Charity Bronzegg: Difference between revisions
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:'''Movement''': 25ft | :'''Movement''': 25ft | ||
:'''Languages''': Common, Halfling plus Draconic, Infernal | :'''Languages''': Common, Halfling plus Draconic, Infernal | ||
:'''Brave''': | :'''Brave''': You have advantage on saving throws against being frightened. | ||
:'''Lucky''': | :'''Lucky''': When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. | ||
:'''Halfling Nimbleness''': | :'''Halfling Nimbleness''': You can move through the space of any creature that is of a size larger than yours. | ||
:'''Stout Resilience''': | :'''Stout Resilience''': You have advantage on saving throws against poison, and you have resistance against poison damage. | ||
==FIGHTER Class ABILITIES== | ==FIGHTER Class ABILITIES== |
Revision as of 16:58, 12 March 2021
To campaign: DnD5 theSavageTide
BASICS
Name species, class, level
Physical Notes
XX, age
Height:; Weight:; Hair Color:
Personality Traits
Background: Acolyte: Shelter of the Faithful
Bonds:
Flaws:
Ideals:
Traits:
ATTRIBUTES
Strength* | 12 | Mod: +1; Saving Throw: +3 |
Dexterity | 16 | Mod: +3; Saving Throw: +3 |
Constitution* | 16 | Mod: +3; Saving Throw: +5 |
Intelligence | 10 | Mod: +0; Saving Throw: +0 |
Wisdom | 13 | Mod: +1; Saving Throw: +1 |
Charisma | 8 | Mod: -1; Saving Throw: -1 |
- * Proficiency with these Saving Throws
SECONDARY STATS
- Hit Points: 22 (2HD, +3 CON Mod)
- Armor Class: 17 (armor 3 +dex 3 +misc 1)
- Proficiency Bonus: +2
- Deity:
- Alignment: NG
- Initiative: +3
- * Rapid: Attack Bonus: +5; Damage: 1D8+3 piercing; Qualities: Finesse
- * 2nd Rapider: bonus action to attack- Attack Bonus: +5; Damage: 1D8 piercing; Qualities: Finesse
- * Light Crossbow: Attack Bonus: +5; Damage: 1D8+3 piercicng; Qualities: Ammo (range), Loading
HALFLING ABILITIES
- Size: Small
- Movement: 25ft
- Languages: Common, Halfling plus Draconic, Infernal
- Brave: You have advantage on saving throws against being frightened.
- Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
- Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.
- Stout Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.
FIGHTER Class ABILITIES
- Fighting Style: Two-Weapon Fighting
- Second Wind: Recover 1d10+2 HP, Bonus Action, Short or Long Rest to reuse
- Action Surge: Take a second action, Short or Long Rest to reuse
Weapon and Armor Proficiencies
- Weapons: all
- Armor: all
- Shields: all
SKILLS
- Acrobatics (DEX) +5
- Animal Handling (WIS) +1
- Arcana (INT) +0
- Athletics (STR) +3
- Deception (CHA) -1
- History (INT) +0
- Insight (WIS) +3
- Intimidation (CHA) -1
- Investigation (INT) +0
- Medicine (WIS) +1
- Nature (INT) +0
- Perception (WIS) +1
- Performance (CHA) -1
- Persuasion (CHA) -1
- Religion (INT) +2
- Sleight-of-Hands (DEX) +3
- Stealth (DEX) +3
- Survival (WIS) +1
Skills in Bold are with proficiency
FEAT
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.
EQUIPMENT
Encumbrance: 120 lbs
XX | 1 lbs |
XX | 1 lbs |
XX | 1 lbs |
10 gold pices (in pouch) | 0.1 lbs |
Total | xx lbs |
Gear: Scale Armor, 2 Rapiers, Light Crossbow, 25 bolts, 2 Daggers, Holy Symbol (Amulet, Bahamut), Explorer's Pack, Vestments, Common Clothes, Potion of Healing, Antitoxin, 2 Holy Water, 6 GP
HISTORY
Sister Charity was born to a wealthy landowning family, where her birth was an awkward complication. She's never quite understood the full details, but apparently her being born threw a wide range of inheritence claims and arranged marriages into disarray. As a result, she was, at a young age, sent (with a substantial donation) to be raised in the Blessed Egg Temple, an institution dedicated to the worship of Bahamut and the raising of foundlings and orphans. She quickly tired of the cynical indifference shown by the highest ranks at the temple-- it was something of a punishment post-- and eventually ran away. She'd learned fighting skills at the temple, and so set out to make her own place in the world.