Charity Bronzegg

From RPGnet
Revision as of 20:30, 24 March 2021 by KarlGreen646 (talk | contribs) (SECONDARY STATS)
Jump to: navigation, search

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: 18/19 (half-plate+1 +dex 2 +misc 1)
Proficiency Bonus: +2
Deity:
Alignment: NG
Initiative: +3
Languages: Common, Halfling, Draconic, Infernal
* Rapier: Attack Bonus: +5; Damage: 1D8+3 piercing; Qualities: Finesse
* 2nd Rapier: 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
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

Half-Plate +1 2 lbs
Rapier 3 lbs
Rapider 3 lbs
Light Crossbow lbs
x lbs
x lbs
x lbs
x lbs
x lbs
x lbs
10 gold pices (in pouch) 0.1 lbs
Total xx lbs

Gear: 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.