Difference between revisions of "Strange behaviour placeholder"

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(NAME)
 
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==NAME==
 
==NAME==
  
'''Name:''' <br>
+
'''Name:''' Bryharanos "Briar" Liadon<br>
'''Alignment:''' <br>
+
'''Alignment:''' Neutral Good<br>
'''Gender:''' <br>
+
'''Gender:''' Non-binary <br>
 
'''Race:''' Sinandre <br>
 
'''Race:''' Sinandre <br>
 
'''Class:''' Fighter (Battle Master) <br>
 
'''Class:''' Fighter (Battle Master) <br>
'''Level:''' 1 (level ups to follow) <br>
+
'''Level:''' 6 (level ups to follow) <br>
'''Age:''' <br>
+
'''Age:''' 354<br>
  
'''Description:'''  
+
'''Description:'''
  
 
==Ability Scores==
 
==Ability Scores==
'''Strength:''' 16 (+3) (+1 from 4th level ASI)<br>
+
'''Strength:''' 12 (+1) <br>
'''Dexterity:''' 16 (+3) (+2 from Elf, +1 from 4th level ASI)<br>
+
'''Dexterity:''' 18 (+4) (+2 from Elf, +2 from 4th level ASI) <br>
'''Constitution:''' 14 (+2) <br>
+
'''Constitution:''' 16 (+3) (+1 from free ASI) <br>
'''Intelligence:''' 10 (+0)<br>
+
'''Intelligence:''' 10 (+0) <br>
'''Wisdom:''' 14 (+2) (+1 from Wood Elf, +1 from free ASI)<br>
+
'''Wisdom:''' 14 (+2) (+1 from Wood Elf) <br>
'''Charisma:''' 8 (-1)<br>
+
'''Charisma:''' 8 (-1) <br>
 
<br>
 
<br>
'''AC:''' <br>
+
'''AC:''' 16, 17 if dual wielding <br>
'''HP:'''<br>
+
'''HP:''' 58<br>
'''Hit Dice:''' d10 <br>
+
'''Hit Dice:''' 6xd10 <br>
'''Speed:''' 35'br>
+
'''Speed:''' 35'<br>
'''Proficiency:'''<br>
+
'''Proficiency:''' +3<br>
 +
'''Superiority Dice:'''4xd8
 
<br>
 
<br>
'''Melee Attack:''' +3 (Str) / +3 (Dex) if the weapon has Finesse<br>
+
'''Melee Attack:''' +1 (Str) / +4 (Dex) if the weapon has Finesse<br>
'''Ranged Attack:''' +3 <br>
+
'''Ranged Attack:''' +4 <br>
 
'''Spell Attack:'''n/a <br>
 
'''Spell Attack:'''n/a <br>
 
'''Spell Save DC:''' n/a<br>
 
'''Spell Save DC:''' n/a<br>
Line 46: Line 47:
  
 
==Saving Throws==
 
==Saving Throws==
'''Strength:''' +3 (+PR) <br>
+
'''Strength:''' +4 (+PR) <br>
'''Dexterity:''' +3<br>
+
'''Dexterity:''' +4<br>
'''Constitution:''' +2 (+PR)<br>
+
'''Constitution:''' +6 (+PR)<br>
 
'''Intelligence:''' +0<br>
 
'''Intelligence:''' +0<br>
 
'''Wisdom:''' +2<br>
 
'''Wisdom:''' +2<br>
Line 65: Line 66:
 
:Simple weapons
 
:Simple weapons
 
:Martial weapons
 
:Martial weapons
:Herbalism kit (Fighter)
+
:Thieves tools (Fighter)
 +
:Dice (Soldier)
 +
:Land vehicles (Soldier)
  
 
==Skills==
 
==Skills==
 
+
:Athletics (Sinandre)
    Athletics (Sinandre)
+
:Perception (Elf)
    Perception (Elf)
+
:Acrobatics (Fighter)
    Acrobatics (Fighter)
+
:Survival (Fighter)
    Survival (Fighter)
+
:Medicine (swapped with Athletics from Soldier)
    Medicine (swapped with Athletics from Soldier)
+
:Intimidation (Soldier)
    Intimidation (Soldier)
 
  
 
==Feats==
 
==Feats==
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* You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
 
* You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
  
==Traits==
+
'''Sentinel''' (6th level ASI)
Darkvision 60'<br>
+
You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits.
Fey Ancestry - adv on saving throwas vs charmed, can't be put to sleep by magic<br>
+
* When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
Trance - 4 hours meditation rather than sleep<br>
+
* Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
Mask of the Wild - can attempt to hide even if only lightly obscured by natural phenomena<br>
+
* When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Fighting Style - Two Weapon Fighting - When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br>
+
 
'''Battle Master - Manuevres TBC<br>'''
+
==Traits and Features==
Second Wind - 1d10+fighter level healing as a bonus actions<br>
+
 
