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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