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<blockquote data-quote="Libertad" data-source="post: 9245151" data-attributes="member: 6750502"><p><img src="https://i.imgur.com/9LqsqdV.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><strong>John Wick</strong></p><p><strong>Origin</strong> Human</p><p><strong>Archetype</strong> 14th Level Agile Hero; <strong>Class</strong> Sharpshooter</p><p><strong>Background</strong> Orphan (+1 Constitution); <strong>Profession</strong> Crime (+1 Constitution, +1 Dexterity, +1 Strength)</p><p><strong>Wealth Level</strong> 4</p><p><strong>Speed</strong> 30 Feet</p><p></p><p><strong>Hit Points</strong> 73 (10d8+20); <strong>Defense</strong> 17 (10 + 3 + Dexterity modifier); <strong>AV</strong> 2 (Ballistic Vest)</p><p></p><p>Strength 16 (+3) Dexterity 18 (+4) Constitution 14 (+2) Intelligence 12 (+1) Wisdom 14 (+2) Charisma 14 (+2)</p><p><strong>Saving Throws</strong> Dexterity +8, Intelligence +5</p><p><strong>Skills</strong> Acrobatics +8, Athletics +11 (expertise), Endurance +6, Intimidation +6, Perception +6, Stealth +8, Streetwise +6, Vehicles +8</p><p><strong>Languages</strong> English, Russian, Hebrew, Italian, Japanese, Indonesian, Cantonese, American Sign Language, plus whatever else the plot demands</p><p><strong>Equipment Proficiencies</strong> Basic, Advanced, Military, Historical, Improvised</p><p><strong>Passive Perception</strong> 16</p><p><strong>Proficiency Bonus</strong> +4</p><p><strong>Special Feature Survivor:</strong> Can reroll one failed save per long rest.</p><p><strong>Special Feature Criminal Record:</strong> Advantage on Charisma checks when interacting with criminal underworld, disadvantage on Charisma checks with law enforcement or private security who know of Wick’s reputation.</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>Fast Reflexes:</em> Advantage on initiative.</p><p></p><p><em>Headshot:</em> Crit on 19 and 20 when making ranged attacks.</p><p></p><p><em>Improved Gunslinging:</em> Can draw 2 one-handed light weapons as free action, can reload two guns as part of the same action without needing a free hand. Add Dexterity modifier to damage rolls with off-hand ranged attacks.</p><p></p><p><em>Improved Sharpshooting:</em> +2 to attack rolls with two-handed ranged weapons if you don’t move during your turn, ignore slow-firing property of ranged weapons. Also with the same weapons you don’t have disadvantage on attack rolls due to long range and treat three-quarters and half cover as one cover step down, provided you don’t move during your town.</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><em>Supreme Ranged Combat Training: </em>When making the Attack action once during your turn, you can make 3 ranged attacks as part of that action.</p><p></p><p><strong>Feats</strong></p><p></p><p><em>Equipment Training (2nd level, Minor):</em> Gain proficiency in Military Equipment.</p><p><em>Gunfighter (2nd level, Minor):</em> Don’t suffer disadvantage when attacking with a firearm against an adjacent opponent, can use bonus action to apply Burst 3 property to any firearm without the slow-firing property.</p><p><em>Strong Hero Training (4th level, Major):</em> Gain Acrobatics proficiency, can make reckless attacks to gain advantage on all melee attacks for a turn but attackers gain advantage on attacks against you.</p><p><em>MMA Fighter Training (6th level, Major):</em> Can apply submission move as a special attack to grappled targets, automatically dealing unarmed strike damage to opponent. Unarmed strike damage improves one die step (1d6).</p><p><em>Power Slam (8th level, Major):</em> Advantage on shove/trip attempts, deal unarmed strike damage including ability score modifier for attack when you successfully shove or trip opponent.</p><p><em>Advanced MMA Fighter Training (10th level, Major):</em> Advantage on Athletics to initiate or escape grapple, can declare an unarmed strike to be a takedown once per turn that grants free unarmed special attack against opponent if it hits. Can declare an unarmed strike to be a jab once per turn that grants advantage on the next melee attack roll against that opponent if it hits.</p><p><em>Advanced Skill Training (11th level, Minor):</em> Gain expertise in Athletics.</p><p><em>Grappler (11th level, Minor):</em> Advantage on attack rolls against opponent you are grappling, can make a special attack against grappled target to pin them. Success is automatic, no roll needed, both you and opponent are Restrained until grapple is broken.</p><p><em>Language Expert (12th 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>Martial Artist Training (13th level, Major):</em> gain proficiency in Historical Equipment, unarmed strike damage improves one die step (1d8), can make unarmed attack as a bonus action, climbing and swimming are not considered difficult movement.