syllaby silverfingers .pdf

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Sage: Researcher

Artificer 1
CLASS & LEVEL

Syllaby "Silly" "Silverfingers"
CHARACTER NAME

STRENGTH

7

0

BACKGROUND

Rock Gnome (Small)

Neutral Good

0

RACE

ALIGNMENT

EXPERIENCE POINTS

INSPIRATION

15
+2

ARMOR
CLASS

PROFICIENCY BONUS

+3

25

INITIATIVE

SPEED

Excitable, keen to explore, eager
to check/scribe notebooks for
info on wildlife, etc.
PERSONALITY TRAITS

-2


-2

Strength



+3

Dexterity





+1

Constitution





+4a

Intelligence



+1a

Wisdom



-2a

Charisma

DEXTERITY

16
+3
CONSTITUTION

Hit Point Maximum 9

CURRENT HIT POINTS



INTELLIGENCE

18



+4
WISDOM

12





+1
CHARISMA


7

TEMPORARY HIT POINTS

Total

1d8



3

Acrobatics (Dex)



1

Animal Handling (Wis)

1d8



6

Arcana (Int)

HIT DICE



-2

Athletics (Str)



-2

Deception (Cha)



6

History (Int)



1

Insight (Wis)



-2

Intimidation (Cha)



6

Investigation (Int)



1

Medicine (Wis)



6

Nature (Int)



1

Perception (Wis)



-2

Performance (Cha)



-2

Persuasion (Cha)



6

Religion (Int)



3

Sleight of Hand (Dex)



3

Stealth (Dex)



1

Survival (Wis)

FAILURES

Crossbow

+5

1d8+3prc

Handaxe

0

1d6-2slsh

Gun: 150ft, 500max
Crossbow: 80ft, 320max
Handaxe: 20ft, 60max

ATTACKS & SPELLCASTING

Lang:Common, Gnomish,
Elvish, Dwarvish
Armor: Light / Medium
Weapons: Simple, The Gun
Tools: Thieves tools, artisan's
tools (tinker), Navigator's tools,
Herbalism kit, Smith's tools,

SP

EP

GP

PP

10

Ignorant of reality; believes world to
be exactly as described in textbooks
FLAWS

ATK BONUS DAMAGE/TYPE

2d6+3prc

CP

BONDS

DEATH SAVES

Shoot Gun +5

PASSIVE WISDOM (PERCEPTION)

OTHER PROFICIENCIES & LANGUAGES

SUCCESSES

NAME

SKILLS

11

IDEALS

Aims to demonstrate the appeal of her
gun/inventions for the betterment of all
peoples

0

SAVING THROWS

+1

Might makes right, so the forces of good must strive
to be the most powerful (and the gun she built is
supposedly the ultimate weapon to end all weapons)

9

12

-2

"Big" Papa Bear
PLAYER NAME

WEAPONS:
Handaxe
Light Crossbow / 20
bolts
STUFF:
Ink/Quill, hammer,
thieves tools,
dungeoneer's pack,
Studded Leather
Armor

Gnome Cunning: advantage on
INT/WIS/CHA saving throws VS
magic
Darkvision 60ft
Artificer's Lore: History checks on
magic items/alchem
devices/techno devices gets twice
proficiency bonus
Tinker: make toys, see book
SPELLS:
Detect Magic:action conc1min
30feet blocked by 1ft stone,
Identify:1min touch know magic
properties of items / spells
affecting a creature,
CANTRIPS:
Mending:1min touch fixes breaks
in an object up to 1foot big
GUNSMITH:
Gun is two-handed range wpn,
Gun must be reloaded as bonus
action after every shot,
Arcane Magazine: long rest make
40 rounds, short rest 10,

EQUIPMENT
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

FEATURES & TRAITS


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