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Garrett port to Cortex+
__NOTOC__
=Garrett Waymire::Sniper/Reader=


==''QUOTE''==


==Attributes [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]==
__NOTOC__
'''|| Physical [[file:d8a.png|24px|d8]] || Mental [[file:d10a.png|24px|d10]] || Social [[file:d6a.png|24px|d6]] ||'''


==Trained Skills [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]==
[[File:Qinan2.jpg|200px]]


'''Fight''' [[file:d6a.png|24px|d6]]
==Qinan Kirendre==


'''Focus''' [[file:d8a.png|24px|d8]]
'''Alignment:''' Neutral Good <br>
'''Gender:''' Male <br>
'''Race:''' High Elf (Hollow One)<br>
'''Class:''' Cleric (Grave Domain)<br>
'''Level:''' 5 <br>
'''Age:''' 125 <br>


'''Influence''' [[file:d8a.png|24px|d8]]
'''Description:''' A young male elf with pale skin, blonde hair, and grey eyes. When at rest he's unsettlingly still, almost like an abandoned doll.


'''Know''' [[file:d6a.png|24px|d6]]
==Ability Scores==
* ''Tracking'' [[file:d6a.png|24px|d6]]
'''Strength:''' 13 (+1) <br>
'''Dexterity:'''14 (+2) (+2 for Elf) <br>
'''Constitution:''' 14 (+2)<br>
'''Intelligence:''' 10 (+0) <br>
'''Wisdom:''' 18 (+4) (+1 for High Elf moved here, +2 ASI) <br>
'''Charisma:''' 8 (-1)<br>
<br>
'''AC:''' 15 (17 with shield)<br>
'''HP:''' 38<br>
'''Hit Dice:''' 5 d8<br>
'''Speed:''' 30'<br>
'''Proficiency: +3'''<br>
<br>
'''Melee Attack:''' +1 (Str) / +2 (Dex) if the weapon has Finesse<br>
'''Ranged Attack:''' +2 <br>
'''Spell Attack:''' +7<br>
'''Spell Save DC:''' 15<br>


'''Move''' [[file:d6a.png|24px|d6]]
'''Initiative Bonus'''<br>
'''Passive Perception''' 13<br>
'''Passive Insight''' 16<br>


'''Notice''' [[file:d10a.png|24px|d10]]
==Spells==
* ''Sense Minds'' [[file:d6a.png|24px|d6]]


'''Shoot''' [[file:d10a.png|24px|d10]]
'''Spell Slots:'''<br>
* ''Rifles'' [[file:d6a.png|24px|d6]]
Level 1: 4<br>
Level 2: 3<br>
Level 3: 3<br>


'''Sneak''' [[file:d8a.png|24px|d8]]
* ''Evasion'' [[file:d6a.png|24px|d6]]


'''Survive''' [[file:d8a.png|24px|d8]]
'''Cantrips known:''' 4<br>
Message (High Elf)<br>
Spare the Dying (30', Bonus Action)(Grave Domain)<br>
Sacred Flame<br>
Guidance<br>
Light<br>
Toll the Dead<br>
<br>


==Untrained Skills [[file:d4a.png|30px|d4]]==
'''Spells Known/Prepared:''' 8 selection TBC<br>
'''1st Level'''<br>
''Bane (Domain feature)'',
Bless,
Ceremony,
Command,
Create or Destroy Water,
Cure Wounds,
Detect Evil and Good,
Detect Magic,
Detect Poison and Disease,
Guiding Bolt,
Healing Word,
Inflict Wounds,
Protection from Evil and Good,
Purify Food and Drink,
Sanctuary,
Shield of Faith,
''False Life (Domain feature)''


Craft [[file:d4a.png|16px|d4]]
'''2nd Level'''<br>
Aid,
Augury,
Blindness/Deafness,
Calm Emotions,
Continual Flame,
Enhance Ability,
Find Traps,
''Gentle Repose (Domain feature)'',
Hold Person,
Lesser Restoration,
Life Transference,
Locate Object,
Prayer of Healing,
Protection from Poison,
Silence,
Spiritual Weapon,
Warding Bond,
Zone of Truth,
''Ray of Enfeeblement (Domain feature)'',


Drive [[file:d4a.png|16px|d4]]
'''3rd Level'''<br>
Animate Dead,
Aura of Vitality,
Beacon of Hope,
Bestow Curse,
Clairvoyance,
Create Food and Water,
Daylight,
Dispel Magic,
Feign Death,
Glyph of Warding,
Life Transference,
Magic Circle,
Mass Healing Word,
Meld into Stone,
Protection from Energy,
Remove Curse,
''Revivify (Domain feature)'',
Sending,
Speak with Dead,
Spirit Guardians,
Spirit Shroud,
Tongues,
Water Walk,
''Vampiric Touch (Domain feature)''


