Difference between revisions of "CharacterD&D 5e: ROTGQ - Rider 4"

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: '''STR''' 8 / '''-1''' Save (-1) || '''DEX''' 12 / '''+1''' Save (+1) || '''CON''' 11 / '''+0''' Save (+0)  
 
: '''STR''' 8 / '''-1''' Save (-1) || '''DEX''' 12 / '''+1''' Save (+1) || '''CON''' 11 / '''+0''' Save (+0)  
  
: '''INT''' 10 / '''+0''' Save (+0) || '''WIS''' 16 / '''+3''' Save (+5) || '''CHA''' 17/ '''+3''' Save (+5)
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: '''INT''' 10 / '''+0''' Save (+0) || '''WIS''' 16 / '''+3''' Save (+5) || '''CHA''' 18/ '''+4''' Save (+5)
  
 
==Skills==
 
==Skills==

Revision as of 03:58, 13 August 2021

Tulki :: Kitsune Cleric :: (Beauty Domain)

"Quote"

Base Matrix

Ht: 4'11" | Wt: 85lbs | Skin: Light brown |Hair: Black, straight, medium length | Eyes: yes (grey-blue) | Lv: 1 | Aln: NG |

Attributes

STR 8 / -1 Save (-1) || DEX 12 / +1 Save (+1) || CON 11 / +0 Save (+0)
INT 10 / +0 Save (+0) || WIS 16 / +3 Save (+5) || CHA 18/ +4 Save (+5)

Skills

Proficiencies: (Proficiency Bonus +2)
Athletics +1
Deception (Double Proficiency Bonus) +7
Insight +5
Sleight of Hand +3
Stealth +3
Untrained
Acrobatics +1
Arcana +0
Animal Handling +3
History +0
Intimidation +3
Investigation +0
Medicine +3
Nature +0
Perception +3
Performance +3
Persuasion +3
Religion +0
Survival +3

Languages

Dwarven Trade
Celestial
Two
One

Combat

AC 16(14) | HP 8 | Hit Dice: 1d8 | Initiative Modifier +1

Weapon To Hit Damage Range/Reach Weapon To Hit Damage Range/Reach
XX +X X N/A XX +X XX XX

Feats

Shadow Touched +1 to INT, WIS, or CHA. So you could juice that CHA score up to 18 and get a +4 to help with your Kitsune Trickery. You also get to learn Invisibility, and one 1st level spell from the Illusion or Necromancy school. The feat implies you have some connection to the Shadowfell, but we could probably change that fluff to fit with your nature as a tricky kitsune if need be.

Racial Features (Kitsune)

Size: Medium

Speed: 30 (While not carrying anything in your hands you can drop to all fours and increase your movement speed to 35 feet)

Kitsune Trickery: You can appear as a human equivalent of yourself indefinitely using a very simple illusion magic, you cannot alter your illusionary human self. A creature looking directly at you can make a Intelligence (Investigation) check, to tell that you are not what you appear to be, though they still cannot perceive your true form. The DC for this check is equal to 10 + proficiency + Charisma = (15). This magic is detectable by spells such as detect magic and dispelled in an antimagic field or by a successful dispel magic. Your proficiency bonus is considered the level of the spell for the sake of d+ispel magic. If your illusion is dispelled you cannot use the effect again until after a long rest.

Kitsune Awareness: You have the ability to hear falsehoods for what they are. You know if you hear a creature willingly lie. A creature hidden from divination magic reveals nothing.

Kitsune Divinity: You know the produce flame cantrip, with the exception that your flame is blue. When you reach 3rd level, you can cast the bless spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the calm emotions spell once and need to finish a long rest before you can cast it again. Charisma is your spellcasting ability for these spells.

Second Language: You can speak, read and write Celestial.

