Neximus Delmirev

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Metallic Dragonborn Draconic Bloodline Sorcerer Criminal[edit]

Neximus.jpg

Basics[edit]

Level: 2
Alignment: Neutral
Ht: 6'8"
Wt: 180lbs
Size: Medium
Speed: 30 feet
Appearance: xxxxxxxxxx
  • STR 10 (+0) Save (+0)
  • DEX 15 (+2) Save (+2)
  • CON 14 (+2) Save (+4)
  • INT 12 (+1) Save (+1)
  • WIS 8 (-1) Save (-1)
  • CHA 16 (+3) Save (+5)

Skills & Proficiencies[edit]

Skills (Proficiencies in bold):
  • Acrobatics (Dex) +2
  • Animal Handling (Wis) -1
  • Arcana (Int) +3
  • Athletics (Str) +0
  • Deception (Cha) +5
  • History (Int) +1
  • Insight (Wis) -1
  • Intimidation (Cha) +3
  • Investigation (Int) +1
  • Medicine (Wis) -1
  • Nature (Int) +1
  • Perception (Wis) -1
  • Performance (Cha) +3
  • Persuasion (Cha) +5
  • Religion (Int) +1
  • Sleight of Hand (Dex) +2
  • Stealth (Dex) +4
  • Survival (Wis) -1
Passive Perception: 9
Proficiency Bonus: +2
Proficiencies
Tools: Thieves' Tools, Playing Cards Set
Weapons & Armour: Sorcerer weapons
Languages: Common Tongue | Draconic |Undercommon|

Combat[edit]

AC 15 | HP 15 | Hit Dice 1d6 | Initiative +2

Weapon To Hit Damage Range/Reach Weapon To Hit Damage Range/Reach
Quarterstaff +2 1d6 N/A XX +X XX XX
XX +X X N/A Dagger +4 1d4+2 20/60
XX +X X N/A XX +X XX XX
  • Common Action:
  • Common Action:
  • Common Action:
  • Common Action:
  • Common Action:

Spellcasting[edit]

Spell Slots: L1 | 3 || L2 | 0

Spell DC: (8 + Prof 2 + Stat 3) 12

Spell Att Mod: (Prof 2 + Stat 3) +5

Sorcery Points: 2


Cantrips

Frostbite: 60 ft range, DC 13 Constitution save or target takes 1d6 cold damage and has disadvantage on next attack
Ray of Frost: 60 ft range, +5 spell attack, 1d8 damage and target is slowed by 10 feet
Dancing Lights: 120 ft range, Concentration, summon up to three orbs of light within range, bonus action to move lights
Mage Hand: 30 ft range, 1 minute duration, summon a ghostly hand, action to manipulate objects, can only carry 10 lbs
Friends: Targets self, 1 minute duration, Concentration, grants advantage on Charisma rolls, target knows they have been effected when duration ends.
Minor Illusion: 30 ft range, 1 minute duration, make a illusory sound or a 5 foot cube worth of visual illusion, if investigated is a DC 13 Investigation check to disbelieve
Source: xxx: Description

Spellbook:

Magic Missile: 120 ft range, 3 missiles, 1d4+1 force damage
Charm Person: 30 ft range, 1 hour duration, DC 13 Wisdom save(advantage if in combat), if failed targets regards you as friendly acquaintance. When the spell ends target knows you charmed them
Armor of Agathys: Self, 1 hour duration, ice coats you granting 5 temporary hit points and dealing 5 cold damage to anyone who hits you in melee while the temporary hit points last
Burning Hands: 15 ft cone, 3d6 fire damage, Dex save for half

Feats[edit]

Magic Initiate Gain Friends and Minor Illusion cantrips from Warlock spell list, can cast Armor of Agathys 1/long rest

Racial Features (Race)[edit]

Draconic Resistance: Resistant to cold damage
Breath Weapon: 15 foot cone, DC 12 Dexterity save, 1d10 cold damage, 2/long rest
Metallic Breath Weapon: At 3rd level can exhale a 15 foot cone of gas. Choice of Envervating, DC 12 Constitution save or be incapacitated, or Repulsion, DC 12 Strength save or be pushed back 20 feet, 1/long rest

Class Features (Class)[edit]

Sorcerous Origin Draconic Bloodline
Deity: Bahamut


Draconic Resilience: AC is 13+Dexterity, +1 HP/level.
Draconic Bloodline(Silver): Advantage on Charisma rolls involving dragons, cold element for other features

Background Features (Background)[edit]

Proficiencies: Deception, Stealth, Thieves' Tools
Criminal Specialty - Smuggler
Criminal Contact: You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
Personality Trait: I would rather make a new friend than a new enemy.
Ideal: People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care.
Bond: I'm paying off debts to the kind of people you don't want to be in debt to
Flaw: I turn tail and run when things look bad.

Equipment[edit]

Wealth

0 gems
0 pp
110 gp
0 ep
312 sp
0 cp

Weapons

Quarterstaff
2 Daggers

Armor

None

Gear

Backpack 5lb ?
Component Pouch 2lb
Dungeoneer's Pack Xlb
Crowbar Xlb
Common Clothing Xlb
Thieves' Tools 1lb
xxxxx Xlb
xxxxx Xlb
xxxxx Xlb
xxxxx Xlb
xxxxx Xlb
xxxxx Xlb
xxxxx Xlb
xxxxx Xlb
Clothes, xxxxx Xlb
2 Garnets(worth 25 GP each) Xlb
Gold ring engraved with Karakas (worth 10 GP) Xlb
1 Potion of Healing Xlb
Tinderbox Xlb
A dragon-shaped, jade figurine (worth 20 gp),
A crystal goblet (5 gp)
Twenty-four pieces of fine silverware (1 gp each).
A sealed scroll case carved of bone. Runes in the Dwarvish alphabet spell out the word "Khundrukar."


Trinket

xxxxxxxxx


Magic Items

XXXX

Backstory[edit]

Good little dragonborn from Waterdeep, made bad choices as a teenager, got into debt with bad people, working it off as a smuggler

Notes[edit]

For his religious leanings he's a lapsed church of Bahamut.