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|}
  
*Level: 20
+
*Level: 11
 
*Race: Half-Elf
 
*Race: Half-Elf
 
*Class: Ranger
 
*Class: Ranger
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*Background: Outlander
 
*Background: Outlander
 
*Piety
 
*Piety
**Malar 6
+
**Malar 5
  
*Proficiency bonus: +6
+
*Proficiency bonus: +4
*Total Hit Points: 151
+
*Total Hit Points: 69
*Passive Perception: 21
+
*Passive Perception: 18
*Armor Class: 18
+
*Armor Class: 17
 
*Speed: 35 feet (7 inches)
 
*Speed: 35 feet (7 inches)
  
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*Acrobatics (Dex) +5
 
*Acrobatics (Dex) +5
*'''Animal Handling''' (Wis) +11
+
*'''Animal Handling''' (Wis) +8
 
*Arcana (Int) +0
 
*Arcana (Int) +0
*'''Athletics''' (Str) +6
+
*'''Athletics''' (Str) +4
 
*Deception (Cha) +0
 
*Deception (Cha) +0
 
*History (Int) +0
 
*History (Int) +0
*'''Insight''' (Wis) +11
+
*'''Insight''' (Wis) +8
 
*Intimidation (Cha) +0
 
*Intimidation (Cha) +0
*'''Investigation''' (Int) +6
+
*'''Investigation''' (Int) +4
*Medicine (Wis) +5
+
*Medicine (Wis) +4
 
*Nature (Int) +0
 
*Nature (Int) +0
*'''Perception''' (Wis) +11
+
*'''Perception''' (Wis) +8
 
*Performance (Cha) +0
 
*Performance (Cha) +0
 
*Persuasion (Cha) +0
 
*Persuasion (Cha) +0
 
*Religion (Int) +0
 
*Religion (Int) +0
 
*Sleight of Hand (Dex) +5
 
*Sleight of Hand (Dex) +5
*'''Stealth''' (Dex) +11
+
*'''Stealth''' (Dex) +9
*'''Survival''' (Wis) +11
+
*'''Survival''' (Wis) +8
  
 
</div>
 
</div>
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**Can recall terrain, general layout, and general location
 
**Can recall terrain, general layout, and general location
 
**Can locate locate food & water for self and up to five others (so long as food & water are available)
 
**Can locate locate food & water for self and up to five others (so long as food & water are available)
*Favored Enemy: Goblinoid, Orcs, Giants, Dragons
+
*Favored Enemy: Goblinoid, Orcs, Giants
 
**Advantage on Wisdom (Survival) checks to track.  Advantage on Intelligence checks to recall information about them.
 
**Advantage on Wisdom (Survival) checks to track.  Advantage on Intelligence checks to recall information about them.
 
*Natural Explorer: Grassland, Forest, TBD
 
*Natural Explorer: Grassland, Forest, TBD
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*Hiding in Plain Sight
 
*Hiding in Plain Sight
 
**spend one minutes (10 turns/rounds)
 
**spend one minutes (10 turns/rounds)
**must have access to naturally occurring materials to create camouflage
+
**must have access to naturally occurring materials to create camoufalge
 
**Once camouflaged, try to hide.  Gain +10 bonus to Dex (Stealth) check as long as remain there without moving or taking actions.
 
**Once camouflaged, try to hide.  Gain +10 bonus to Dex (Stealth) check as long as remain there without moving or taking actions.
 
**Once you move or take an reaction or action, then you must camouflage again to gain the benefit
 
**Once you move or take an reaction or action, then you must camouflage again to gain the benefit
*Feral Senses
 
**Attacking invisible creatures does not impose disadvantage on attack roll(s).
 
**Aware of the location of any invisible creates within 30 feet (6 squares) of self provided that you aren't blind or deaf.
 
 
  
  
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**Ranged attacks ignore half cover and three-quarters cover.
 
**Ranged attacks ignore half cover and three-quarters cover.
 
**May take -5 to attack roll to add +10 to damage.  Indicate before attack roll to use.
 
**May take -5 to attack roll to add +10 to damage.  Indicate before attack roll to use.
*Foe Slayer
 
**Once per turn:
 
**Add Wisdom modifier (+5) to one attack or damage roll per turn against a favored enemy
 
  
  
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***On a turn the beast doesn't attack, you can use your bonus action to command beast to Dsh, Disengage, Dodge, or Help.
 
***On a turn the beast doesn't attack, you can use your bonus action to command beast to Dsh, Disengage, Dodge, or Help.
 
**Bestial Fury
 
**Bestial Fury
***When you expend an attack for it to attack, your animal may make two attacks OR use the Multiattack feature if it has that.
+
**When you expend an attack for it to attack, your animal may make two attacks OR use the Multiattack feature if it has that.
  
