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The Gentleman

By August 21, 2018September 9th, 2022Monsters

NPC

It’s a great week for the Gunslinger class. It’s one of my all-time favorite things we’ve ever written and it’s getting a massive expansion, the Complete Gunslinger, on our Patreon!

You know who’s also been having a killer time with this class? Nick Williams from the Hero Club podcast, whose character, The Gentleman, is a phenomenal thing to listen to. He’s basically everything I love about a gunslinging character: he’s brash, charismatic, occasionally hilarious, and lethal.

If you like gunslinging action, or just a romp though a western story, Go check out Hero Club’s new season, Adversary!

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Jeremiah “The Gentleman” Finch

A bounty of $20,000 accompanies most every depiction of “The Gentleman”, Jeremiah Finch, a notorious gunslinger that has lived long enough to see his record of crimes surpass most every outlaw in the land. Despite is age, Jeremiah’s surgical accuracy with his weapons, a set of firearms which he calls “The Girls”, has not dulled in the slightest. Jeremiah is as infamous for his felonies and duels as he is for his personality: his cordial demeanor and verbosity are tempered only by his profanity and his readiness to kill.

Jeremiah Finch

Medium humanoid (human), lawful evil
 
Armor Class 16 (studded leather)
Hit Points 143 (22d8 + 44)
Speed 30 ft.
 
STR 10 (+0) DEX 18 (+4) CON 15 (+2)
INT 11 (+0) WIS 11 (+0) CHA 14 (+2)
 
Saving Throws Dex +7, Cha +5
Skills Intimidation +5, Sleight of Hand +7
Senses passive Perception 10
Languages Common
Challenge 7 (2,900 XP)
 
Evasion. If Jeremiah is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, he instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. 
 
Gut Shot. Jeremiah’s firearm attacks score a critical hit on a roll of 18 to 20. Additionally, whenever Jeremiah scores a critical hit with a firearm attack, the target must make a DC 15 Constitution saving throw or be stunned until the end of its next turn.
 
Quick Draw. Jeremiah can draw or store two weapon on each of his turns.
 
ACTIONS
Multiattack. Jeremiah makes two attacks with his magnum or infantry rifle or three attacks with his light revolvers. 
 
Infantry Rifle. Ranged Weapon Attack: +6 to hit, range 160/480 ft., one target. Hit: 13 (2d8 + 4) piercing damage. Jeremiah has disadvantage on this attack roll if the target is within 20 feet of him.
 
Light Revolver. Ranged Weapon Attack: +6 to hit, range 40/120 ft., one target. Hit: 9 (2d4 + 4) piercing damage. 
 
Magnum. Ranged Weapon Attack: +6 to hit, range 40/120 ft., one target. Hit: 13 (2d8 + 4) piercing damage. 
 
 

 

 

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