Action Surge - 1/rest<br>
+
'''Wood Elf'''
ASI level 4 (spent)<br>
+
:Darkvision 60'
Extra attack<br>
+
:''Keen Senses'' - Proficiency in Perception
'''ASI level 6 TBC<br>'''
+
:''Fey Ancestry'' - You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
 +
:''Trance'' - You don’t need to sleep. Instead, you meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can still dream; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a person normally gets from 8 hours of sleep.
 +
:''Mask of the Wild'' - You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
  
==Features==
+
'''Fighter'''
'''Saving Throws''' - <br>
+
:''Saving Throws'' - Str and Con
Str and Con
+
:''Fighting Style: Two weapon fighting'' - When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
 +
:''Second Wind'' - On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. 1/rest
 +
:''Action Surge'' - On your turn, you can take one additional action on top of your regular action. 1/rest
 +
:''Extra attack'' - You can attack twice whenever you take the Attack action on your turn.
 +
:''Battle Master - Manuevres:''
 +
::''Distracting Strike'' -When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
 +
::''Parry'' - When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
 +
::''Tactical Assessment'' - When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.
  
 
==Background==
 
==Background==
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==Gear==
 
==Gear==
  
 +
Cloak of Protection (uncommon)<br>
 +
2x Potion of Healing (common)<br>
 +
Horn of Silent Alarm (common)<br>
 +
Unbreakable arrow (common)<br>
 +
Leather armour (11 +Dex)<br>
 +
Longbow + 20 arrows<br>
 +
2 shortswords (iron +1/hit)<br>
 +
2 bronze handaxes<br>
 +
Explorer pack:  backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, waterskin, 50' feet of hempen rope<br>
 +
Trophy from fallen enemy (the hand axes from Fighter)<br>
 +
Bone dice<br>
 +
Thieves tools<br>
 +
Healers kit<br>
 +
Dagger (iron +1/damage)<br>
 +
88SP (I think?)
  
 
==Character Backstory==
 
==Character Backstory==

Latest revision as of 09:00, 9 June 2024


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NAME[edit]

Name: Bryharanos "Briar" Liadon
Alignment: Neutral Good
Gender: Non-binary
Race: Sinandre
Class: Fighter (Battle Master)
Level: 6 (level ups to follow)
Age: 354

Description:

Ability Scores[edit]

Strength: 12 (+1)
Dexterity: 18 (+4) (+2 from Elf, +2 from 4th level ASI)
Constitution: 16 (+3) (+1 from free ASI)
Intelligence: 10 (+0)
Wisdom: 14 (+2) (+1 from Wood Elf)
Charisma: 8 (-1)

AC: 16, 17 if dual wielding
HP: 58
Hit Dice: 6xd10
Speed: 35'
Proficiency: +3
Superiority Dice:4xd8
Melee Attack: +1 (Str) / +4 (Dex) if the weapon has Finesse
Ranged Attack: +4
Spell Attack:n/a
Spell Save DC: n/a

Initiative Bonus
Passive Perception
Passive Insight

Spells[edit]

None

Saving Throws[edit]

Strength: +4 (+PR)
Dexterity: +4
Constitution: +6 (+PR)
Intelligence: +0
Wisdom: +2
Charisma: -1

Languages Known[edit]

Proficiencies[edit]

Longswords
Shortswords
Longbow
Shortbow
All armour
Shields
Simple weapons
Martial weapons
Thieves tools (Fighter)
Dice (Soldier)
Land vehicles (Soldier)

Skills[edit]

Athletics (Sinandre)
Perception (Elf)
Acrobatics (Fighter)
Survival (Fighter)
Medicine (swapped with Athletics from Soldier)
Intimidation (Soldier)

Feats[edit]

Dual wielder
You master fighting with two weapons, gaining the following benefits:

  • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
  • You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Sentinel (6th level ASI) You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits.

  • When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
  • Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
  • When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Traits and Features[edit]

Wood Elf

Darkvision 60'
Keen Senses - Proficiency in Perception
Fey Ancestry - You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Trance - You don’t need to sleep. Instead, you meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can still dream; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a person normally gets from 8 hours of sleep.
Mask of the Wild - You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Fighter

Saving Throws - Str and Con
Fighting Style: Two weapon fighting - When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Second Wind - On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. 1/rest
Action Surge - On your turn, you can take one additional action on top of your regular action. 1/rest
Extra attack - You can attack twice whenever you take the Attack action on your turn.
Battle Master - Manuevres:
Distracting Strike -When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Parry - When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
Tactical Assessment - When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.

Background[edit]

Gear[edit]

Cloak of Protection (uncommon)
2x Potion of Healing (common)
Horn of Silent Alarm (common)
Unbreakable arrow (common)
Leather armour (11 +Dex)
Longbow + 20 arrows
2 shortswords (iron +1/hit)
2 bronze handaxes
Explorer pack: backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, waterskin, 50' feet of hempen rope
Trophy from fallen enemy (the hand axes from Fighter)
Bone dice
Thieves tools
Healers kit
Dagger (iron +1/damage)
88SP (I think?)

Character Backstory[edit]

Table format[edit]

Injury First Second
Minor
Major
Severe
Critical
Fatal