized.
Fighting Style: Archery. Cammy gains a +2 bonus to attack rolls she makes with ranged weapons.
Indomitable. Cammy can reroll a saving throw that she fails. If she does so, she must use the new roll, and Cammy can’t use this feature again until she finishes a long rest.

Ki (5 points). Cammy harnesses the mystic energy of ki and can spend these points to fuel various ki features. When she spends a ki point, it is unavailable until she finishes a short or long rest, at the end of which she draws all of her expended ki back into herself. She must spend at least 30 minutes of the rest meditating to regain her ki points.

  • Flurry of Blows. Immediately after Cammy takes the Attack action on her turn, she can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. Cammy can spend 1 ki point to take the Dodge action as a bonus action on her turn.
  • Step of the Wind. Cammy can spend 1 ki point to take the Disengage or Dash action as a bonus action on her turn, and her jump distance is doubled for the turn.
  • Stunning Attack. Cammy can spend 1 ki point to attempt to stun a creature she hits with a melee weapon attack. The target must succeed on a DC 17 Constitution saving throw or be stunned until the end of her next turn.

Know Your Enemy. If Cammy spends at least 1 minute observing or interacting with another creature outside combat, she can learn certain information about its capabilities compared to her own. The GM reveals if the creature is your equal, superior, or inferior in regard to two of the following characteristics of her choice: Strength score, Dexterity score, Constitution score, Armor Class, Current hit points, Total class levels (if any), Fighter class levels (if any).

Martial Archetype: Combat Superiority (5d10). Cammy knows the following maneuvers. She can use only one maneuver per attack. A superiority die is expended when Cammy uses a maneuver. She regains all of her expended superiority dice when she finishes a short or long rest.

  • Disarming Attack. When Cammy hits a creature with a weapon attack, she can expend one superiority die to attempt to disarm the target, forcing it to drop one item of her choice that it’s holding. She adds the superiority die to the attack’s damage roll, and the target must make a DC 18 Strength saving throw. On a failed save, it drops the object she chose. The object lands at its feet.
  • Evasive Footwork. When Cammy moves, she can expend one superiority die, rolling the die and adding the number rolled to your AC until she stops moving.
  • Maneuvering Attack. When Cammy hits a creature with a weapon attack, she can expend one superiority die to maneuver one of her comrades into a more advantageous position. She adds the superiority die to the attack’s damage roll, and she chooses a friendly creature who can see or hear her. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of Cammy’s attack.
  • Parry. When another creature damages Cammy with a melee attack, she can use her reaction and expend one superiority die to reduce the damage by the number she rolls on her superiority die + 5.
  • Pushing Attack. When Cammy hits a creature with a weapon attack, she can expend one superiority die to attempt to drive the target back. She adds the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a DC 18 Strength saving throw. On a failed save, Cammy pushes the target up to 15 feet away from her.
  • Sweeping Attack. When Cammy hits a creature with a melee weapon attack, she can expend one superiority die to attempt to damage another creature with the same attack. She chooses another creature within 5 feet of the original target and within her reach. If the original attack roll would hit the second creature, it takes damage equal to the number she rolls on her superiority die. The damage is of the same type dealt by the original attack.  
  • Trip Attack. When Cammy hits a creature with a weapon attack, she can expend one superiority die to attempt to knock the target down. She adds the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a DC 18 Strength saving throw. On a failed save, Cammy knocks the target prone.

Martial Arts. Cammy can use Dexterity instead of Strength for the attack and damage rolls of her unarmed strikes and monk weapons, and she rolls a 1d8 in place of the normal damage of her unarmed strike or monk weapons. In addition, when Cammy uses the Attack action with an unarmed strike or a monk weapon on her turn, she can make one unarmed strike as a bonus action.
Second Wind. On her turn, Cammy can use a bonus action to regain 1d10+10 hit points. Once she uses this feature, she must finish a short or long rest before she can use it again.
Stance Adept. Cammy’s monk training has gained her a martial arts feat and she has used two of her Ability Score Increases to further her understanding of the discipline.
Stance of the Striking Serpent (3). Cammy has advantage on Acrobatics checks, resistance to piercing damage, and her strikes deal an additional 1d8 piercing damage. In addition, Cammy has advantage on checks and saves to avoid the prone condition and creatures are at disadvantage to resist her attempts to grant them the prone condition.
Unarmored Defense. While she is wearing no armor and not wielding a shield, Cammy’s AC equals 10 + her Dexterity modifier + her Wisdom modifier + 1 (the number of martial arts stances she knows).
Unarmored Movement. Cammy’s speed increases by 10 feet while she is not wearing armor or wielding a shield.
Unarmed Savant. Cammy’s unarmed strike damage increases by one step as shown in the Martial Arts column of the Monk table (to 1d8).