Fix [[file:d4a.png|16px|d4]]
==Saving Throws==
'''Strength:''' +1 <br>
'''Dexterity:''' +2<br>
'''Constitution:''' +2 <br>
'''Intelligence:''' +0<br>
'''Wisdom:''' +7 (PR) <br>
'''Charisma:''' +2 (PR) <br>


Fly [[file:d4a.png|16px|d4]]
==Languages Known==
Common, Elvish, +1 TBC


Labor [[file:d4a.png|16px|d4]]
==Proficiencies==
Longsword<br>
Shortsword<br>
Longbow<br>
Shortbow<br>
Light armour<br>
Medium armour<br>
Shields<br>
Simple weapons<br>


Operate [[file:d4a.png|16px|d4]]
==Skills==
Perception +7<br>
Insight x2 +10<br>
Medicine +7<br>
Religion +3<br>
History +3<br>
Persuasion +2<br>


Perform [[file:d4a.png|16px|d4]]
==Feats==
''War Caster''<br>
- You have advantage on Constitution saving throws to maintain concentration.<br>
- You can perform the somatic components of spells even when you have weapons or a shield in both hands.<br>
- When a hostile creature provokes an opporuntiy attack from you, you can use your reaction to cast a spell rather than an attack - casting time of 1 action and target only that creature.<br>


Throw [[file:d4a.png|16px|d4]]
==Traits==
*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.
*Cantrip (wizard)<br>
*Ritual casting<br>


Treat [[file:d4a.png|16px|d4]]
==Features==
*'''Saving Throws:''' - Wis, Cha<br>
*'''Domain:''' Grave<br>
*''Channel Divinity'' 1/rest:<br>
:*''Destroy Undead'' - Each undead that can see/hear you within 30' makes as Wis saving throw. If fails must move as far away as it can and canlt willingly move to a space within 30' of you.  Can't take reactions and actions = Dash only. Ends after 1 min or when damaged. Creatures with CR1/2 of lower are destroyed instead<br>
:*''Path to the Grave'' - Creature within 30' cursed with vulnerability to all attack damage of the next attack, until earliest of damaged or the end of your next turn<br>
:*''Circle of Mortality'' - when rolling dice to restore a creature at 0 hit points, use the highest number possible for each die. You also gain the Spare the Dying Cantrip as a Bonus Action with 30' range (doesn't count against number of known cantrips).<br>
:*''Eyes of the Grave'' - Detect Undead within 60' and not behind total cover/protected from divination magic. Wis modifier/long rest.<br>
:*''Domain Spells:'' Spare the Dying, Bane, False Life, Gentle Repose, Ray of Enfeeblement, Revivify, Vampiric Touch<br>
<br>
*'''Supernatural Gift: Hollow One'''<br>
:*''Ageless'' - You don't age, and effects that would cause you to age don't work on you.<br>
:*''Cling to Life'' - When you make a death saving throw and roll 16 or higher, you regain 1 hit point.<br>
:*''Revenance'' - You retain your creature type, yet you register as undead to spells and other effects that detect the presence of the undead creature type.<br>
:*''Unsettling Presence'' - As an action, you can unsettle a creature you can see within 15 feet of you. The target has disadvantage on the next saving throw it makes within the next minute. Constructs, undead, and creatures that can't be frightened are immune to this feature. Once you use this feature, you can't use it again until you finish a long rest.<br>


Trick [[file:d4a.png|16px|d4]]
==Background==
Acolyte


==Gear==
285GP<br>
Holy symbol<br>
Prayer book<br>
5 sticks of incense<br>
Vestments<br>
Common clothes<br>
Explorer pack: backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, waterskin, 50' feet of hempen rope<br>
Healer's kit<br>
Longsword 1d8 (1d10)<br>
Shortbow 1d6 (range 80/320)<br>
Chain shirt 13+dex
Shield (currently worn covered on back)


==Distinctions/SFX [[file:d8a.png|32px|d8]]==
==Character Backstory==
Checked SFX are active.
There was nothing noteable about Qinan's life or career as a cleric, until the day he clawed himself out of a shallow grave with no idea how he got there. Somehow his body has carried on despite his soul having departed - an abomination in the eyes of his own faith - although in most respects he passes as a living creature. Not knowing the how or why of it, he's attending the Festival of Masks in search of answers.
----
'''Independent Sniper''' ''They won't see you coming, but you'll see them.''
:[[File:Check002.png|24px]] '''Hinder:''' ''Sometimes your distinction works against you.'' Gain 1 plot point when you roll a [[File:d4a.png|24px]] instead of a [[File:d8a.png|24px]]
:[[File:Check002.png|24px]] '''Sniper''' ''Spend 1 PP to enter a scene hidden and in a position to do some harm. Take or step up a Complication representing a tenuous or precarious position to create a Sniper Nest d8 Asset.''


