Commit 652301

2025-03-29 12:29:54 Mohammad Rafiq: feat: add dud
/dev/null .. Characters/Player Characters/One-Shots/Dud.md
@@ 0,0 1,119 @@
+ # Dud
+
+ Dud began life as an Arquebus "Savant" model, intended for investigator work. During his neural imprint, a power surge fried a critical logic gate, leaving him with a limited processing capacity and a deep-seated aversion to corporate directives. Dumped in the streets for his "stubborn insubordination," Dud quickly learned that his warforged frame and natural combat programming were valuable assets.
+
+ He fell in with the Crimson Boys, not out of loyalty, but necessity. Emporer recognized Dud's potential as a bruiser and enforcer, but viewed him with wary suspicion. Dud, in turn, found the Crimson Boys' disorganized chaos frustrating to his remaining logic circuits, but tolerated their presence for the sake of shelter and the opportunity to indulge his newfound (and poorly understood) desire for personal autonomy. The partnership is purely transactional: they use Dud's fists, and he uses their resources, with a constant undercurrent of mutual distrust and simmering potential for betrayal. Dud knows that his former creators at Arquebus would likely want him deactivated, and if that means using the Crimson Boys to survive, so be it.
+
+ # In-Game Statistics
+
+ - STR: 16 = 15 + 1 (Race)
+ - DEX: 12 = 12
+ - CON: 16 = 14 + 2 (Race)
+ - INT: 8 = 8
+ - WIS: 10 = 10
+ - CHA: 13 = 13
+
+ # Level Progression
+
+ ## Level 1
+
+ ### Race: [Warforged](ERLW p35)
+
+ - Ability Score Increase: CON +2, STR +1
+ - Size: Medium
+ - Speed: 30 ft.
+ - Languages Known: Common, Orcish
+ - Other Racial Traits:
+ - Constructed Resilience: You were created to have remarkable fortitude, represented by the following benefits:
+ - You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
+ - You don't need to eat, drink, or breathe.
+ - You are immune to disease.
+ - You don't need to sleep, and magic can't put you to sleep.
+ - Sentry's Rest: When you take a long rest, you must spend at least six hours in an inactive, motionless state, but you can see and hear as normal.
+ - Integrated Protection: Your body has built-in defensive layers, which can be enhanced with armor:
+ - You gain a +1 bonus to Armor Class.
+ - You can don only armor with which you have proficiency.
+ - Specialized Design:
+ - Skill: Stealth
+ - Tool: Thieves' Tools
+ - Languages: You can speak, read, and write Common and Orcish.
+
+ ### Background: [Urchin](PHB)
+
+ - Skills: Sleight of Hand, Stealth
+ - Tools: Disguise Kit, Thieves' Tools
+ - Feature: City Secrets
+ - You know the secret patterns and flow to cities.
+
+ ### Feat: [Tough](PHB p170)
+
+ - Your hit point maximum increases by an amount equal to twice your level.
+
+ ### Class: [Pugilist]
+
+ - Hit Dice: 1d8
+ - Max HP: 13 = 8 + 3 (Constitution Modifier) + 2(Tough)
+ - Armor Proficiencies: light armor
+ - Weapon Proficiencies: simple weapons, improvised weapons, whip, hand crossbow
+ - Tools: Gaming Set
+ - Saving Throw Proficiencies: Strength, Constitution
+ - Skills: Athletics, Intimidation
+ - Features:
+ - Fisticuffs: At 1st level, you have mastery over combat styles that use unarmed strikes and pugilist weapons.
+ - You gain the following benefits while you are unarmed or using only pugilist weapons:
+ - You can roll a d6 in place of the normal damage of your unarmed strike or pugilist weapon.
+ - When you use the Attack action, you can make one unarmed strike or grapple as a bonus action.
+ - Iron Chin: Beginning at 1st level, your AC equals 13 = 12 + 1 (Integrated Armor + 3 CON modifier - 1 for no shield).
+
+ ## Level 2
+
+ ### Class: [Pugilist]
+
+ - Hit Dice: 2d8
+ - Max HP: 23 = 13 + 5 (Roll 1d8, result of 5) + 3 (Constitution Modifier) + 2 (Tough)
+ - Features:
+ - Moxie: Starting at 2nd level, you have a moxie you can channel in the midst of battle.
+ - You can spend these points to fuel various moxie features.
+ - Brace Up: You can use a bonus action and spend 1 moxie point to brace for attacks.
+ - The Old One-Two: After you take the Attack action, you can spend 1 moxie point to make two unarmed strikes as a bonus action.
+ - Stick and Move: You can use a bonus action and expend 1 moxie point to make a Shove attack or the Dash action.
+ - Street Smart: Beginning at 2nd level, carousing, shadowboxing, and sparring all count as light activity for the purposes of resting.
+
+ ## Level 3
+
+ ### Class: [Pugilist]
+
+ - Hit Dice: 3d8
+ - Max HP: 30 = 23 + 4 (Roll 1d8, result of 4) + 3 (Constitution Modifier) + 2 (Tough)
+ - Features:
+ - Bloodied but Unbowed: Starting at 3rd level, when you take damage, you can use your reaction to gain temporary hit points
+ - Fight Club: The Squared Circle.
+ - Mailed Fist:
+ - Bonus Proficiencies: you gain proficiency with smith's tools and medium and heavy armor.
+ - Fist of Embers: Also at 3rd level, you can ignite your fists for 1 minute.
+
+ ## Level 4
+
+ ### Class: [Pugilist]
+
+ - Hit Dice: 4d8
+ - Max HP: 37 = 30 + 3 (Roll 1d8, result of 3) + 3 (Constitution Modifier) + 2 (Tough)
+ - Features:
+ - Ability Score Improvement: STR +2, raising it to 18 (+4).
+ - Dig Deep: Beginning at 4th level, you discover a strength inside you.
+
+ ### Feat: [Grappler](PHB p167)
+ Prerequisite: Strength 13 or higher
+
+ - You have advantage on attack rolls against a creature you are grappling.
+ - You can use your action to try to pin a creature grappled by you.
+
+ ## Level 5
+
+ ### Class: [Pugilist]
+
+ - Hit Dice: 5d8
+ - Max HP: 48 = 37 + 6 (Roll 1d8, result of 6) + 3 (Constitution Modifier) + 2 (Tough)
+ - Features:
+ - Extra Attack: Beginning at 5th level, you can attack twice.
+ - Haymaker: Starting at 5th level, you can declare you are swinging wild haymakers.
0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9