Class Features

Domain: Beauty
Proficiencies: Light armor, medium armor, shields, simple weapons. Deception (double proficiency bonus)
X -
X
Channel Divinity - 1/rest Used: 0/1
Turn undead: As an action, I present your holy symbol and speak a prayer censuring the undead. Each undead that can see/hear me within 30' must make Wis save
If it fails, turned for 1 min. or until it takes damage. Turned creature must spend its turns trying to move as far away from me as it can, cannot willingly
move to a space within 30'. Also cannot take reactions. Can use only Dash action / try to escape from an effect that prevents it from moving. If nowhere to move,
can use Dodge action.
X

Spellcasting Logistics

Spell Slots: L1 | 2

Spell DC: (8 + Prof 2 + Wis 3) 13

Spell Att Mod: +5


Cantrips

Guidance
Sacred Flame
Thaumaturgy
Domain: Friends
Kitsune: Produce Flame

Spells Prepared (Wis 3 + Lvl 1 = 4)

Command
Cure Wounds
Guiding Bolt
Shield of Faith
Domain: Charm Person
Domain: Heroism

Background Features (Prisoner)

Proficiencies: Sleight of Hand, Stealth
Feature - Time on the Inside: As a prisoner, you quickly learned how life inside a prison works. It didn’t take you long to understand the various routines and tricks involved with surviving in such a place. As such, whenever you are in or dealing with a prison that you spend at least four hours studying, you always have at least some idea concerning the following (the GM has final discretion on what information is available to you, but these are some examples): how to find the major figures among the jailers and inmates, what general types of threats and hazards might be present to the occupants, the best way to contact the outside world, who might deal in contraband or be able to smuggle items in or out, and possible avenues to infiltrate or escape.
Personality Trait: I don’t share my food.
Ideal: Freedom. Being locked up is the worst thing imaginable.
Bond: I still owe a debt to the person that helped get me out of prison.
Flaw: I‘m plagued by nightmares and horrible memories.

Equipment

Wealth

0 gems
0 pp
0 gp
0 ep
0 sp
0 cp

Weapons

Mace
Light crossbow and 20 bolts
Dagger

Armor

Chain shirt
Shield

Gear

Priest´s pack
Backpack
Blanket
10 candles
Tinderbox
Alms box
2 blocks of incense
Censer
Vestments
2 days of rations
Waterskin
Holy symbol

LEFT: 173gp

Antitoxin (vial) 50 gp — Backpack 2 gp 5 lb. Bedroll 1 gp 7 lb. Bell 1 gp — Book 25 gp 5 lb. Caltrops (bag of 20) 1 gp 2 lb. Case, map or scroll 1 gp 1 lb. Chalk (1 piece) 1 cp — Clothes, common 5 sp 3 lb. Clothes, costume 5 gp 4 lb. Clothes, fine 15 gp 6 lb. Clothes, traveler’s 2 gp 4 lb. Component pouch 25 gp 2 lb. Sprig of mistletoe 1 gp — Totem 1 gp — Fishing tackle 1 gp 4 lb. Grappling hook 2 gp 4 lb. Hammer 1 gp 3 lb. Holy water (flask) 25 gp 1 lb. Hourglass 25 gp 1 lb. Ink (1 ounce bottle) 10 gp — Ink pen 2 cp — Kit, climber’s 25 gp 12 lb. Kit, disguise 25 gp 3 lb. Kit, forgery 15 gp 5 lb. Kit, herbalism 5 gp 3 lb. Kit, healer’s 5 gp 3 lb. Lamp 5 sp 1 lb. Lock 10 gp 1 lb. Magnifying glass 100 gp — Mirror, steel 5 gp 1/2 lb. Oil (flask) 1 sp 1 lb. Paper (one sheet) 2 sp — Parchment (one sheet) 1 sp — Perfume (vial) 5 gp — Poison, basic (vial) 100 gp — Pot, iron 2 gp 10 lb. Potion of healing 50 gp 1/2 lb. Pouch 5 sp 1 lb. Rations (1 day) 5 sp 2 lb. Reliquary 5 gp 2 lb. Robes 1 gp 4 lb. Rope, hempen (50 feet) 1 gp 10 lb. Rope, silk (50 feet) 10 gp 5 lb. Sack 1 cp 1/2 lb. Signal whistle 5 cp — Soap 2 cp — Tent, two-person 2 gp 20 lb. Tinderbox 5 sp 1 lb. Vial 1 gp — Waterskin 2 sp 5 lb. (full) Whetstone 1 cp 1 lb.


Trinket

A dead sprite inside a clear glass bottle

Magic Items

-

Backstory

Notes