Captain Earle Coffin
Veteran
Firebrand 4
Fur Trader (whaler)
Str 10
Dex 14
Con 14
Int 10
Wis 12
Cha 18
HP: 35
AC: 16
INIT: +2
SAVES: CHA +7 WIS +3
Resolve: 4
Cantrips known: 4 (guidance, vicious mockery, shillelagh, spare the dying)
Gambit slots: 1st (3)
Gambits known: (4+2 +1 ranger + Demagogue)
Favored Enemy: British
SKILLS:
Nature +3
Survival +3
Munitions kit
navigator tools
water vehicles
*history of privateer naval expertise* +4
Persuasion *expertise* +8
Intimidation +6
Deception +6
Perception +3
FEATS:
Skill Expertise (+1 Cha, +1 skill, +1 expertise)
+2 CHA ASI
Veteran:
Ability Score Increase. Your Constitution score increases
by 1, and your Dexterity score increases by 1.
Heritage. Colonial
Speed. Your walking speed is 30 feet. +5 = 35
Tour of Duty. As a seasoned soldier, you have served
with distinction in numerous engagements. Choose a
conflict from the table below, or create your own:
Privateer naval conflict vs British and French
Whenever you make an Intelligence (History) check
related to this conflict, you are considered proficient in
the History skill and add double your proficiency bonus
to the check, instead of your normal proficiency bonus.
In addition, choose one of the belligerents involved in
the conflict. You have battlefield experience facing this foe
and consider that heritage your Favored Enemy (as the
ranger class feature). You learn their language if you do
not already know it.
Veteran Training. You have proficiency with all
simple and martial muskets.
Campaigner. You have proficiency with the
munitions kits. At the site of a major battle—recent or
historic—you can spend 1 hour scavenging enough
discarded shot to make up to 10 cartridge rounds.
Experienced. You gain one feat of your choice.
Language. You can speak, read, and write your heritage
language, as well as a language from Tour of Duty. (English + French)
Firebrand:
Proficiencies
Armor: Light armor, medium armor
Weapons: Simple weapons, longswords, all martial pistols, simple and martial muskets, grenades
Languages: Two languages of your choice (English, French, German, Wyandot, Iroquois
Saving Throws: Charisma, Wisdom
Skills: Choose three from Deception,
Intimidation,
Persuasion,
Silvered Tongue
You can use the eloquence of your words to both aid your
companions and beguile your enemies. When a creature that
you can see within 60 feet of you makes a Charisma saving
throw, you can spend 1 resolve point as a reaction to force the
creature to reroll the saving throw. You decide whether the
creature uses the higher or lower roll.
You must choose to use this feature after the creature
makes its roll, but before the GM determines whether the
creature succeeds or fails the saving throw. The creature is not
affected if it can’t hear you, doesn’t understand the language
you are speaking, or if it is immune to being charmed.
Fighting Style: Dueling
Rhetorical Flourish
Starting at 3rd level, with only your voice and determination,
you sustain your casting even when your resources are
strained. You can cast gambits of 2nd-level or higher that
are listed on your vocational gambit list by spending resolve
points (you cannot cast 1st-level gambits using this feature).
Each gambit level has a different cost, as shown in the
Resolve Cost column of your vocational gambits table.
Using this feature, you can spend that many resolve points
to cast a listed gambit without expending a gambit slot.
You can cast any of the gambits on your vocational gambit
list that you can afford—even gambits of a level that isn't
available to you yet.
When you cast a gambit using Rhetorical Flourish, it
is cast at its lowest level. If you want to cast a vocational
gambit at a higher level, you must expend a gambit slot
as normal.
Demagogue
Vocational Gambits
1st code duello*, rhetoric*, tongue lash* —
2nd castigate*, enthrall, hold person 3
Ranger Gambit: pass without trace or improvised artillery (depending what others take)
Prepared Gambits: Bless, Healing word, sally forth, non sequitur, aid, prayer of healing
Bonus Proficiencies
When you choose this vocation at 1st level, you gain
proficiency with medium armor and with grenades.
Miscreant’s Secrets
Also at 1st level, you pick up a few tricks of the trade
from the unsavory characters you associate with. Choose
one gambit from the ranger gambit list. The gambit you
choose must be of a level you can cast, as shown on the
Firebrand table. The chosen gambit counts as a firebrand
gambit for you and can be prepared as normal.
You gain one additional gambit from the ranger
gambit list at 6th level and again at 10th level and 15th level.
Dread Reprisal
Starting at 2nd level, your words deliver bitter denunciations
that throw your foes off balance. When you deal psychic
damage to a creature you share a language with, you can
spend 1 resolve point to weaken it. Until the start of your
next turn, the creature doesn't benefit from any condition
immunities it has. In addition, the next weapon attack that
hits it ignores all resistances to damage and deals an extra
2d4 damage.
Fur Trader (Whaler)
Skill Proficiencies: Nature, Survival
Tool Proficiencies: Vehicles (water), your choice of
Languages: One of your choice (German)
Preferred Prey
You know the best markets for select pelts. Choose one
to three preferred prey or roll on the table below.
Whale, seal, otter
Feature: Where Animals Roam
Long expeditions hunting game have taught you to rely
on yourself. When you forage for food and water, you can
always find food for yourself and up to five other people
each day, provided that the land offers game, fowl, or fish.
Any unused portions can be made into up to a half day's
rations for later use. When you encounter signs of wild
animals, you can automatically tell the likely species
and number.
Equipment: Navigator's tools, a set of traveler's clothes, one wampum belt, 2 hunting
traps, a healer's kit
Leather Buffcoat (14+2)
sturdy tricome (+4 hp)
sachet case (+1 spell slot)
walking cane (club)
belt loops (2 eq slots - coat pistols)
hobnail boots +5 spd
Dueling pistol 2d8 misfire 1, 35 ft / 140 ft MW grip
+5 2d8+4
2x coat pistol d12 misfire 2 20 ft / 80 ft
+4 1d12+4
cartridge rounds 20
vent picks 2
spent £48 0s out of starting £50
money:
£2 cash
animal pelts worth £2
a pouch containing $1.00 in Continental dollars.
Last edited by Chris on Fri Nov 03, 2023 10:54 pm; edited 15 times in total