  
 
*Spells
 
*Spells
 
**Spell Stats
 
**Spell Stats
***Attack: +10 (Wis Mod + Proficiency Bonus)
+
***Attack: +8 (Wis Mod + Proficiency Bonus)
***Spell DC: 19 (8 + Wis Mod + Proficiency Bonus)
+
***Spell DC: 16 (8 + Wis Mod + Proficiency Bonus)
***Know Ten (11) Spells
+
***Know Seven (7) Spells
  
 
**Level 1 (4 slots)
 
**Level 1 (4 slots)
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****Whether you hit or miss, each creature within 10 feet (2 squares) must make a dexterity saving throw.  If they fail, they take 2d8 lightning damage.  If they succeed, damage is halved.
 
****Whether you hit or miss, each creature within 10 feet (2 squares) must make a dexterity saving throw.  If they fail, they take 2d8 lightning damage.  If they succeed, damage is halved.
 
****Higher levels: When cast at 4th level or high, damage is increased by 1d8 for each slot above third (5d8 for 4th, 6d8 for 5th).
 
****Higher levels: When cast at 4th level or high, damage is increased by 1d8 for each slot above third (5d8 for 4th, 6d8 for 5th).
***Protection from Energy
+
***TBD
****Casting Time: 1 action
+
****Casting Time
****Components: V, S
+
****Components:
****Duration: 1 hour, Concentration
+
****Duration
****description:  For duration, creature (including self) is resistant to one damage type: acid, cold, fire, lightning, or thunder.
+
****description
***Wind Wall
+
****Higher levels:
****Casting Time: 1 action
 
****Range: 120 feet
 
****Components: VSM
 
****Duration: up to 1 minute, Concentration
 
****Description: wall is up to 50 feet long by 15 feet high by 1 foot thick (10 sq long by 3 sq tall by 1/5 sq thick).  Shape the wall anyway you want.  Make a strength saving throw.  3d8 bludgeoning on failure or half on a successful one.
 
****Keeps fog, smoke and other gases at bay.  Small or smaller creatures and objects cannot pass through the wall, such as arrows or birds.
 
***Conjure Barrage
 
****Casting Time: 1 action
 
****Range: Self, 60 foot (12 squares) cone
 
****Components: VSM
 
****Duration: Instantaneous
 
****Description: Fire a piece of nonmagical ammunition.  Each creature in the 60 foot cone makes a Dexterity save.  3d8 damage each on a failed save, half damage on a successful Dex save.
 
 
 
**Level 4 (3 slots)
 
***Stoneskin
 
****Casting Time: 1 action
 
****Range: Touch/Companion
 
****Components: VSM
 
****Duration: up to 1 hour, Concentration
 
****Description: Grants resistance (halved damage) for all nonmagical bludgeoning, piercing, and slashing damage.
 
 
 
**Level 5 (2 slot)
 
***Conjure Volley
 
****Casting Time: 1 Action
 
****Range: 150 feet
 
****Components: V,S,M
 
****Duration: Instantaneous
 
****Description: 40 foot-radius, 20 feet tall. 8d8 damage on failed save, half on successful save.  Dexterity save.
 
***Swift Quiver
 
****Casting Time: 1 bonus action
 
****Range: Touch
 
****Components: VSM
 
****Duration: 1 minute (10 turns), concentration
 
****Description: magically creates ammo during the duration of the spell
 
*****allows you to use a bonus action to fire two more times above normal per turn
 
  
  
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**4th: Sharpshooter feat
 
**4th: Sharpshooter feat
 
**8th: DEX to 20
 
**8th: DEX to 20
**12th: TBD
+
 
**16th: Con & Int
+
 
**19th: Wis to 20
+
*Euryale
 +
**-2 to all saving throws
 +
**Curse.  Cannot be lifted except by a god/deity/goddess
  
 
==Weapons and Armor==
 
==Weapons and Armor==
 
*Oathbow
 
**+13 to hit
 
**1d8+7 piercing damage
 
**Range 600/600
 
**When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll.
 
**In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range.
 
**If the attack hits, your sworn enemy takes an extra 3d6 piercing damage.
 
**While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons.
 
**When you use this weapon to make a ranged attack, you can, as a command phrase, say, “Swift death to you who have wronged me.”  The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn.
 
