Difference between revisions of "Strange behaviour placeholder"

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(Features)
(Proficiencies)
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==Proficiencies==
 
==Proficiencies==
:Athletics (Sinandre)
 
:Perception (Elf)
 
 
:Longswords
 
:Longswords
 
:Shortswords
 
:Shortswords
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:Simple weapons
 
:Simple weapons
 
:Martial weapons
 
:Martial weapons
:Acrobatics (Fighter)
+
:Herbalism kit (Fighter)
:Survival (Fighter)
 
:Medicine (swapped with Athletics from Soldier)
 
:Intimidation (Soldier)
 
  
 
==Skills==
 
==Skills==

Revision as of 14:12, 7 June 2024


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NAME

Name:
Alignment:
Gender:
Race: Sinandre
Class: Fighter (Battle Master)
Level: 1 (level ups to follow)
Age:

Description:

Ability Scores

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

AC:
HP:
Hit Dice: d10
Speed: 35'br> Proficiency:

Melee Attack: +3 (Str) / +3 (Dex) if the weapon has Finesse
Ranged Attack: +3
Spell Attack:n/a
Spell Save DC: n/a

Initiative Bonus
Passive Perception
Passive Insight

Spells

None

Saving Throws

Strength: +3 (+PR)
Dexterity: +3
Constitution: +2 (+PR)
Intelligence: +0
Wisdom: +2
Charisma: -1

Languages Known

Proficiencies

Longswords
Shortswords
Longbow
Shortbow
All armour
Shields
Simple weapons
Martial weapons
Herbalism kit (Fighter)

Skills

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

Feats

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.

Traits

Darkvision 60'
Fey Ancestry - adv on saving throwas vs charmed, can't be put to sleep by magic
Trance - 4 hours meditation rather than sleep
Mask of the Wild - can attempt to hide even if only lightly obscured by natural phenomena
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.
Battle Master - Manuevres TBC
Second Wind - 1d10+fighter level healing as a bonus actions
Action Surge - 1/rest
ASI level 4 (spent)
Extra attack
ASI level 6 TBC

Features

Saving Throws -
Str and Con

Background

Gear

Character Backstory

Table format

Injury First Second
Minor
Major
Severe
Critical
Fatal