Difference between revisions of "Darrak Fireforge"

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(Item Formulas)
(Stat Block)
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*Level: 16
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*Level: 17
 
*Race: Dwarf
 
*Race: Dwarf
 
*Class: Fighter
 
*Class: Fighter
Line 39: Line 39:
 
*Background: Military Engineer
 
*Background: Military Engineer
  
*Proficiency bonus: +5
+
*Proficiency bonus: +6
*Total Hit Points: 188
+
*Total Hit Points: 200
 
*Passive Perception: 11
 
*Passive Perception: 11
 
*Armor Class: 24
 
*Armor Class: 24

Revision as of 18:16, 15 March 2017

Background and Timeline

Military Experience (Personality Trait):

  • Had to fight Dwarves which prompted leaving military.
  • Fighting common bandit raids showed importance of origination.
  • Fought large groups from rebellious feudal lord, thus the military used support of many peasants to support the defense.
    • The inexperienced fighters were on the flanks, they pushed in and it made hard to fight in interior due to lack of space.
      • Many more lives were lost than necessary, to this day, I especially dislike fighting with inexperienced troops and avoid it unless necessary.

DarrakTimeline.png

Stat Block

STR DEX CON INT WIS CHA
20 10 19 19 8 13
+5 +0 +4 +4 -1 +1
  • Level: 17
  • Race: Dwarf
  • Class: Fighter
    • Eldritch Knight
  • Alignment: Lawful Good
  • Background: Military Engineer
  • Proficiency bonus: +6
  • Total Hit Points: 200
  • Passive Perception: 11
  • Armor Class: 24
  • 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) +4
  • Arcana (Int) +4
  • Athletics (Str) +10
  • Deception (Cha) +1
  • History (Int) +9
  • Insight (Wis) -1
  • Intimidation (Cha) +1
  • Investigation (Int) +4
  • Medicine (Wis) -1
  • Nature (Int) +4
  • Perception (Wis) +4
  • Performance (Cha) +1
  • Persuasion (Cha) +11
  • Religion (Int) +4
  • 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

Item Formulas

Uncommon (Can be made at third level, cost 500 gold and take 20 days a piece to make)

  • Braces of Archery: Bow Proficiency and +2 Damage. Attunement.
  • Cloak of Protection: +1 to AC and saving throws. Attunement.
  • Circlet of Blasting: While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell's attacks, you do so with an attack bonus of +5. The circlet can't be used this way again until the next dawn.
  • Pearl of Power: Once per day, use an action to regain one spell up to third level. Attunement.
  • Saddle of the Cavalier: Cannot be dismounted if conscious, attack rolls against mount have disadvantage.
  • Headband of Intellect: Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher. Attunement.
  • Helm of Telepathy: While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply-using a bonus action to do so-while your focus on it continues. While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn.

Rare (Can be made at sixth level, cost 5000 gold)

  • Belt of Dwarven Kind: +2 Con, advantage to persuasion with Dwarves. Non-Dwarves get advantage to save versus poison and poison resistance, dark vision to 60 feet, and know Dwarvish. Every day, 50% chance of growing beard or a current beard thickening. Attunement.
  • Dragon Slayer: Sword, does 3d6 extra damage to draconic beings, +1 to hit and damage.
  • Horseshoes of Speed: Increase horse walk speed by 30 feet
  • Ring of Protection: +1 to saving throws and +1 AC. Attunement.
  • Shield +2
  • Weapon +2
  • Cow armor
  • Cow Armor and Cloak
  • Cloak of Displacement: Disadvantage to be hit. Disabled for one turn once hit.

Very Rare (Can be made at eleventh level, cost 50,000 gold)

  • Ioun Stone of Fortitude: Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head. Attunement.

