Brahnamin's Characters - Sticks

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Sticks :: Circle of the Land Druid (Coast)

Sticks000011.jpg

"The Moon sees what the Land feels"

Base Matrix

Ht: 5' 2" | Wt: 120lbs | hair: Red | Eyes: Green | Lv: 2 | Aln: NG |

Attributes

STR 10 / +0 Save (+0) || DEX 14 / +2 Save (+2) || CON 16 / +3 Save (+3)
INT 10 / +0 Save (+2) || WIS 16 / +3 Save (+5) || CHA 11/ +0 Save (+0)

Skills

Insight [+5]
Persuasion [+2]
Survival [+5]
Perception [+5]

Languages

Common
Elvish
Dwarvish

Tools

Cartography Tools

Combat

AC 14 | HP 19 | Hit Dice: 1d8 | Initiative Modifier +2

Weapon To Hit Damage Range/Reach Weapon To Hit Damage Range/Reach
quarterstaff +2 / +5 1d6+0 / 1d8+3 N/A Dagger +4 1d4+4 20'

Feats

Magic Initiate You know two wizard cantrips and one L1 wizard spell:

You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
Message
Light
Feather Fall

Racial Features [Minotaur]

Size: Medium

Speed: 30

Horns: You are never unarmed. You are proficient with your horns, which are a melee weapon that deals 1d10 piercing damage. Your horns grant you advantage on all checks made to shove a creature, but not to avoid being shoved yourself.

Goring Rush: When you use the Dash action during your turn, you can make a melee attack with your horns as a bonus action.

Hammering Horns: When you use the Attack action during your turn to make a melee attack, you can attempt to shove a creature with your horns as a bonus action. You cannot use this shove attempt to knock a creature prone.

Labyrinthine Recall: You can perfectly recall any path you have traveled.

Sea Reaver: You gain proficiency with navigator’s tools and vehicles (water).

Languages: You can speak, read, and write Common.

Class Features

Patron: Great Old One | Pact Boon: N/A |

Awakened Mind

30' Telepathy Line of Sight

Spellcasting Logistics

Spell Slots: L1 | 1 per short/long rest

Spell DC: 11

Spell Att Mod: +3


Cantrips

Eldritch Blast 120' [A] 1d10 Force
Mage Hand 30' [A] [1m] 10 lb limit

Spells Known

Dissonant Whispers 60' [A] 5d6 Psy Dmg + Move/Wis save v DC16 for 1/2 + no move
Tasha's Hideous Laughter 30' [A] Wis Save or fall prone/incapacitated. C^1m

Rituals Known

-
-
-

Eldritch Invocations

-
-

Background Features [Outland Mariner]

Skill Proficiencies

Athletics
Survival

Tool Proficiencies

Musical Instrument (Reed Pipes)

Languages

Elven

Ship's Rank

Quartermaster

Feature

Wave Wanderer: You have an excellent memory for charts and the position of the stars. You know what needs doing on a vessel, how to scrub and trim, how to stand watch and keep a weather eye. You know how to stow cargo with an eye towards ballast. In addition you can fish or harvest sea greens for food and know how to collect and stow fresh water from the rains.

Personality Trait

Trickster: The gods don't play fair, and the devils don't even pretend to play fair. Why should I?

Ideal

Nature: Tides lift all ships. Storms drag them low. Stone and sea are deep in life. Permanence at rest, permanence in motion.

Bond

Duty: To my shipmates. To my companions. To my clan. To the gods, may eternity damn them.

Flaw

Ruthless: Necromancers aside, dead men typically won't turn on you.

Equipment

Wealth

0 gems
0 pp
9 gp
0 ep
9 sp
10 cp

Weapons

Spear X2
Dagger X2

Armor

Studded Leather

Gear

Pack | Bedroll | 50' Silk Rope | 2 weeks Rations | Water Skin | Arcane Focus

Magic Items

-
-
-
-

Backstory

Salt is a young minotaur with a great wanderlust, a certain bitterness towards the gods, and a giant heart for the people in his life. His wandering is in no small part due to the pact he entered into with a strange creature from the deeps in the midst of a terrible storm.

For three days the sea assaulted them.

For three days the gods ignored their prayers while the devils mocked their skills.

In the deep night it came to him. Pale, bulbous, writhing with tentacles bigger than their longboat, and so many eyes - all those eyes - and not a soul on board could see it but him.

And in the echoing cavern of his stormsoaked mind, it offered him their lives. His own life was all it required in return.

Salt didn't know how long it took him to respond. In some recollections his answer was immediate. In some he agonized for hours. But in blood and brine, he made the pact and the storm and the creature vanished.

Upon returning home, Salt found nothing left him content, and though he always returned, he found himself sailing farther away from the isles of the Dragon's Reach and staying abroad longer each time he fled the rocky broken shores of his home.

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