</p><p><em>Brawler Training (14th level, Major):</em> gain proficiency in Improvised Equipment, advantage on Strength checks to break objects, melee weapons have +1 PV, can move speed up to an opponent or a dangerous situation as a bonus action.</p><p></p><p><strong>Equipment:</strong> Concealed Carry Pistol (Bulk 1): Assault Rifle (Bulk 2), Sniper Rifle (Bulk 3), Ballistic Vest (AV 2), Pocket Stuff, 1969 Ford Mustang Mach 1 (Muscle Car) w/ Car Stuff; John Wick rarely carries more than two firearms at a time in the movies, but he has ready access to most personal firearms in the Core Rules.</p><p></p><p><strong>Attacks</strong></p><p></p><p><em>Unarmed Strike +8:</em> 1d8+4 bludgeoning damage (1d8 as bonus action), PV 2: Properties Finesse, Light, Special; Bulk -</p><p><em>Concealed Carry Pistol +8:</em> 1d8+4 ballistic; Range 100/200; Rounds 8; Reload Bonus; PV 2; Properties Light, Loud, Semi-Auto, Versatile (1d10); Bulk 1</p><p><em>Assault Rifle +8:</em> 1d12+4 ballistic; Range 900/1,800; 30 Rounds; Reload Bonus; PV 3; Properties Burst 3, Full-Auto, Loud, Restricted, Two-Handed; Bulk 2</p><p><em>Sniper Rifle +8:</em> 2d8+4 ballistic: Range 2k/6k; 10 Rounds; Reload Bonus; PV 4; Properties Heavy, Loud, Slow-Firing (ignore), Two-Handed; Bulk 3</p><p></p><p><strong>The Vault Core Rules Errata</strong></p><p></p><p><em>Sharpshooter Advanced Equipment Proficiency Duplicate:</em> Athletics skill proficiency</p><p></p><p><strong>Details:</strong> I binge-watched 3 of the John Wick movies this weekend and got a strong desire to stat up this iconic 2010s action hero. Like Dominic Terrato, I ignored point buy in favor of giving the character ability scores that felt appropriate for his media portrayal and also had to go beyond 10th level in order to give him enough feats representative of his capabilities. As John Wick makes heavy use of both guns and fists, I decided to make him a Sharpshooter first and foremost and dedicated most of the feats to making him a better unarmed fighter. MMA Fighter, Power Slam, and Grappler are all designed to give him various tactical options in melee combat, while Advanced Skill Training for Athletics grants him double proficiency on this skill. This, plus having advantage on grappling, tripping, <em>and</em> shoving attempts, means that few foes will be able to resist him.</p><p></p><p>As Martial Artist Training lets him make unarmed strikes as a bonus action and he can add his Dexterity modifier to ranged off-hand attacks, John Wick can liberally mix and match between making his gun or his unarmed attacks to be his “main” weapon without losing out on a reliable source of attacks and damage. In fact, he is capable of damaging targets up to five times per round: 3 times with a ranged attack via Supreme Ranged Combat Training, once with a bonus action unarmed strike that’s a takedown via Martial Artist and Advanced MMA Fighter Training feats, and unarmed strike damage should the takedown be a successful shove/trip via Power Slam. But if John wants to use his gun as an off-hand, he can attack unarmed twice via Advanced Combat Training, have one of those be a takedown and thus possible Power Slam bonus damage, and shoot once with his off-hand. And if he’s shooting the person he’s knocking around, Gunfighter lets him ignore disadvantage with that ranged attack.</p><p></p><p>Additionally, Wick can make a rather wicked combo: shove them as the first attack and deal additional damage via Power Slam, do an unarmed takedown attack with a free grapple special attack if it hits, then while they’re grappled use a bonus action off-hand attack to automatically pin them as a special attack via the Grappler feat. So not only can John Wick apply his unarmed strike damage twice in one round, he can apply not one, but three Conditions on an opponent this way. This is reminiscent of a scene in the first movie where he breaks into a bathhouse and manages to keep one of the gangsters pinned to the ground for a while while he shoots at other guys. The Everyday Heroes Core Rules specifies that special attacks can be made with off-hand attacks on page 225, so I believe that this is a legitimate interpretation of the rules.</p><p></p><p>As for Brawler Training, that is both to make his unarmed strikes more reliable against armored targets while also giving him Improvised Equipment Proficiency. In the 2nd movie he killed people with a pencil, and was quite obviously proficient with its use, and also used a heavy book and belt in the 3rd.</p><p></p><p>While the Crime profession begins with a Wealth level of 2, I bumped Wick’s up to 4. Judging by the house he lives in and the services he can call upon at the Continental, he is likely very well-off. Wick can also speak a great number of languages, and while the above listed are what he was shown speaking in the movie, judging by his backstory he also likely speaks Belarussian, Ruska Romani, and Spanish.</p></blockquote><p></p>
