D&D 5e: Exile Character 04

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Baskar Hammerhands

Baskar was born to a different family name but earned the name Hammerhands on the battlefield and abandoned his family name to try and hide from his shame after making a dire mistake. He was eventually caught for desertion and sentenced to exile - a punishment in part to cover up what happened.

Personality traits: 1. I face problems head-on. A simple, direct solution is the best path to success. 2. I prefer to observe before I engage.

Ideal: Might. In life as in war, the stronger force wins. I need strength so that I can prevail.

Bonds: 1. If you save my life, I must save yours. 2. There is more strength in unity than division.

Flaw: I made a terrible mistake in battle that cost many lives—and I would do anything to keep that mistake secret.

A picture that looks like Baskar, although his helmet isn't so intimidating and his chestplate doesn't have a glowing orb

Race: Human; Class-Level: Armourer Artificer 5; Background: Soldier
Alignment: Neutral; Proficiency Bonus: +3
Passive Perception: 14; Passive Investigation: 12; Darkvision: --
Hit Dice: 5d8; Spent HD: None
Strength: 18 (+4); Athletics: +7
Dexterity: 9 (-1); Stealth: +2
Constitution: 16 (+3); Save: +6
Intelligence: 14 (+2); Save: +5; Arcana: +5
Wisdom: 12 (+1); Perception: +4
Charisma: 10 (+0); Intimidation: +3

Combat

Speed: 30 ft
Initiative: -1
AC: 21 (full plate +1 heirloom +1 magic +1 dual wielder)
HP: 43
Spell Slots: 1st: 4, 2nd: 2
Thunder Gauntlet: +7 melee 1d8+4 thunder plus target has disadvantage on attacks against others until start of my next turn
Offhand Thunder Gauntlet: +7 melee 1d8 thunder plus target has disadvantage on attacks against others until start of my next turn
Javelin: +7 melee or ranged 30/120 1d6+4 piercing
Shortbow: +2 ranged 1d6-1 piercing; Range: 80/320

Spells Prepared

Cantrips: Booming Blade, Mending
1st Level: Magic Missile, Thunderwave, Cure Wounds, Expeditious Retreat
2nd Level: Mirror Image, Shatter, Spider Climb, Darkvision

Proficiencies

Languages: Common
Tools: Dragonchess Set, Vehicles (land), Thieves' Tools, Tinker's Tools, Herbalism kit, Smith's Tools
Skills: Athletics, Arcana, Intimidation, Perception, Stealth
Armor: light armor, medium armor, heavy armor, shields
Weapons: all simple weapons

Campaign Bonuses

Extra feat: Dual Wielder

Race: Human

Skill: Stealth
Languages: Common

Background: Soldier

Skills: Athletics, Intimidation; Tools: Vehicles (land); Dragonchess Set
Military Rank

Feats

Dual Wielder

Class: Armourer Artificer

Skills: Arcana, Perception
Spellcasting: Spell Save DC: 13, Spell Attack Modifier: +5, Spells Prepared per Day: 4
Firearm Proficiency
Magical Tinkering
Infuse Item: Infusions known (4): Enhanced Defence, Mind Sharpener, Enhanced Weapon, Replicate Magic Item: Cap of Water Breathing; Infusions applied: Enhanced Defence (full plate armour), Mind Sharpener (robe)
Armourer: Tools of the Trade, Armourer Spells, Arcane Armour, Armour Model
The Right Tool for the Job
ASI 4: +2 Str
Extra Attack

Equipment

Trinket: a brass orb etched with strange runes
Heirloom: full plate, brass and black lacquered. While wearing this armour you have +1 AC. Choose one type of energy. You are resistant to this type of energy. You may change the type of energy you are resistant to at a long rest. (Current: fire. Enhanced Defence infusion +1 AC)
Javelin, 4
Shortbow
20 arrows
Dungeoneer's pack
Uniform (including Mind Sharpener robe/cape)
Rank Insignia (Captain)
Dragonchess Set
Pouch
Dagger
Smith's tools
Tinker's tools
Herbalism kit
Healers' kit
75gp worth of herbs
Grappling hook
12gp
10sp