Feats, Spells, and Features

  • Feats
    • War Caster
      • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
      • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
      • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportuninty attack. The spell must have a casting time of 1 action and must target only theat creature.
  • Dwarven Resilience, advantage and resistance to poison
    • Tough
      • Adds hitpoints equal to level times 2
      • 2 Additional Hit points per level
  • 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)
  • Spells
    • Cantrips
      • Shocking Grasp
        • Casting Time: 1 Action
        • Range: Touch
        • Components: VS
        • Duration: Instantaneous
        • Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. ou have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lighting damage, and it can't take reactions until the start of its next turn.
        • Higher Levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
      • Mending
        • Casting Time: 1 Minute
        • Range: Touch
        • Components: VSM
        • Duration: Instantaneous
        • Repairs a single break or tear in an object you touch
      • Fire Bolt
        • Casting Time: 1 Minute
        • Range: 120 Feet
        • Components: VS
        • Duration: Instantaneous
        • Fire ball at a creature or object. Ranged spell attack against the opponent. 1d10 Fire damage on hit.
        • Higher Levels: The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
    • Level 1 (4 slots)
      • Chromatic Orb
        • Casting Time: 1 Action
        • Range: 90 Feet
        • Components: VSM
        • Duration: Instantaneous
        • You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire lighting, poison, or thunder for the type of orb you create, and you make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
        • Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
      • Magic Missile
        • Casting Time: 1 Action
        • Range: 120 Feet
        • Components: VS
        • Duration: Instantaneous
        • You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct the to hit one creature or several.
        • Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
      • Feather Fall
        • Casting Time: 1 reaction
        • Range: 60 Feet
        • Components: VM
        • Duration: 1 minute
        • Chose up to 5 creatures within range. A falling creature rate of decent falls to 60 feet per round. If the creature hits the ground before the spell ends, the creature takes no fall damage.
      • Shield
        • Casting Time: 1 Action
        • Range: Shield
        • Components: VS
        • Duration: 1 Round
        • An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
    • Level 2 (3 Slots)
      • Shatter
        • Casting Time: 1 Action
        • Range: 60 Feet
        • Components: VSM (Chip of mica)
        • Duration: Instantaneous
        • Loud ringing noise. 10-foot-radius where creatures inside make a Constitution saving throw and take 3d8 thunder damage on a failed save and half damage on a save. Does 1d8 extra for each slot above 2.
      • Haste
        • Casting Time: 1 Action
        • Range: Self or Touch
        • Components: VSM
        • Duration: Concentration, up to 1 minute
        • +2 AC, Dex adv, extra action (One Attack, Dash, Disengage, Hide, or Object). On spell end, target cannot move or act.
      • Fireball
        • Casting Time: 1 Action
        • Range: 150ft Feet
        • Components: VSM
        • Duration: Instantaneous
        • 20ft Radius, 8d6 fire damage
  • Features
    • Throne: Proficiency in perception and double perception proficiency bonus in it. Own a keep filled with monsters.
    • Moon: One casting of wish
    • Flames: Powerful devil is an enemy

Weapons and Armor

  • Warhammer +2 (Versatile)
    • +11 to hit
    • 1d8+7 blunt damage
  • Long Bow (ammo, heavy, 2H)
    • +5 to hit
    • 1d8 piercing damage
    • Range 150/600
    • Ammo 20/20
  • Plate, shield +2, fighting style, and cloak of protection
    • AC 18+4+1+1 = 24
  • Wand of Lightning Bolts
    • 7 Charges
    • DC15
    • 1 Action to cast
    • 1d6+1 charges back at beginning of day
    • Lighting Bolt: 8d6, 100 foot range

Retainers, Familiars, and Mounts

  • Mule

Possessions, Mundane

  • Saddlebags and halter
  • Traveling clothes
  • Smithing tools
  • Masonry tools
  • Leatherworking tools
  • Oil Flasks (10)
  • Butter
  • Component Pouch
  • Diamond (50gp)

Possessions, Treasure

Gold: 135,163

Possessions, Party Loot

  • Potion of Healing

Possessions, Magical


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