{"name":"Jon Doe","class":"Fighter","level":"4","background":"","race":"Human","alignment":"CG","proficiency_bonus":"2","strength":"17","dexterity":"17","constitution":"18","intelligence":"18","wisdom":"14","charisma":"15","str_save":"5","dex_save":"3","con_save":"6","int_save":"4","wis_save":"2","cha_save":"2","hit_die":"10","total_hit_dice":"10","acrobatics":"5","animal_handling":"2","arcana":"2","athletics":"5","deception":"2","history":"2","insight":"2","intimidation":"2","investigation":"2","medicine":"2","nature":"2","perception":"2","performance":"2","persuasion":"2","religion":"2","sleight_of_hands":"2","stealth":"2","survival":"2","proficiencies":"all armor and shields simple weapons and martial weapons  ","armor_class":"16","hit_points":"55","initiative":"","speed":"30","proficiences_and_languages":"all armor and shields simple weapons and martial weapons  4350 XP \r\nGuns  Tinker\u2019s Tools \r\nSharpshooter\r\nYou have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:\r\n\u2022 Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.\r\n\u2022 Your ranged weapons ignore half cover and three-quarters cover.\r\n\u2022 Before you make a ranged attack with a ranged weapon with which you are proficient, you can choose to take a -5 penalty to the attack roll. If you do so and the attack hits, it deals +10 damage.","attacks":"2 automatic pistols 2d6 15 shots each 50 to 150 ft\r\n\r\nBreeched Carbine    +2    1d10    24\/48    30 gp    7 lb    Firearm    Load Minor, Cartridge Jam, Small, Powder Crit\r\nA small short breech loaded rifle for small creatures and confined spaces\r\n\r\nAmmunition\r\nThe Breeched Carbine uses a cartridge.\r\n\r\nCartridge Jam\r\nA misfire with this weapon causes the cartridge to jam the gun. Rolling a natural 1 on an attack roll with this weapon causes it to misfire jamming the cartridge in the gun. The ammunition is wasted and a standard action must be spent to clear the jam.\r\n\r\nPowder Crit\r\nThis weapon deals more damage on a critical hit. On a critical hit this weapon deals an additional 2 damage, this increases to 4 damage at 11th level and 6 at 21st.","spellcasting":"Action Surge use bonus action","equipment":"2 automatic pistols 2d6 30 shots each 50 to 150 ft\r\nExplorers pack \r\n45GP\r\nBreeched Carbine    +2    1d10    24\/48    30 gp    7 lb    Firearm    Load Minor, Cartridge Jam, Small, Powder Crit\r\nA small short breech loaded rifle for small creatures and confined spaces\r\n\r\nAmmunition\r\nThe Breeched Carbine uses a cartridge.\r\n\r\nCartridge Jam\r\nA misfire with this weapon causes the cartridge to jam the gun. Rolling a natural 1 on an attack roll with this weapon causes it to misfire jamming the cartridge in the gun. The ammunition is wasted and a standard action must be spent to clear the jam.\r\n\r\nPowder Crit\r\nThis weapon deals more damage on a critical hit. On a critical hit this weapon deals an additional 2 damage, this increases to 4 damage at 11th level and 6 at 21st.","personality_trait":"I do what I think is right ","ideal":"Firearm Proficiency\r\nStarting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.\r\n\r\nGunsmith\r\nUpon choosing this archetype at 3rd level, you gain proficiency with Tinker\u2019s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM\u2019s discretion). Some extremely experimental and intricate firearms are only available through crafting.\r\n\r\nFirearm Properties\r\nFirearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master\u2019s Guide. Firearms are ranged weapons.\r\n\r\nReload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.\r\n\r\nMisfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon\u2019s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker\u2019s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon\u2019s misfire score by 1.\r\n\r\nExplosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.\r\n\r\nAmmunition\r\nAll firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker\u2019s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.","bond":"family killed after attempted arson","flaw":"spiders ","features_and_traits":"5ft 6in and normal in any other way brown hair.","total_spell_slots_1":"","total_spell_slots_2":"","total_spell_slots_3":"","total_spell_slots_4":"","total_spell_slots_5":"","total_spell_slots_6":"","total_spell_slots_7":"","total_spell_slots_8":"","total_spell_slots_9":"","arms_and_equipment":"","class_features":"gunslinger fighter  \r\nGunsmith\r\nUpon choosing this archetype at 3rd level, you gain proficiency with Tinker\u2019s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM\u2019s discretion). Some extremely experimental and intricate firearms are only available through crafting.\r\n\r\nFirearm Properties\r\nFirearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master\u2019s Guide. Firearms are ranged weapons.\r\n\r\nReload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.\r\n\r\nMisfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon\u2019s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker\u2019s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon\u2019s misfire score by 1.\r\n\r\nExplosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.\r\n\r\nAmmunition\r\nAll firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker\u2019s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.","creatures_and_mounts":"","possessions_and_property":"","racestatblock":"","retinue":"","spellbook_0_level_spells":"","spellbook_1_level_spells":"","spellbook_2_level_spells":"","spellbook_3_level_spells":"","spellbook_4_level_spells":"","spellbook_5_level_spells":"","spellbook_6_level_spells":"","spellbook_7_level_spells":"","spellbook_8_level_spells":"","spellbook_9_level_spells":"","hit_points_current":"","temporary_hit_points":"","hit_dice_used":"","xp":"","inspiration":"","temporary_hit_points_current":"","conditions":"","class_resource_remaining":"","available_1st_level_spellslots":"","available_2nd_level_spellslots":"","available_3rd_level_spellslots":"","available_4th_level_spellslots":"","available_5th_level_spellslots":"","available_6th_level_spellslots":"","available_7th_level_spellslots":"","available_8th_level_spellslots":"","available_9th_level_spellslots":"","tags":"","isShared":"on","templateId":"404","blockId":"367245"}