  
 
*Longbow
 
*Longbow
**+13 to hit
+
**+11 to hit
 
**1d8+7 piercing damage
 
**1d8+7 piercing damage
 
**Range 150/600
 
**Range 150/600
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*Spear (versatile, thrown)
 
*Spear (versatile, thrown)
 
**1-handed
 
**1-handed
***+5 to hit
+
***+4 to hit
 
***1d6 piercing damage
 
***1d6 piercing damage
 
**2-handed
 
**2-handed
***+5 to hit
+
***+4 to hit
 
***1d8 piercing damage
 
***1d8 piercing damage
 
**Thrown
 
**Thrown
***+13 to hit
+
***+11 to hit
 
***1d6+5 piercing damage
 
***1d6+5 piercing damage
 
***Range 20/60
 
***Range 20/60
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*Dagger (finesse, light, thrown)
 
*Dagger (finesse, light, thrown)
 
**Melee
 
**Melee
***+11 to hit
+
***+9 to hit
 
***1d4+5 piercing damage
 
***1d4+5 piercing damage
 
**Thrown
 
**Thrown
***+13 to hit
+
***+11 to hit
 
***1d4+5 piercing damage
 
***1d4+5 piercing damage
 
***Range 20/60
 
***Range 20/60
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*Hit points: 76 (Ranger level x4)
+
*Hit points: 44 (Ranger level x4)
*AC 20 (Armor + Dex Mod + Prof Bonus)
+
*AC 18 (Armor + Dex Mod + Prof Bonus)
 
*Studded Leather barding (12 + Dex Mod AC)
 
*Studded Leather barding (12 + Dex Mod AC)
 
*Speed
 
*Speed
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*Skills
 
*Skills
**Perception +8
+
**Perception +7
**Stealth +11
+
**Stealth +10
**Passive Perception +18
+
**Passive Perception +17
  
  
 
*Attacks
 
*Attacks
 
**Bite
 
**Bite
***+11 to hit
+
***+9 to hit
***1d8+9 piercing damage
+
***1d8+7 piercing damage
 
**Claw
 
**Claw
***+11 to hit
+
***+9 to hit
***1d6+9 slashing damage
+
***1d6+7 slashing damage
  
  
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**Running leap
 
**Running leap
 
***part of its movement AND after a 10 foot running start, can jump up to 25 feet
 
***part of its movement AND after a 10 foot running start, can jump up to 25 feet
**Flight
 
  
 
==Possessions, Mundane==
 
==Possessions, Mundane==
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==Possessions, Treasure==
 
==Possessions, Treasure==
  
Gold: 110,952
+
Gold: 22,869
  
 
Silver: 0
 
Silver: 0
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**Bracers of Archery - allows proficiency with all bows.  Adds +2 damage to all bow attacks.  Attuned.
 
**Bracers of Archery - allows proficiency with all bows.  Adds +2 damage to all bow attacks.  Attuned.
 
**Cloak of ______ (from a sun cow) - +1 AC.  +1 to all saving throws.  Opponents have Disadvantage on ranged attacks against wearer.  May use _____ action (bonus?) to light up an area with a 30' radius.  Attuned.
 
**Cloak of ______ (from a sun cow) - +1 AC.  +1 to all saving throws.  Opponents have Disadvantage on ranged attacks against wearer.  May use _____ action (bonus?) to light up an area with a 30' radius.  Attuned.
**Oathbow.  Attuned.
 
**Pipes of Haunting.
 
***You must be proficient with wind instruments to use these pipes.
 
***They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune.
 
***Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become Frightened of you for 1 minute.
 
***If you wish, all creatures in the area that aren’t hostile toward you automatically succeed on the saving throw.
 
***A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success.
 
***A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours.
 
***The pipes regain 1d3 expended charges daily at dawn.
 
**Pipes of the Sewers. 
 
***You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them.
 
***The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the GM). If there aren’t enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren’t under your control otherwise. The pipes regain 1d3 expended charges daily at dawn.
 
***Whenever a swarm of rats that isn’t under another creature’s control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm’s Wisdom check. If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes’ music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can’t hear the pipes’ music, your control over that swarm ends, and the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours.
 
**Pearl of Power.  Regain up to a 3rd level spell slot once per day.
 
 
*Consumables
 
*Consumables
 
**Potion of Healing - Regain 2d+2 hit points on use.  Use requires an action.
 
**Potion of Healing - Regain 2d+2 hit points on use.  Use requires an action.
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==Item Formualas==
 
==Item Formualas==
Rare
 
*Magic Arrow +2
 
**costs 2,500 per arrow. 
 
**Takes 100 days to make
 
 
Uncommon
 
Uncommon
 
*Magic Arrow +1
 
*Magic Arrow +1
 
**a week and a half per arrow to create, half the time it would take to make a non-consumable item.
 
**a week and a half per arrow to create, half the time it would take to make a non-consumable item.
**One-shot magic items also take half the money to make (10 days), so 250 gold pieces per arrow.
+
**One-shot magic items also take half the money to make, so 250 gold pieces per arrow.
  
 
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[[https://wiki.rpg.net/index.php/Fear_To_Tread Main Page]]
 
[[https://wiki.rpg.net/index.php/Fear_To_Tread Main Page]]

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