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<blockquote data-quote="Libertad" data-source="post: 9217823" data-attributes="member: 6750502"><p style="text-align: center"><img src="https://i.imgur.com/LEbFgiS.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><strong>Nathan Drake</strong></p><p><strong>Origin</strong> Human</p><p><strong>Archetype</strong> 10th Level Fast Hero; <strong>Class</strong> Martial Artist</p><p><strong>Background</strong> Orphan (+1 Constitution); <strong>Profession</strong> Academia (+1 Intelligence, +1 Dexterity, +1 Wisdom)</p><p><strong>Wealth Level</strong> 3</p><p><strong>Speed</strong> 30 Feet</p><p></p><p><strong>Hit Points</strong> 73 (10d8+20); <strong>Defense</strong> 16 (10 + 3 + Dexterity modifier); <strong>Focus</strong> 3</p><p></p><p>Strength 10 (+0) Dexterity 16 (+3) Constitution 14 (+2) Intelligence 14 (+2) Wisdom 14 (+2) Charisma 10 (+0)</p><p><strong>Saving Throws</strong> Dexterity +7, Strength +4</p><p><strong>Skills</strong> Acrobatics +7, Athletics +7, Endurance +7, Investigation +6, Natural Sciences +6, Perception +6, Persuasion +4, Sleight of Hand +7, Social Sciences +6, Stealth +7, Vehicles +7</p><p><strong>Languages</strong> English, Indonesian, Latin, Spanish, plus whatever else the plot demands</p><p><strong>Equipment Proficiencies</strong> Basic, Advanced, Military, Historical</p><p><strong>Passive Perception</strong> 16</p><p><strong>Proficiency Bonus</strong> +4</p><p><strong>Special Feature Survivor:</strong> Reroll one failed saving throw per long rest.</p><p><strong>Special Feature Debate:</strong> Use Intelligence instead of Charisma when using Persuasion on academic topics, have advantage on such checks.</p><p></p><p><strong>Talents</strong></p><p></p><p><em>Advanced Combat Training:</em> Can make two attacks whenever you take the Attack action.</p><p></p><p><em>Advanced Martial Arts:</em> Unarmed strike damage improved by 2 steps (1d8). All melee weapons gain finesse property.</p><p></p><p><em>Evasion:</em> When making Dexterity save vs damaging effect, take half damage on a failure and no damage on a success.</p><p></p><p><em>Fast Reflexes:</em> Advantage on initiative.</p><p></p><p><em>Lightning Strikes:</em> make an unarmed strike as a bonus action.</p><p></p><p><em>Parkour:</em> Ignore difficult terrain when moving, climbing and swimming don’t count as difficult movement. Advantage on Acrobatics checks to Gain Ground during chases.</p><p></p><p><em>Quickness:</em> Take Dash or Disengage as bonus action, advantage on Athletics checks to Gain Ground during chases.</p><p></p><p><strong>Feats</strong></p><p></p><p><em>Cross Training (2nd Level, Minor):</em> Use Dexterity score whenever making Athletics, Acrobatics, or Endurance checks.</p><p><em>Language Expert (2nd Level, Minor):</em> +2 languages known, can learn new languages in 6 weeks, advantage on Intelligence (Social Sciences) checks to decipher codes, can create ciphers and codes which can be cracked with DC 13 Intelligence check.</p><p><em>Wise Hero Training (4th Level, Major):</em> proficient in Perception, gain 2 Focus Points, can spend Focus to reroll failed Wisdom ability check, can choose not to fall Prone when Diving for Cover.</p><p><em>Sleuth Training (6th Level, Major):</em> gain Advanced Equipment proficiency, proficient in Investigation, cannot be surprised, can Search as a bonus action, +1 Focus point, spend Focus to reroll failed Intelligence ability check.</p><p><em>Ability Score Training (8th Level, Minor):</em> +1 to Constitution.</p><p><em>Skill Training (8th Level, Minor):</em> proficient in Sleight of Hand and Stealth.</p><p><em>Equipment Training (10th Level, Minor):</em> proficient in Military equipment.</p><p><em>Skill Training (10th Level, Minor):</em> proficient in Natural Sciences and Vehicles.