[QUOTE="Libertad, post: 9245151, member: 6750502"] [IMG]https://i.imgur.com/9LqsqdV.jpg[/IMG] [B]John Wick Origin[/B] Human [B]Archetype[/B] 14th Level Agile Hero; [B]Class[/B] Sharpshooter [B]Background[/B] Orphan (+1 Constitution); [B]Profession[/B] Crime (+1 Constitution, +1 Dexterity, +1 Strength) [B]Wealth Level[/B] 4 [B]Speed[/B] 30 Feet [B]Hit Points[/B] 73 (10d8+20); [B]Defense[/B] 17 (10 + 3 + Dexterity modifier); [B]AV[/B] 2 (Ballistic Vest) Strength 16 (+3) Dexterity 18 (+4) Constitution 14 (+2) Intelligence 12 (+1) Wisdom 14 (+2) Charisma 14 (+2) [B]Saving Throws[/B] Dexterity +8, Intelligence +5 [B]Skills[/B] Acrobatics +8, Athletics +11 (expertise), Endurance +6, Intimidation +6, Perception +6, Stealth +8, Streetwise +6, Vehicles +8 [B]Languages[/B] English, Russian, Hebrew, Italian, Japanese, Indonesian, Cantonese, American Sign Language, plus whatever else the plot demands [B]Equipment Proficiencies[/B] Basic, Advanced, Military, Historical, Improvised [B]Passive Perception[/B] 16 [B]Proficiency Bonus[/B] +4 [B]Special Feature Survivor:[/B] Can reroll one failed save per long rest. [B]Special Feature Criminal Record:[/B] Advantage on Charisma checks when interacting with criminal underworld, disadvantage on Charisma checks with law enforcement or private security who know of Wick’s reputation. [B]Talents[/B] [I]Advanced Combat Training:[/I] Can make two attacks whenever you take the Attack action. [I]Fast Reflexes:[/I] Advantage on initiative. [I]Headshot:[/I] Crit on 19 and 20 when making ranged attacks. [I]Improved Gunslinging:[/I] Can draw 2 one-handed light weapons as free action, can reload two guns as part of the same action without needing a free hand. Add Dexterity modifier to damage rolls with off-hand ranged attacks. [I]Improved Sharpshooting:[/I] +2 to attack rolls with two-handed ranged weapons if you don’t move during your turn, ignore slow-firing property of ranged weapons. Also with the same weapons you don’t have disadvantage on attack rolls due to long range and treat three-quarters and half cover as one cover step down, provided you don’t move during your town. [I]Quickness:[/I] Take Dash or Disengage as bonus action, advantage on Athletics checks to Gain Ground during chases. [I]Supreme Ranged Combat Training: [/I]When making the Attack action once during your turn, you can make 3 ranged attacks as part of that action. [B]Feats[/B] [I]Equipment Training (2nd level, Minor):[/I] Gain proficiency in Military Equipment. [I]Gunfighter (2nd level, Minor):[/I] Don’t suffer disadvantage when attacking with a firearm against an adjacent opponent, can use bonus action to apply Burst 3 property to any firearm without the slow-firing property. [I]Strong Hero Training (4th level, Major):[/I] Gain Acrobatics proficiency, can make reckless attacks to gain advantage on all melee attacks for a turn but attackers gain advantage on attacks against you. [I]MMA Fighter Training (6th level, Major):[/I] Can apply submission move as a special attack to grappled targets, automatically dealing unarmed strike damage to opponent. Unarmed strike damage improves one die step (1d6). [I]Power Slam (8th level, Major):[/I] Advantage on shove/trip attempts, deal unarmed strike damage including ability score modifier for attack when you successfully shove or trip opponent. [I]Advanced MMA Fighter Training (10th level, Major):[/I] Advantage on Athletics to initiate or escape grapple, can declare an unarmed strike to be a takedown once per turn that grants free unarmed special attack against opponent if it hits. Can declare an unarmed strike to be a jab once per turn that grants advantage on the next melee attack roll against that opponent if it hits. [I]Advanced Skill Training (11th level, Minor):[/I] Gain expertise in Athletics. [I]Grappler (11th level, Minor):[/I] Advantage on attack rolls against opponent you are grappling, can make a special attack against grappled target to pin them. Success is automatic, no roll needed, both you and opponent are Restrained until grapple is broken. [I]Language Expert (12th 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]Martial Artist Training (13th level, Major):[/I] gain proficiency in Historical Equipment, unarmed strike damage improves one die step (1d8), can make unarmed attack as a bonus action, climbing and swimming are not considered difficult movement. [I]Brawler Training (14th level, Major):[/I] gain