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==Basics==
 
==Basics==
 
<div style="column-count:2;-moz-column-count:2;-webkit-column-count:2">
 
<div style="column-count:2;-moz-column-count:2;-webkit-column-count:2">
:'''Level''': 3
+
:'''Level''': 1
 
:'''Alignment''': CG
 
:'''Alignment''': CG
 
:'''Ht:''' X'XX"  
 
:'''Ht:''' X'XX"  
 
:'''Wt:''' XXlbs
 
:'''Wt:''' XXlbs
 
:'''Size''': Medium
 
:'''Size''': Medium
:'''Speed''': 35 feet (+10 on first combat turn)
+
:'''Speed''': 35 feet
 
:'''Appearance''': set of tattoos marking your loyalty to Uthgar and your tribal totem
 
:'''Appearance''': set of tattoos marking your loyalty to Uthgar and your tribal totem
 
</div>
 
</div>
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==Combat==
 
==Combat==
'''AC''' 18(16) | '''HP''' 28 | '''Hit Dice''' 1d10 | Initiative (Dex & Wis bonuses) +6
+
'''AC''' 18(16) | '''HP''' 12 | '''Hit Dice''' 1d10 | Initiative +4
 
{| class="wikitable"
 
{| class="wikitable"
 
|'''Weapon'''
 
|'''Weapon'''
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|scope="row" colspan="9"|   
 
|scope="row" colspan="9"|   
 
|-
 
|-
| Longbow
+
| XX
! +6
+
! +X
| 1d8+4 P
+
| X
| 150/600
+
| N/A
 
|
 
|
| Dart
+
| XX
! +6
+
! +X
| 1d4+4 P
+
| XX
| 20/60
+
| XX
 
|-
 
|-
| Shortsword
+
| XX
! +4
+
! +X
| 1d6+4 P
+
| X
 
| N/A
 
| N/A
 
|
 
|
| Dagger
+
| XX
! +4
+
! +X
| 1d4+4 P
+
| XX
| 20/60
+
| XX
 
|-
 
|-
| Club
+
| XX
! +0
+
! +X
| 1d4
+
| X
 
| N/A
 
| N/A
 
|
 
|
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|-
 
|-
 
|}
 
|}
*Shesha AC 18(16) | HP 28/28 | FF 2/2 | SS 3/3 | GB 10/10
+
*Common Action:
*Initiative 1d20+6
 
*Shortbow Atk, Marked 1d20+6;1d6+4+1d4 (as collateral for bowyer in town)
 
*Longbow Atk, Marked 1d20+6;1d8+4+1d4 (borrowed from bowyer in town)
 
*Longbow Atk, Marked & Hunter´s Mark 1d20+6;1d8+4+1d4+1d6 (borrowed from bowyer in town)
 
*Bonus Atk 1st rnd (Dread Ambusher) Longbow Atk, Marked & Hunter´s Mark 1d20+6;1d8+4+1d4+1d6+1d8
 
*Shortsword Atk, Marked 1d20+4;1d6+4+1d4
 
*Sneak 1d20+6
 
 
*Common Action:
 
*Common Action:
 
*Common Action:
 
*Common Action:
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==Spellcasting==
 
==Spellcasting==
  
'''Spell Slots:'''  L1 | 3 || L2 | 0
+
'''Spell Slots:'''  L1 | X || L2 | 0
  
 
'''Spell DC:''' (8 + Prof 2 + Stat x) 1X
 
'''Spell DC:''' (8 + Prof 2 + Stat x) 1X
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<u>Spells Known</u>
+
<u>Cantrips</u>
:'''Goodberry''': Description
 
:'''Hunter's Mark''': Description
 
 
:'''xxx''': Description
 
:'''xxx''': Description
:'''Disguise Self''' (Gloom Stalker L3): Description
+
:'''xxx''': Description
 +
:'''xxx''': Description
 +
:Source: '''xxx''': Description
  
 
<u>Spells Prepared (Stat 3 + Lvl 1 = X)</u>
 
<u>Spells Prepared (Stat 3 + Lvl 1 = X)</u>
 
: One, Two, Three
 
: One, Two, Three
 
: Domain: One, Two
 
: Domain: One, Two
 +
 +
<u>Spellbook:</u>
 +
:''' Name'''
 +
:''' Name'''
 +
:''' Name'''
  
 
==Feats==
 
==Feats==
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: '''Saving Throws & Proficiencies''': Strength, Dexterity, Insight, Nature, Stealth
 
: '''Saving Throws & Proficiencies''': Strength, Dexterity, Insight, Nature, Stealth
 
: '''Deity''': xxxx
 
: '''Deity''': xxxx
: '''Fighting Style''': Archery - +2 ranged attacks
+
 
: '''Favoured Foe''' 2 / long rest - When hit with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.  
+
: '''Favoured Foe''' 2 / long rest - When hit with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by ld4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This feature's extra damage increases when you reach certain levels in this class: to ld6 at 6th level and to ld8 at 14th level.  
 
: '''Natural Explorer''' (Arctic) - You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits:  
 
: '''Natural Explorer''' (Arctic) - You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits:  
 
:: - Difficult terrain doesn’t slow your group’s travel.
 
:: - Difficult terrain doesn’t slow your group’s travel.
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:: - When you forage, you find twice as much food as you normally would.
 
:: - When you forage, you find twice as much food as you normally would.
 
:: - While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
 
:: - While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
: '''Dread Ambusher''': At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. | At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon’s damage type.
 
:'''Umbral Sight''': You gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet | You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
 
  
  
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: 0 gems
 
: 0 gems
 
: 0 pp
 
: 0 pp
: '''67''' gp
+
: '''14''' gp
 
: 0 ep
 
: 0 ep
 
: '''10''' sp
 
: '''10''' sp
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: BODY
 
: BODY
 
:: Cold weather clothing (This outfit consists of a heavy fur coat or cloak over layers of wool clothing, as well as a fur-lined hat or hood, goggles, and fur-lined leather boots and gloves. As long as cold weather clothing remains dry, its wearer automatically succeeds on saving throws against the effects of extreme cold. (5lb
 
:: Cold weather clothing (This outfit consists of a heavy fur coat or cloak over layers of wool clothing, as well as a fur-lined hat or hood, goggles, and fur-lined leather boots and gloves. As long as cold weather clothing remains dry, its wearer automatically succeeds on saving throws against the effects of extreme cold. (5lb
:: Crampons - Metal plates with spikes strapped to sole of boot. Cannot fall prone while moving across slippery ice .25 lb
 
 
:: Signal whistle —
 
:: Signal whistle —
  
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:: Rations (2 day) 4 lb.
 
:: Rations (2 day) 4 lb.
 
:: Rope, hempen (50 feet) 10 lb.
 
:: Rope, hempen (50 feet) 10 lb.
:: Snowshoes - Reduce the likelihood of their wearer getting stuck in the deep snow 4lb
 
 
:: Spare sack (30lb) 0.5 lb.
 
:: Spare sack (30lb) 0.5 lb.
 
:: Soap —
 
:: Soap —
 
:: Spikes, iron (10) 5 lb.
 
:: Spikes, iron (10) 5 lb.
 
:: Vial —
 
:: Vial —
:: = 49 3/4 lb.
+
:: = 45 3/4 lb.
  
 
: ON SLED:
 
: ON SLED:
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'''<u>Trinket</u>
 
'''<u>Trinket</u>
: Brooch made from a fly encased in amber; from the goddess Skathi
+
: A piece of sea glass shaped like a unicorn´s horn
  
  

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