Difference between revisions of "CharacterD&D 5E: Freeport 2"

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(Personality traits)
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*'''Personality:''' I can stare down a hell hound without flinching.
 
*'''Personality:''' I can stare down a hell hound without flinching.
 
*'''Ideal:''' Greater Good. Our lot is to lay down our lives in defense of others. (Good)
 
*'''Ideal:''' Greater Good. Our lot is to lay down our lives in defense of others. (Good)
*'''Bond:''' Something worth fighting for is something worth dying for. If it's not worth dying, it's not worth fighting.
+
*'''Bond:''' Something worth fighting for is something worth dying for. If it's not worth dying, it's not worth killing.
 
*'''Flaw:''' In battle, I find it hard to listen to other's ideas.
 
*'''Flaw:''' In battle, I find it hard to listen to other's ideas.
  

Revision as of 02:08, 29 January 2021

Borzak Leaping-flame

Portrait of Borzak in full flow

Stat Block



STR DEX CON INT WIS CHA
16 10 16 14 12 8
+0 +0 +0 +0 +0 +0
  • Level: 1
  • Race: Fire Genasi
  • Class: Fighter
    • Subclass:
  • Alignment: Neutral Good
  • Background: Mercenary Veteran

Combat and quick stats


  • Total Hit Points: 13
    • Current hit points: 13
  • Armor Class: 16 (18 with shield)
  • Saving Throws: Str (+5), Con (+5)

Attacks

  • Longsword +5 melee (1d8+5 slashing)
  • Handaxe +5 melee or 20/60 ranged (1d6+5 slashing)

Passives

  • Passive Perception: 13
  • Passive Investigation: 12
  • Passive Insight: 11

Personality traits


  • Personality: I can stare down a hell hound without flinching.
  • Ideal: Greater Good. Our lot is to lay down our lives in defense of others. (Good)
  • Bond: Something worth fighting for is something worth dying for. If it's not worth dying, it's not worth killing.
  • Flaw: In battle, I find it hard to listen to other's ideas.

Proficiencies and Skills


  • Proficiency bonus: +2
  • Acrobatics (Dex) +2
  • Animal Handling (Wis) +1
  • Arcana (Int) +2
  • Athletics (Str) +5
  • Deception (Cha) -1
  • History (Int) +2
  • Insight (Wis) +1
  • Intimidation (Cha) -1
  • Investigation (Int) +2
  • Medicine (Wis) +1
  • Nature (Int) +2
  • Perception (Wis) +3
  • Performance (Cha) -1
  • Persuasion (Cha) +1
  • Religion (Int) +2
  • Sleight of Hand (Dex) +0
  • Stealth (Dex) +0
  • Survival (Wis) +1


  • Languages: Common, Primordial (Ignan dialect)
  • Tools: Gaming set (dice); Vehicles (land)
  • Weapons and Armor: Light armour, medium armour, heavy armour, shields; Simple weapons, martial weapons

Spells and Features and Feats


  • Darkvision 60' (shades of red)
  • Fire resistance
  • Reach to the Blaze: Produce Flame cantrip; Burning Hands 1/long rest at 3rd level. Con casting (+5 to hit, save DC 13)
  • Mercenary Life: You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see "Practicing a Profession" under "Downtime Activities" in chapter 8 of the Player's Handbook).
  • Fighting Style (Dueling): +2 damage with melee weapons in one hand
  • Second Wind: Take an additional action 1/short rest

Gear etc.


Weapons and Armor

  • Chain Mail
  • Shield
  • Longsword
  • Handaxes (2)

Retainers, Familiars, and Mounts

Possessions, Mundane

  • A uniform of your company (traveler's clothes quality)
  • an insignia of your rank (Sergeant)
  • a gaming set (bone dice)
  • a pouch containing the remainder of your last wages (8 gp)
  • Explorer's Pack (a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin, 50 feet of hempen rope)
  • Grappling hook

Possessions, Treasure

  • A 1-pound egg with a bright red shell (taken as spoils of war a month ago from the locked chest of a yuan-ti pirate)

Gold: 8

Possessions, Party Loot

Possessions, Magical


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