Difference between revisions of "Teshe"

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(Teshe)
Line 9: Line 9:
 
*Race: Wood-Elf
 
*Race: Wood-Elf
 
*Alignment:  
 
*Alignment:  
*Background:  
+
*Background: Outlander
 
*Proficiency Bonus: +2
 
*Proficiency Bonus: +2
  
Line 16: Line 16:
  
  
*Personality:  
+
*Personality: Look over friends as if a litter of pups.
*Ideal:  
+
*Ideal: Life is in constant change as the seasons.  We must change with it.
*Bond:  
+
*Bond: Injury to nature is an injury to me.
*Flaw:  
+
*Flaw: I remember every insult.
  
 
== Attributes ==
 
== Attributes ==
Line 35: Line 35:
 
*DEX +2
 
*DEX +2
 
*CON +2
 
*CON +2
*INT +1
+
*INT +3*
*WIS +3
+
*WIS +5*
 
*CHA +0
 
*CHA +0
  
Line 44: Line 44:
  
 
*Acrobatics (Dex) +2
 
*Acrobatics (Dex) +2
*Animal Handling (Wis) +8
+
*Animal Handling (Wis) +3
*Arcana (Int) -1
+
*Arcana (Int) +1
*'''Athletics''' (Str) +11
+
*'''Athletics''' (Str) +1
*Deception (Cha) +1
+
*Deception (Cha) +0
*'''History''' (Int) +5
+
*History (Int) +1
*'''Insight''' (Wis) +8
+
*Insight (Wis) +3
*Intimidation (Cha) +1
+
*Intimidation (Cha) +0
*Investigation (Int) -1
+
*Investigation (Int) +1
*Medicine (Wis) +2
+
*Medicine (Wis) +3
*Nature (Int) -1
+
*Nature (Int) +1
*'''Perception''' (Wis) +8
+
*'''Perception''' (Wis) +5
*Performance (Cha) +1
+
*Performance (Cha) +0
*'''Persuasion''' (Cha) +7
+
*Persuasion (Cha) +0
*Religion (Int) -1
+
*Religion (Int) +1
*Sleight of Hand (Dex) +0
+
*Sleight of Hand (Dex) +2
*Stealth (Dex) +0
+
*Stealth (Dex) +2
*Survival (Wis) +2
+
*'''Survival''' (Wis) +5
  
 
</div>
 
</div>
Line 66: Line 66:
 
== Tools and Languages ==
 
== Tools and Languages ==
  
 +
*Languages
 +
**Elvish
 +
**Common
 +
**Draconic
 +
**Druidic
 +
*Panflute
 +
*Herbalism kit
  
 
== Traits and Abilities ==
 
== Traits and Abilities ==
  
 +
*Racial
 +
**Darkvision
 +
**Fey Ancestry: advantage on savings throws against being Charmed and immune to sleep.
 +
**Trance
 +
**Mask of the Wild: can hide even when only lightly obscured.
 +
*Class
 +
**Bonus Cantrip
 +
**Natural Recovery
 +
*Background
 +
**Wanderer
 +
***Excellent memory for maps and geography.
 +
***Always recall general layout of terrain, settlements, and other features.
 +
***Find food & fresh water and up to five other people each day.
  
 
== Combat ==
 
== Combat ==
  
*HP:  
+
*HP: 20
*Hit Dice:  
+
*Hit Dice: 2d8
*AC:  
+
*AC: 14
*Initiative:
+
*Initiative: +2
*Movement:  
+
*Movement: 35 feet
 
*Attack:  
 
*Attack:  
 +
*Proficiency: longsword, shortsword, shortbow, longbow, clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears, light armor, medium armor, shields
  
 
== Equipment and Treasure ==
 
== Equipment and Treasure ==
  
 +
*Staff
 +
*druidic focus (?)
 +
*leather armor
 +
*explorer's pack
 +
*10 GP
  
 
== Spellcasting ==
 
== Spellcasting ==
*Spell attack: +X
+
*Spell attack: +5
*Spell DC: X
+
*Spell DC: 13
 +
*Cantrip
 +
**
 
*1st level (X slots / day)
 
*1st level (X slots / day)
 
*2nd level (Y slots / day)
 
*2nd level (Y slots / day)

Revision as of 06:09, 15 March 2018

A character in the Rahasia campaign.

  • To use this sheet click on edit, then copy the entire page. Press cancel, then click on the Rahasia link at the top to return to the main campaign page. Do not fill out the sheet on this page!!

Teshe

  • Level: 2
  • Class: Druid
    • Archetype: Circle of the Land
    • Circle: Grasslands
  • Race: Wood-Elf
  • Alignment:
  • Background: Outlander
  • Proficiency Bonus: +2

Personality and History

  • Personality: Look over friends as if a litter of pups.
  • Ideal: Life is in constant change as the seasons. We must change with it.
  • Bond: Injury to nature is an injury to me.
  • Flaw: I remember every insult.

Attributes

  • STR 8 -1
  • DEX 15 +2
  • CON 14 +2
  • INT 12 +1
  • WIS 16 +3
  • CHA 10 +0

Saves

(* = proficiency)

  • STR -1
  • DEX +2
  • CON +2
  • INT +3*
  • WIS +5*
  • CHA +0

Skills

  • Acrobatics (Dex) +2
  • Animal Handling (Wis) +3
  • Arcana (Int) +1
  • Athletics (Str) +1
  • Deception (Cha) +0
  • History (Int) +1
  • Insight (Wis) +3
  • Intimidation (Cha) +0
  • Investigation (Int) +1
  • Medicine (Wis) +3
  • Nature (Int) +1
  • Perception (Wis) +5
  • Performance (Cha) +0
  • Persuasion (Cha) +0
  • Religion (Int) +1
  • Sleight of Hand (Dex) +2
  • Stealth (Dex) +2
  • Survival (Wis) +5

Tools and Languages

  • Languages
    • Elvish
    • Common
    • Draconic
    • Druidic
  • Panflute
  • Herbalism kit

Traits and Abilities

  • Racial
    • Darkvision
    • Fey Ancestry: advantage on savings throws against being Charmed and immune to sleep.
    • Trance
    • Mask of the Wild: can hide even when only lightly obscured.
  • Class
    • Bonus Cantrip
    • Natural Recovery
  • Background
    • Wanderer
      • Excellent memory for maps and geography.
      • Always recall general layout of terrain, settlements, and other features.
      • Find food & fresh water and up to five other people each day.

Combat

  • HP: 20
  • Hit Dice: 2d8
  • AC: 14
  • Initiative: +2
  • Movement: 35 feet
  • Attack:
  • Proficiency: longsword, shortsword, shortbow, longbow, clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears, light armor, medium armor, shields

Equipment and Treasure

  • Staff
  • druidic focus (?)
  • leather armor
  • explorer's pack
  • 10 GP

Spellcasting

  • Spell attack: +5
  • Spell DC: 13
  • Cantrip
  • 1st level (X slots / day)
  • 2nd level (Y slots / day)