Difference between revisions of "Darrak Fireforge"
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*Fighting Style: Defense. +1 AC. | *Fighting Style: Defense. +1 AC. | ||
*Action Surge (1 use) | *Action Surge (1 use) | ||
+ | |||
+ | *Cantrips | ||
+ | **Shocking Grasp | ||
+ | **Thunderclap | ||
+ | *Level 1 (2 slots) | ||
+ | **Chromatic Orb | ||
+ | **Magic Missile | ||
==Weapons and Armor== | ==Weapons and Armor== |
Revision as of 21:16, 25 July 2016
[working on a background and motivation]
Contents
Stat Block
STR | DEX | CON | INT | WIS | CHA |
16 | 10 | 14 | 15 | 8 | 13 |
+3 | +0 | +2 | +2 | -1 | +1 |
- Level: 3
- Race: Dwarf
- Class: Fighter
- Eldritch Knight
- Alignment: Lawful Good
- Background: Military Engineer
- Proficiency bonus: +2
- Total Hit Points: 31
- Passive Perception: 11
- Armor Class: 19
- Personality: Strong, enjoys breaking things, telling military service stories.
- Ideal: Greater Good. Our lot is to lay down our lives in defense of others.
- Bond: Somebody saved my life in battle; to this day, I never leave a friend behind.
- Flaw: I overlook obvious solutions in favor of complicated ones.
Proficiencies and Skills
- Acrobatics (Dex) +0
- Animal Handling (Wis) +1
- Arcana (Int) +2
- Athletics (Str) +5
- Deception (Cha) +1
- History (Int) +4
- Insight (Wis) -1
- Intimidation (Cha) +1
- Investigation (Int) +2
- Medicine (Wis) -1
- Nature (Int) +2
- Perception (Wis) +1
- Performance (Cha) +1
- Persuasion (Cha) +1
- Religion (Int) +2
- Sleight of Hand (Dex) +0
- Stealth (Dex) +0
- Survival (Wis) -1
- Saving Throws: Str, Con
- Languages: Common, Dwarvish
- Tools: Smithing, masonry, leatherworking
- Training: ---
- Weapons and Armor: all
Spells and Features and Feats
- Dwarven Resilience, advantage and resistance to poison
- Stonecunning, double proficiency when looking at stonework.
- Darkvision 60.
- Second Wind, once per rest, spend bonus action to regain hp = 1d10+fighter level.
- Fighting Style: Defense. +1 AC.
- Action Surge (1 use)
- Cantrips
- Shocking Grasp
- Thunderclap
- Level 1 (2 slots)
- Chromatic Orb
- Magic Missile
Weapons and Armor
- Warhammer (Versatile)
- +5 to hit
- 1d8+3 blunt damage
- Long Bow (ammo, heavy, 2H)
- +2 to hit
- 1d8 piercing damage
- Range 150/600
- Ammo 20/20
- Chain mail and shield
- AC 16+2
Retainers, Familiars, and Mounts
- Mule
Possessions, Mundane
- Saddlebags and halter
- Traveling clothes
- Smithing tools
- Masonry tools
- Leatherworking tools
Possessions, Treasure
Gold: 190 gp
Silver: 0