ACTIONS
Multiattack. Cammy attacks three times when she takes the Attack action.
Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) bludgeoning damage plus 4 (1d8) piercing damage.
Combat Pistol*. Ranged Weapon Attack: +12 to hit, range 100/400, one target. Hit: 12 (2d6+5) bludgeoning and piercing damage.

REACTIONS
Deflect Missile. Cammy can spend her reaction to strike a missile when she is hit by a ranged weapon attack. When she does so, the damage she takes from the attack is reduced by 14 (2d8+5).
Slow Fall. Cammy can use her reaction when she falls to reduce any falling damage she takes by 25.

The combat pistol has the ammunition, autofire (bonus action to make an additional attack with disadvantage), and reload (20 shots) properties and has been sourced from Hypercorps 2099 (5e).


Cammy

Medium humanoid (human), lawful good monk 5/fighter 10
Armor Class 20 (Wisdom, martial arts stances)
Hit Points 137 (5d8+10d10+60)
Speed 40 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
15 (+2) 20 (+5) 18 (+4) 15 (+2) 18 (+4) 15 (+2) 11 (+1) 9 (-1)

Saving Throws Str +7, Dex +10
Skills Acrobatics +10, Athletics +7, Intimidation +7, Stealth +10
Tools alchemist’s supplies, gaming set, tinker’s tools, vehicle (land)
Damage Resistances piercing
Senses passive Perception 14
Languages Ceramian, Ropaeo, Soburi
Challenge 10 (5,900 XP)

Action Surge (1/short rest). On her turn, Cammy can take an additional action on top of her regular action and a possible bonus action.
Indomitable (1/long rest). Cammy can reroll a saving throw that she fails. If she does so, she must use the new roll.

Ki (5 points).

  • Flurry of Blows. Immediately after Cammy takes the Attack action on her turn, she can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. Cammy can spend 1 ki point to take the Dodge action as a bonus action on her turn.
  • Step of the Wind. Cammy can spend 1 ki point to take the Disengage or Dash action as a bonus action on her turn, and her jump distance is doubled for the turn.
  • Stunning Attack. Cammy can spend 1 ki point to attempt to stun a creature she hits with a melee weapon attack. The target must succeed on a DC 17 Constitution saving throw or be stunned until the end of her next turn.

Know Your Enemy. If Cammy spends at least 1 minute observing or interacting with another creature outside combat, she can learn certain information about its capabilities compared to her own. The GM reveals if the creature is your equal, superior, or inferior in regard to two of the following characteristics of her choice: Strength score, Dexterity score, Constitution score, Armor Class, Current hit points, Total class levels (if any), Fighter class levels (if any).

Martial Archetype: Combat Superiority (5d10). Cammy can use only one maneuver per attack. A superiority die is expended when Cammy uses a maneuver. She regains all of her expended superiority dice when she finishes a short or long rest.