: EITHER Take Aim: Step back Move until the end of the scene to create an In My Crosshairs d8 Asset.
: OR Trained Observer: When a Notice Action gives you an Asset, step it up.
----
'''Reader''' ''You know things you shouldn't. You don't know why.''
:[[File:Check002.png|24px]] '''Hinder:''' ''Sometimes your distinction works against you.'' Gain 1 plot point when you roll a [[File:d4a.png|24px]] instead of a [[File:d8a.png|24px]]
:[[File:Check002.png|24px]] '''Two Heads Are Better Than One:''' ''Once per scene, you may spend 1 PP to use the Skill of a Crewmember in the scene instead of your own. After the roll, take or step up a Complication to reflect their memories getting mixed up with your own.''
: '''☐ Secrets, Secrets:''' ''When you are in the presence of someone who is trying to keep a secret, spend 1 PP to discover the secret with a Mental + Know Action. If your Action fails, create or step up a Paranoid Complication.''
----
'''Veteran of the Independence War''' ''May have been on the losing side, still not convinced it was the wrong one.''
:[[File:Check002.png|24px]] '''Hinder:''' ''Sometimes your distinction works against you.'' Gain 1 plot point when you roll a [[File:d4a.png|24px]] instead of a [[File:d8a.png|24px]]
: '''☐ Fightin' Type:''' ''Spend 1 PP to step up or double your Shoot or Fight when you’re outnumbered..''
: '''☐ War Stories:''' ''When you create an Asset or take a Complication related to a wartime flashback, step it up.''
----
==Signature Assets [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]==
'''Sniper Rifle''' [[file:d8a.png|24px|d8]] ''Keep your friends close and your enemies far away.''
==Background/Bio==
Like most on the Rim, Garrett grew up with a gun in his hand. Critters were always a problem, and when it wasn't critters it was bandits, and when it wasn't bandits it was Alliance.
He wasn't good at much else, so when the recruiter came calling for the Browncoats he joined up. His parents weren't pleased - he was the best hunter in the family, with the patience for sitting around waiting and a knack for finding his targets. It wasn't enough of a reason to stay.
The army took those skills and honed them. Before long he was making a name for himself as a sniper. He found he was able to anticipate his targets, when they were approaching and where, and take them out when they were barely in range.
And then it went wrong, as these things always do. What he'd put down to good eyes and good instincts was actually reader talents, awoken by the war. Garrett doesn't remember much of what happened, only terror and blinding pain. Later he learned about a target that was barely visible, how he'd taken the shot then seemed to have a seizure before passing out. He woke up in the hospital, and by the time he got out the war was over and he was on the losing side.


==Table format==
==Table format==

Latest revision as of 20:48, 30 August 2024


< < < Back to Main page




Qinan Kirendre[edit]

Alignment: Neutral Good
Gender: Male
Race: High Elf (Hollow One)
Class: Cleric (Grave Domain)
Level: 5
Age: 125

Description: A young male elf with pale skin, blonde hair, and grey eyes. When at rest he's unsettlingly still, almost like an abandoned doll.

Ability Scores[edit]

Strength: 13 (+1)
Dexterity:14 (+2) (+2 for Elf)
Constitution: 14 (+2)
Intelligence: 10 (+0)
Wisdom: 18 (+4) (+1 for High Elf moved here, +2 ASI)
Charisma: 8 (-1)

AC: 15 (17 with shield)
HP: 38
Hit Dice: 5 d8
Speed: 30'
Proficiency: +3

Melee Attack: +1 (Str) / +2 (Dex) if the weapon has Finesse
Ranged Attack: +2
Spell Attack: +7
Spell Save DC: 15

Initiative Bonus
Passive Perception 13
Passive Insight 16

Spells[edit]

Spell Slots:
Level 1: 4
Level 2: 3
Level 3: 3


Cantrips known: 4
Message (High Elf)
Spare the Dying (30', Bonus Action)(Grave Domain)
Sacred Flame
Guidance
Light
Toll the Dead