</p><p></p><p><strong>Equipment:</strong> Mother’s journal, climber’s kit (2 Bulk), survival kit (1 Bulk), frame backpack (+5 Bulk), 50 feet of rope (Bulk 1), utility knife/multitool, 4WD Vehicle with car stuff</p><p></p><p><strong>Attacks</strong></p><p></p><p><em>Assault Rifle +7:</em> 1d12+3 ballistic; Range 900/1,800; 30 Rounds; Reload Bonus; PV 3; Properties Burst 3, Full-Auto, Loud, Restricted, Two-Handed; Bulk 2</p><p></p><p><em>Fragmentation Grenade +7:</em> 4d8 explosive; Radius 20 feet; PV 3; Properties Grenade, Loud, Restricted, Bulk 1</p><p></p><p><em>9mm Semi-Auto Pistol +7:</em> 1d10+3 ballistic; Range 100/200; 21 Rounds; Reload Bonus; PV 2; Properties Loud, Semi-Auto; Bulk 1</p><p></p><p><em>Unarmed Strike +7:</em> 1d8+3 bludgeoning; PV 1; Properties Finesse, Light, Special; Bulk -</p><p></p><p><strong>Note:</strong> Nathan Drake rarely carries more than one main firearm and sidearm each. The above is to reflect some of the more common weapons he can find in the Uncharted series. Other weapons Nathan can reasonably come across include revolvers, sniper rifles, pump-action shotguns, smoke grenades, submachine guns, and light machine guns.</p><p></p><p><strong>Conversion Details:</strong> While Nathan Drake may primarily rely on firearms as his main weapons of choice, the Martial Artist class proved a surprisingly good match. Not only does it reflect his ability to throw a mean punch, the other class features such as ignoring movement penalties when climbing and swimming reflect his great mobility. In order to keep him within the bounds of 27 point buy I emphasized Dexterity first and foremost, even though in the games he is very physically fit across the board. I thus took Cross Training to lessen the dependency on multiple ability scores in order to keep him an overall expert athlete.</p><p></p><p>Instead of going for a brainy scholar route via Smart Hero multiclass feats, I chose Wise Hero and Sleuth Training on account that the options still help enhance Nathan Drake’s general investigative abilities, while ignoring the Prone condition while Diving for Cover further reinforces his in-game skills. I chose Language Expert on account that he is knowledgeable in quite a number of languages both ancient and modern, along with him solving puzzles that often involve ciphers and hidden meanings. Military Equipment Training was to let him use the automatic rifles which are common in all the Uncharted games, and I chose Skill Training feats in line with gameplay.</p></blockquote><p></p>
[QUOTE="Libertad, post: 9217823, member: 6750502"] [CENTER][IMG]https://i.imgur.com/LEbFgiS.png[/IMG][/CENTER] [B]Nathan Drake Origin[/B] Human [B]Archetype[/B] 10th Level Fast Hero; [B]Class[/B] Martial Artist [B]Background[/B] Orphan (+1 Constitution); [B]Profession[/B] Academia (+1 Intelligence, +1 Dexterity, +1 Wisdom) [B]Wealth Level[/B] 3 [B]Speed[/B] 30 Feet [B]Hit Points[/B] 73 (10d8+20); [B]Defense[/B] 16 (10 + 3 + Dexterity modifier); [B]Focus[/B] 3 Strength 10 (+0) Dexterity 16 (+3) Constitution 14 (+2) Intelligence 14 (+2) Wisdom 14 (+2) Charisma 10 (+0) [B]Saving Throws[/B] Dexterity +7, Strength +4 [B]Skills[/B] Acrobatics +7, Athletics +7, Endurance +7, Investigation +6, Natural Sciences +6, Perception +6, Persuasion +4, Sleight of Hand +7, Social Sciences +6, Stealth +7, Vehicles +7 [B]Languages[/B] English, Indonesian, Latin, Spanish, plus whatever else the plot demands [B]Equipment Proficiencies[/B] Basic, Advanced, Military, Historical [B]Passive Perception[/B] 16 [B]Proficiency Bonus[/B] +4 [B]Special Feature Survivor:[/B] Reroll one failed saving throw per long rest. [B]Special Feature Debate:[/B] Use Intelligence instead of Charisma when using Persuasion on academic topics, have advantage on such checks. [B]Talents[/B] [I]Advanced Combat Training:[/I] Can make two attacks whenever you take the Attack action. [I]Advanced Martial Arts:[/I] Unarmed strike damage improved by 2 steps (1d8). All melee weapons gain finesse property. [I]Evasion:[/I] When making Dexterity save vs damaging effect, take half damage on a failure and no damage