Harpram Gavers

Ernest Prince's page

67 posts. Alias of Andostre.


Race

| 9mm: 19/21 | HP: 17/17

Gender

Scoundrel 1 | Prof: +2 | Percep: +9 | Def: 14 | Init: +3

About Ernest Prince

Name: Ernest Prince
Class: Scoundrel
Archetype: Agile
Background: Juvenile Delinquent
Profession: White Collar
Level: 1
Wealth: 3
Speed: 30
Languages: English, Spanish

STR: 10 DEX*: 16 CON: 15 INT: 13 WIS: 8 CHA*: 13

Hit Dice: 1d8 Hit Points: 10
Proficiency Bonus: +2
Defense: 14
Initiative: +3
Passive Perception: +9

Switchblade (dagger): 1d4 piercing | PV 2
- Finesse, Light, Thrown (40/80)
Double Barrel Shotgun: 2d6 ballistic | PV 3
- Range: 200/400 | 2 rounds | Reload: Action
- Burst 2, Loud, Shot, Two-Handed
9mm Pistol: 1d10 ballistic | PV 2
- Range: 100/200 | 21 rounds | Reload: Bonus
- Loud, Semi-Auto

Weapon Properties:
Burst: Weapons with the burst fire property can expend additional ammunition to deal increased damage. The number indicates the number of ammo rounds required. Using burst fire imposes disadvantage on the attack roll but adds one damage die if the attack succeeds. Combatants must declare they are using burst fire before they roll their attack. Burst fire cannot be used at long range.
Finesse: When you use this weapon to make a melee attack, you can choose to use your Dexterity modifier for the attack and damage rolls instead of Strength.
Light: Light weapons are small enough to effectively wield one in each hand. For details, see “Bonus Action: Off-Hand Attack” in Combat.
Loud: Loud weapons can be heard up to 2 miles away and are easily detected through building walls.
Semi-Auto: A semi-auto mechanism cocks the gun and loads a new round from the magazine each time a round is fired. Each pull of the trigger fires one bullet.
Shot: Shotguns typically fire buckshot rounds that make it easier to hit targets at close range. This weapon has advantage on attack rolls at ranges up to 30 feet.
Thrown: Melee weapons that have the thrown property can be used either for a melee attack or thrown at an opponent as a ranged attack. If thrown, they use the same ability modifier for attack and damage as for a melee attack. For example, a hatchet uses your Strength modifier whether melee or thrown. If you throw a dagger, the attack can use either your Strength or your Dexterity modifier, since the dagger has the finesse property. Weapons with the thrown property have their range in feet noted in parentheses (normal/long range). You must be holding a weapon to attack with it. Once thrown, it must be recovered before it can be thrown again.
Two-Handed: These weapons require two hands to attack with, but they can be carried in one hand.

SKILLS:
Acrobatics: DEX
Arts and Crafts: WIS
Athletics: STR
Computers*: INT
Deception**: CHA
Endurance: CON
Insight: WIS
Intimidation: CHA
Investigation: INT
Mechanics: INT
Medicine: INT
Natural Sciences: INT
Perception: WIS
Performance: CHA
Persuasion*: CHA
Security*: INT
Sleight of Hand: DEX
Social Sciences: INT
Stealth*: DEX
Streetwise*: WIS
Survival: WIS
Vehicles: DEX

Equipment Proficiencies: Basic, Advanced

TALENTS AND FEATS

Fast Reflexes (Level 1):
You have advantage on initiative rolls.

Vital Strike (Level 1):
Once during your turn when you hit a target with an attack, if you had advantage on that attack or an ally is within 5 feet of that target, you can deal an additional 1d6 damage.

Quickness (Level 2):
You can take the Dash or Disengage action as a bonus action. In addition, during a foot chase, you have advantage on Strength (Athletics) checks made as part of a Gain Ground action.

Underworld Contacts:
You gain advantage on Wisdom (Streetwise) checks to buy or sell illicit goods and services.

Management Material:
You can use the Help action as a bonus action. You must finish a short rest (coffee break) before you can do this again.

Defensive Driving (Minor Feat):
You’ve trained to operate vehicles under hostile and dangerous conditions.
  • You have advantage on Dexterity (Vehicles) checks made to avoid a crash.
  • You give your vehicle advantage on saving throws made against complications.
  • While you operate a vehicle, increase its Constitution modifier by 2.

  • Gunfighter (Minor Feat):
    You have a quick trigger finger and can shoot accurately in close quarters.
  • You don’t suffer disadvantage for attacking with a firearm against an adjacent opponent.
  • You can take a bonus action to treat any firearm you wield that does not have the slow-firing property as if it had the Burst 3 property until the end of your turn.

  • Feats to consider:
    Racer Improve your speed and agility in vehicle chases
    Impaler Hinder opponents when you use a melee piercing weapon
    Sticky Fingers Pick pockets while in melee combat
    Tumbling Move through crowds and stand up quickly
    Guerrilla Ambush enemies from the shadows

    EQUIPMENT
    Clothes: Track pants, t-shirt, hoodie, sneakers, satchel bag
    Gear: Bag stuff, pocket stuff, burglar’s kit, laptop, favorite coffee mug
    Vehicle: Honda Civic
    Weapons: Switchblade, double barrel shotgun, 9mm semi-auto pistol
    Armor: None

    BACKGROUND
    Ernest Prince grew up on the streets of Albuquerque, New Mexico. Sure, he had a home, but with his parents working multiple jobs between them and barely scraping by, Ernie and his older brother Charles were constantly canvasing the city looking for ways to quickly earn cash without much concern for legality. As the brothers’ reputation spread, so did the level of danger, and karma caught up to them one day when Charles took a bullet to the head from a rival gangster.

    Ernie took stock of his life up to that point and decided he needed to change. Wanting to avoid the same fate as his brother, he left home, hoping to get a fresh start. He landed in [Campaign City], Nevada, starting a job as an Operations Sales Technician (which means “salesperson, but without the recognition or the commission) for an office furniture supply store. He’s steadily moving up in the company, something that he kind of hates. He wants to stay out of trouble, but the freedom and excitement of the life he led filled with scams and heists still somehow manages to pull him back in.

    Description: Ernie is short and scrawny, with brown hair and an acerbic smile (unless he’s making a sale). He acts and dresses the part of the salesman during the day, but his dress and demeanor change in the off hours when he bums around the seedier parts of town.