proficiency in Improvised Equipment, advantage on Strength checks to break objects, melee weapons have +1 PV, can move speed up to an opponent or a dangerous situation as a bonus action. [B]Equipment:[/B] Concealed Carry Pistol (Bulk 1): Assault Rifle (Bulk 2), Sniper Rifle (Bulk 3), Ballistic Vest (AV 2), Pocket Stuff, 1969 Ford Mustang Mach 1 (Muscle Car) w/ Car Stuff; John Wick rarely carries more than two firearms at a time in the movies, but he has ready access to most personal firearms in the Core Rules. [B]Attacks[/B] [I]Unarmed Strike +8:[/I] 1d8+4 bludgeoning damage (1d8 as bonus action), PV 2: Properties Finesse, Light, Special; Bulk - [I]Concealed Carry Pistol +8:[/I] 1d8+4 ballistic; Range 100/200; Rounds 8; Reload Bonus; PV 2; Properties Light, Loud, Semi-Auto, Versatile (1d10); Bulk 1 [I]Assault Rifle +8:[/I] 1d12+4 ballistic; Range 900/1,800; 30 Rounds; Reload Bonus; PV 3; Properties Burst 3, Full-Auto, Loud, Restricted, Two-Handed; Bulk 2 [I]Sniper Rifle +8:[/I] 2d8+4 ballistic: Range 2k/6k; 10 Rounds; Reload Bonus; PV 4; Properties Heavy, Loud, Slow-Firing (ignore), Two-Handed; Bulk 3 [B]The Vault Core Rules Errata[/B] [I]Sharpshooter Advanced Equipment Proficiency Duplicate:[/I] Athletics skill proficiency [B]Details:[/B] I binge-watched 3 of the John Wick movies this weekend and got a strong desire to stat up this iconic 2010s action hero. Like Dominic Terrato, I ignored point buy in favor of giving the character ability scores that felt appropriate for his media portrayal and also had to go beyond 10th level in order to give him enough feats representative of his capabilities. As John Wick makes heavy use of both guns and fists, I decided to make him a Sharpshooter first and foremost and dedicated most of the feats to making him a better unarmed fighter. MMA Fighter, Power Slam, and Grappler are all designed to give him various tactical options in melee combat, while Advanced Skill Training for Athletics grants him double proficiency on this skill. This, plus having advantage on grappling, tripping, [I]and[/I] shoving attempts, means that few foes will be able to resist him. As Martial Artist Training lets him make unarmed strikes as a bonus action and he can add his Dexterity modifier to ranged off-hand attacks, John Wick can liberally mix and match between making his gun or his unarmed attacks to be his “main” weapon without losing out on a reliable source of attacks and damage. In fact, he is capable of damaging targets up to five times per round: 3 times with a ranged attack via Supreme Ranged Combat Training, once with a bonus action unarmed strike that’s a takedown via Martial Artist and Advanced MMA Fighter Training feats, and unarmed strike damage should the takedown be a successful shove/trip via Power Slam. But if John wants to use his gun as an off-hand, he can attack unarmed twice via Advanced Combat Training, have one of those be a takedown and thus possible Power Slam bonus damage, and shoot once with his off-hand. And if he’s shooting the person he’s knocking around, Gunfighter lets him ignore disadvantage with that ranged attack. Additionally, Wick can make a rather wicked combo: shove them as the first attack and deal additional damage via Power Slam, do an unarmed takedown attack with a free grapple special attack if it hits, then while they’re grappled use a bonus action off-hand attack to automatically pin them as a special attack via the Grappler feat. So not only can John Wick apply his unarmed strike damage twice in one round, he can apply not one, but three Conditions on an opponent this way. This is reminiscent of a scene in the first movie where he breaks into a bathhouse and manages to keep one of the gangsters pinned to the ground for a while while he shoots at other guys. The Everyday Heroes Core Rules specifies that special attacks can be made with off-hand attacks on page 225, so I believe that this is a legitimate interpretation of the rules. As for Brawler Training, that is both to make his unarmed strikes more reliable against armored targets while also giving him Improvised Equipment Proficiency. In the 2nd movie he killed people with a pencil, and was quite obviously proficient with its use, and also used a heavy book and belt in the 3rd. While the Crime profession begins with a Wealth level of 2, I bumped Wick’s up to 4. Judging by the house he lives in and the services he can call upon at the Continental, he is likely very well-off. Wick can also speak a great number of languages, and while the above listed are what he was shown speaking in the movie, judging by his backstory he also likely speaks Belarussian, Ruska Romani, and Spanish. [/QUOTE]
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