on a success. [I]Fast Reflexes:[/I] Advantage on initiative. [I]Lightning Strikes:[/I] make an unarmed strike as a bonus action. [I]Parkour:[/I] Ignore difficult terrain when moving, climbing and swimming don’t count as difficult movement. Advantage on Acrobatics checks to Gain Ground during chases. [I]Quickness:[/I] Take Dash or Disengage as bonus action, advantage on Athletics checks to Gain Ground during chases. [B]Feats[/B] [I]Cross Training (2nd Level, Minor):[/I] Use Dexterity score whenever making Athletics, Acrobatics, or Endurance checks. [I]Language Expert (2nd Level, Minor):[/I] +2 languages known, can learn new languages in 6 weeks, advantage on Intelligence (Social Sciences) checks to decipher codes, can create ciphers and codes which can be cracked with DC 13 Intelligence check. [I]Wise Hero Training (4th Level, Major):[/I] proficient in Perception, gain 2 Focus Points, can spend Focus to reroll failed Wisdom ability check, can choose not to fall Prone when Diving for Cover. [I]Sleuth Training (6th Level, Major):[/I] gain Advanced Equipment proficiency, proficient in Investigation, cannot be surprised, can Search as a bonus action, +1 Focus point, spend Focus to reroll failed Intelligence ability check. [I]Ability Score Training (8th Level, Minor):[/I] +1 to Constitution. [I]Skill Training (8th Level, Minor):[/I] proficient in Sleight of Hand and Stealth. [I]Equipment Training (10th Level, Minor):[/I] proficient in Military equipment. [I]Skill Training (10th Level, Minor):[/I] proficient in Natural Sciences and Vehicles. [B]Equipment:[/B] Mother’s journal, climber’s kit (2 Bulk), survival kit (1 Bulk), frame backpack (+5 Bulk), 50 feet of rope (Bulk 1), utility knife/multitool, 4WD Vehicle with car stuff [B]Attacks[/B] [I]Assault Rifle +7:[/I] 1d12+3 ballistic; Range 900/1,800; 30 Rounds; Reload Bonus; PV 3; Properties Burst 3, Full-Auto, Loud, Restricted, Two-Handed; Bulk 2 [I]Fragmentation Grenade +7:[/I] 4d8 explosive; Radius 20 feet; PV 3; Properties Grenade, Loud, Restricted, Bulk 1 [I]9mm Semi-Auto Pistol +7:[/I] 1d10+3 ballistic; Range 100/200; 21 Rounds; Reload Bonus; PV 2; Properties Loud, Semi-Auto; Bulk 1 [I]Unarmed Strike +7:[/I] 1d8+3 bludgeoning; PV 1; Properties Finesse, Light, Special; Bulk - [B]Note:[/B] Nathan Drake rarely carries more than one main firearm and sidearm each. The above is to reflect some of the more common weapons he can find in the Uncharted series. Other weapons Nathan can reasonably come across include revolvers, sniper rifles, pump-action shotguns, smoke grenades, submachine guns, and light machine guns. [B]Conversion Details:[/B] While Nathan Drake may primarily rely on firearms as his main weapons of choice, the Martial Artist class proved a surprisingly good match. Not only does it reflect his ability to throw a mean punch, the other class features such as ignoring movement penalties when climbing and swimming reflect his great mobility. In order to keep him within the bounds of 27 point buy I emphasized Dexterity first and foremost, even though in the games he is very physically fit across the board. I thus took Cross Training to lessen the dependency on multiple ability scores in order to keep him an overall expert athlete. Instead of going for a brainy scholar route via Smart Hero multiclass feats, I chose Wise Hero and Sleuth Training on account that the options still help enhance Nathan Drake’s general investigative abilities, while ignoring the Prone condition while Diving for Cover further reinforces his in-game skills. I chose Language Expert on account that he is knowledgeable in quite a number of languages both ancient and modern, along with him solving puzzles that often involve ciphers and hidden meanings. Military Equipment Training was to let him use the automatic rifles which are common in all the Uncharted games, and I chose Skill Training feats in line with gameplay. [/QUOTE]
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