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Finkman

Medium humanoid, any alignment
Armor Class: 13
Hit Points: 68
Speed: 9 Meters

STR

7 -2

DEX

8 -1

CON

10 +0

INT

17 +3

WIS

18 +4

CHA

17 +3

Saving Throws: Int, Wis, Chr
Skills:
Perception
Persuasion
Damage Vulnerabilities: Gilded
Condition Immunities: Psyched Out
Languages: Common, Void Tongue
Proficiency Bonus: +3

Wrappings Generic.

Suprisingly Perceptive

+2 to passive perception. At will you can roll to see what emotions a creature is truly feeling, failing this roll will result in the incorrect emotions being described to the player.

Natural Charisma

+ 2 to Chr Score

Shade Let loose

When a Stitches HP reaches 0 due to hostile actions from another individual then the Stitches' Shade will burst out and be unanimously hostile to everything around it. If the Shade is not pulled back into the Stitches within 4 of the Shades actions (Or the Shade is killed), then the Shade will fade away to the abyss (occurring on the 5th action) and the Stitches will be dead. If the Stitches' body is healed then the Shade will return to the Stitches' body.

Gold Allergy

Stitches are unable to hold or touch gold with their bare skin as it will cause them to burn. Use the following calculation for the damage: (Level)+(Class HP Die)+ 4. Killing a Stitches with a gold plated weapon is one of the few known ways to stop the shade from emerging post mortem.

Finkman

Read Shots

This creature can detect where Magical and Non-magical Projectiles originate.

 

Malfunction Table

Show spoiler

Stitches Firearms Malfunction Table

This table consists of the Various Malfunctions that Stitches firearms may experience when rolling to Attack. This table is rolled alongside rolling to attack, with the same D20 that is used to roll to attack. Any Advantage, Disadvantage and Proficiency Bonus are included in this roll aswell. Stat Modifiers do not effect this table.


Please remember that the 4 stages of Condition effect this table. For more information on Condition, see the Condition Page & Table.

Condition 1: +1 to rolls applied to this table (not attack rolls).
Condition 2: No altered stats.

Condition 3: -1 to rolls applied to this table (not attack rolls).

Condition 4: -2 to rolls applied to this table (not attack rolls).

Condition 5: The Gun is inoperable and Attacks cannot be made with it.

Condition +(No.) and -(No.) are not added to attack rolls, only to Malfunction rolls.


Stitches Firearms are infamous for thier Malfuctions and Price, the pair are considered a major factor as to why they have been mostly ignored by other powers. Some few wild spirits still decide to live with the risk however.


Rolled No.ResultDescription
20The Gun Fires as NormalN/A
19The Gun Fires as NormalN/A
18The Gun Fires as NormalN/A
17The Gun Fires as NormalN/A
16The Gun Fires as NormalN/A
15The Gun Fires as NormalN/A
14The Gun Fires as NormalN/A
13The Gun Fires as NormalN/A
12The Gun Fires as NormalN/A
11The Gun Fires as NormalN/A
10MisfireThe Ammunition within the Firearm fails to fire. Ammo is not spent. Damage is not Dealt. Your turn is consumed.
9MisfireThe Ammunition within the Firearm fails to fire. Ammo is not spent. Damage is not Dealt. Your turn is consumed.
8MisfireThe Ammunition within the Firearm fails to fire. Ammo is not spent. Damage is not Dealt. Your turn is consumed.
7JamYour Firearm has become Jammed and is unable to fire. Your Firearm will remain Jammed until it is cleared. You cannot fire your Firearm until it is cleared. Clearing your firearm takes 1 Action to perform. Clearing the Firearm will damage it by 1 Condition. 1 piece of Ammunition is consumed from Clearing.
6JamYour Firearm has become Jammed and is unable to fire. Your Firearm will remain Jammed until it is cleared. You cannot fire your Firearm until it is cleared. Clearing your firearm takes 1 Action to perform. Clearing the Firearm will damage it by 1 Condition. 1 piece of Ammunition is consumed from Clearing.
5JamYour Firearm has become Jammed and is unable to fire. Your Firearm will remain Jammed until it is cleared. You cannot fire your Firearm until it is cleared. Clearing your firearm takes 1 Action to perform. Clearing the Firearm will damage it by 1 Condition. 1 piece of Ammunition is consumed from Clearing.
4Wild ShotA Creature within Line of Sight is shot by accident. This creature must make a Dex Save of 16 or Higher, if Failed; The Creature takes full damage from the Shot. The Creature shot is determined by a count of the amount of creatures within Line of Sight being matched to the closest size of Dice. If there is one too many or one too few, A Nat 1 hits the floor/celling. Example: 1 Ranger PC & 2 Orcs = A D4 with a 1 being the floor/celling.
3Wild ShotA Creature within Line of Sight is shot by accident. This creature must make a Dex Save of 16 or Higher, if Failed; The Creature takes full damage from the Shot. The Creature shot is determined by a count of the amount of creatures within Line of Sight being matched to the closest size of Dice. If there is one too many or one too few, A Nat 1 hits the floor/celling. Example: 1 Ranger PC & 2 Orcs = A D4 with a 1 being the floor/celling.
2Wild ShotA Creature within Line of Sight is shot by accident. This creature must make a Dex Save of 16 or Higher, if Failed; The Creature takes full damage from the Shot. The Creature shot is determined by a count of the amount of creatures within Line of Sight being matched to the closest size of Dice. If there is one too many or one too few, A Nat 1 hits the floor/celling. Example: 1 Ranger PC & 2 Orcs = A D4 with a 1 being the floor/celling.
1DetonationThe Firearm explodes. It immediately takes 3 points of Condition Damage (reducing it to Condition 5). All creatures within 10ft (or 3 Meters) take (Firearm Quality)D6+2 Damage.

Actions

Finkman

Wolf Whistle

This creature loudly wolf whistles. Any creatures who hear this are briefly distracted. This creature can attempt a Performance, Persuasion or Deception Roll to convince other creatures of their intentions and to possibly, resolve this peacefully.

Blast!

Single Target. 30 Meter Range.
This creature aims and shoots their Rifle for 2D12 Damage. The Shot peirces for half of the remaining range, if it successfully hits a creature.

Oh Hell No! Not a Chance in Hell!

This Creature immediately disengages from Combat & Flees. They cannot be stopped, they take the nearest exit.

Finkman

A Rifleman Gang Member. Infamous for their Cowardly & Gambling Natures, these Gang Members have developed a reputation as fleet footed and copper tongued cowards. They lie like a man breaths air, it is a matter of individual if someone believes it. Finkmen can often be spotted fleeing from Gambling Dens and Card tables.
They have formed their own miniature (and highly illegal) guild, where they bring in new conscripts off the streets to learn the arts of "Shooting Straight and Lying Crooked". They have proved a terrible influence on many younger people.

Equipped with an elaborately decorated rifle, these Gang Members tend to wear long sleeved shirts (to palm cards), dark vests (believed to make them look more trust worthy), brown pointed shoes (like an honest man might) and small Newsboy Caps ('cause they're honest, ain't they?).


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