  • Disarming Attack. When Cammy hits a creature with a weapon attack, she can expend one superiority die to attempt to disarm the target, forcing it to drop one item of her choice that it’s holding. She adds the superiority die to the attack’s damage roll, and the target must make a DC 18 Strength saving throw. On a failed save, it drops the object she chose. The object lands at its feet.
  • Evasive Footwork. When Cammy moves, she can expend one superiority die, rolling the die and adding the number rolled to your AC until she stops moving.
  • Maneuvering Attack. When Cammy hits a creature with a weapon attack, she can expend one superiority die to maneuver one of her comrades into a more advantageous position. She adds the superiority die to the attack’s damage roll, and she chooses a friendly creature who can see or hear her. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of Cammy’s attack.
  • Parry. When another creature damages Cammy with a melee attack, she can use her reaction and expend one superiority die to reduce the damage by the number she rolls on her superiority die + 5.
  • Pushing Attack. When Cammy hits a creature with a weapon attack, she can expend one superiority die to attempt to drive the target back. She adds the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a DC 18 Strength saving throw. On a failed save, Cammy pushes the target up to 15 feet away from her.
  • Sweeping Attack. When Cammy hits a creature with a melee weapon attack, she can expend one superiority die to attempt to damage another creature with the same attack. She chooses another creature within 5 feet of the original target and within her reach. If the original attack roll would hit the second creature, it takes damage equal to the number she rolls on her superiority die. The damage is of the same type dealt by the original attack.  
  • Trip Attack. When Cammy hits a creature with a weapon attack, she can expend one superiority die to attempt to knock the target down. She adds the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a DC 18 Strength saving throw. On a failed save, Cammy knocks the target prone.

Second Wind (1/short rest). On her turn, Cammy can use a bonus action to regain 1d10+10 hit points.
Stance of the Striking Serpent (3). Cammy has advantage on Acrobatics checks, resistance to piercing damage, she has advantage on checks and saves to avoid the prone condition, and creatures are at disadvantage to resist her attempts to grant them the prone condition.

ACTIONS
Multiattack. Cammy attacks three times when she takes the Attack action.
Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) bludgeoning damage plus 4 (1d8) piercing damage.
Combat Pistol*. Ranged Weapon Attack: +12 to hit, range 100/400, one target. Hit: 12 (2d6+5) bludgeoning and piercing damage.

REACTIONS
Deflect Missile. Cammy can spend her reaction to strike a missile when she is hit by a ranged weapon attack, reducing it by 14 (2d8+5).
Slow Fall. Cammy can use her reaction when she falls to reduce any falling damage she takes by 25.

Forever Dark copy prepared, Hypercorps Wasteland Kickstarter on Tuesday 11.23!

For folks that follow my doings, here’s the recent doings!

  • [PATHFINDER] The Veranthea Codex: Forever Dark copy is prepared and to be frank, it is awesome. Michael McCarthy (@ronarcorruption) really knocked it out of the park, and then I shot it with a water cannon for a while so the metaphorical ball went really far. In addition to his excellent campaign material, there’s now full entries for three Veranthean races (leugho, mongrelfolk, and pantako), underground equipment, a small coterie of monsters (including a forever knight, for people who also violently hated that damned shield guy from Zelda II), and generally it’s shaped up to be an awesome book. It will be going into layout this weekend/next week.Image result for knight zelda II
  • [PATHFINDER] They tell me there was a Kickstarter or something for this but that must have been before I got on the scene. Either way I’ve helped bring a project of Ryan Costello’s (something to do with “The Gnome On The Go”) up to speed as a project manager and I finished editing it. After he addresses a few things and the final art orders start coming in, it goes to layout in the beginning of December. It was nice to use my powers of project management to good effect for someone else. 😀
  • [D&D 5E] Last week I did a google hangout with Jason Sonia over at Storm Bunny Studios and am super happy we did it–while my print proof of Mists of Akuma came out nearly perfectly in terms of rendering his did not, so there’s a bit of work left for me to do with the print file. I expect to wrap that up before Monday and get backers their PDFs.
  • [D&D 5E] The Hypercorps 2099: Kickstarter launches on Tuesday, 11/23! LESS THAN A WEEK AWAY! If you’re here for that, kudos on you for your interest and thank you for checking it out! Look up the #2099Wasteland hashtag (or check out my Twitter feed @MikeMyler2) for some more apocalyptic goodies and please stop by the Kickstarter page when it goes live. If you’re also here for Mists of Akuma, while this is not the official book for Ceramia or Ropaeo it could make for a great stand-in until we get around to making those. 🙂

walker-capture

  • [D&D 5E] Another two articles have been submitted for EN5ider and I think a lot of people will be enjoying them. Normally I’m not into holiday themes but James Haeck over there suggested a gift theme and that right there is something I dug right into.
  • Other good things happened–some of which I just can’t divulge–but on the whole my focus is on wrapping up as many projects as I possibly can before Tuesday rolls around and the madness of running a Kickstarter begins anew (which will include a small preview PDF of Hypercorps 2099: Wasteland).