Spells Known/Prepared: 8 selection TBC
1st Level
Bane (Domain feature), Bless, Ceremony, Command, Create or Destroy Water, Cure Wounds, Detect Evil and Good, Detect Magic, Detect Poison and Disease, Guiding Bolt, Healing Word, Inflict Wounds, Protection from Evil and Good, Purify Food and Drink, Sanctuary, Shield of Faith, False Life (Domain feature)

2nd Level
Aid, Augury, Blindness/Deafness, Calm Emotions, Continual Flame, Enhance Ability, Find Traps, Gentle Repose (Domain feature), Hold Person, Lesser Restoration, Life Transference, Locate Object, Prayer of Healing, Protection from Poison, Silence, Spiritual Weapon, Warding Bond, Zone of Truth, Ray of Enfeeblement (Domain feature),

3rd Level
Animate Dead, Aura of Vitality, Beacon of Hope, Bestow Curse, Clairvoyance, Create Food and Water, Daylight, Dispel Magic, Feign Death, Glyph of Warding, Life Transference, Magic Circle, Mass Healing Word, Meld into Stone, Protection from Energy, Remove Curse, Revivify (Domain feature), Sending, Speak with Dead, Spirit Guardians, Spirit Shroud, Tongues, Water Walk, Vampiric Touch (Domain feature)

Saving Throws[edit]

Strength: +1
Dexterity: +2
Constitution: +2
Intelligence: +0
Wisdom: +7 (PR)
Charisma: +2 (PR)

Languages Known[edit]

Common, Elvish, +1 TBC

Proficiencies[edit]

Longsword
Shortsword
Longbow
Shortbow
Light armour
Medium armour
Shields
Simple weapons

Skills[edit]

Perception +7
Insight x2 +10
Medicine +7
Religion +3
History +3
Persuasion +2

Feats[edit]

War Caster
- You have advantage on Constitution saving throws to maintain concentration.
- You can perform the somatic components of spells even when you have weapons or a shield in both hands.
- When a hostile creature provokes an opporuntiy attack from you, you can use your reaction to cast a spell rather than an attack - casting time of 1 action and target only that creature.

Traits[edit]

  • 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.
  • Cantrip (wizard)
  • Ritual casting

Features[edit]

  • Saving Throws: - Wis, Cha
  • Domain: Grave
  • Channel Divinity 1/rest:
  • Destroy Undead - Each undead that can see/hear you within 30' makes as Wis saving throw. If fails must move as far away as it can and canlt willingly move to a space within 30' of you. Can't take reactions and actions = Dash only. Ends after 1 min or when damaged. Creatures with CR1/2 of lower are destroyed instead
  • Path to the Grave - Creature within 30' cursed with vulnerability to all attack damage of the next attack, until earliest of damaged or the end of your next turn
  • Circle of Mortality - when rolling dice to restore a creature at 0 hit points, use the highest number possible for each die. You also gain the Spare the Dying Cantrip as a Bonus Action with 30' range (doesn't count against number of known cantrips).
  • Eyes of the Grave - Detect Undead within 60' and not behind total cover/protected from divination magic. Wis modifier/long rest.
  • Domain Spells: Spare the Dying, Bane, False Life, Gentle Repose, Ray of Enfeeblement, Revivify, Vampiric Touch


  • Supernatural Gift: Hollow One
  • Ageless - You don't age, and effects that would cause you to age don't work on you.
  • Cling to Life - When you make a death saving throw and roll 16 or higher, you regain 1 hit point.
  • Revenance - You retain your creature type, yet you register as undead to spells and other effects that detect the presence of the undead creature type.
  • Unsettling Presence - As an action, you can unsettle a creature you can see within 15 feet of you. The target has disadvantage on the next saving throw it makes within the next minute. Constructs, undead, and creatures that can't be frightened are immune to this feature. Once you use this feature, you can't use it again until you finish a long rest.

Background[edit]

Acolyte

Gear[edit]

285GP
Holy symbol
Prayer book
5 sticks of incense
Vestments
Common clothes
Explorer pack: backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, waterskin, 50' feet of hempen rope
Healer's kit
Longsword 1d8 (1d10)
Shortbow 1d6 (range 80/320)
Chain shirt 13+dex Shield (currently worn covered on back)

Character Backstory[edit]

There was nothing noteable about Qinan's life or career as a cleric, until the day he clawed himself out of a shallow grave with no idea how he got there. Somehow his body has carried on despite his soul having departed - an abomination in the eyes of his own faith - although in most respects he passes as a living creature. Not knowing the how or why of it, he's attending the Festival of Masks in search of answers.


Table format[edit]

Injury First Second
Minor
Major
Severe
Critical
Fatal