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Post by (George) 3.5./ ZEM ( 4.0) on Nov 27, 2017 22:32:25 GMT -5
This to to act as a separator from the pathfinder characters that were in this game.
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Post by at on Nov 28, 2017 3:47:19 GMT -5
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Post by messiahmoose on Dec 1, 2017 14:57:31 GMT -5
Wind Kenku Outlander Shepherd Druid - 6th level Prof: +3 +0Str 11 +2Dex 14 (12+2Kenku) +2Con 15 +0Int - 11 +4Wis - 18 (17+1Kenku) +3Cha - 17
Profiencies: Int Save Wis Save Animal Handling (Druid) Athletics (Outlander) Deception (Kenku) Perception (Druid) Stealth (Kenku) Survival (Outlander)
Passive Perception: 17
Armor: Light, medium, shields Weapons: Club, dagger, dart, javelin, mace, staff, scimitar, sickle, sling, spear Languages: Common, Primordial-Auran (Kenku), Draconic (Outlander), Druidic, Sylvan (Circle of the Shepherd) Tools: Herbalism Kit; Musical Instrument (Outlander) - Penny Whistle
Equipment: Quarterstaff Hunting trap Belt pouch Traveller’s clothes (loosely fitting tan and Bedouin-like) Wooden shield Sling and 20 bullets Leather armor Druidic focus (component pouch) Explorer’s pack: Bedroll Mess kit Tinderbox Torches 10 Rations 10 days Waterskin Hempen rooe 10 ft
Money gp 10
Features and Traits: 4th Level feat: Alert (+5 initiative), can't be surprised while conscious, enemies don't get advantage from being unseen. Kenku: Expert Forgery: Can duplicate other creatures' handwriting and craftwork. Advantage on all check made producing forgeries or duplicates of existing objects. Mimicry: Can mimic sounds heard, including voices. A creature attempting to discern as imitations must succeed a contest, Insight vs. Deception. Speak Common and Auran using mimicry trait.
Outlander (Tribal Nomad): Wanderer: You have an excellent memory for maps and geography and can always recall the general layout of terrain, settlements, etc. Also, you can find fresh water and food for yourself and 5 others each day, provided the land offers it.
Druid: Spellcasting: Cantrips 3 (Druidcraft, Mending, Primal Savagery) 1st: 4 2nd: 3 3rd: 3 Prepared spells: 10 (6+4) Save DC: 15 (8+3+4) Spell Attack Modifier: +7 (3+4)
Wild Shape: 2 uses 3 hours each Returns any rest Max CR 1/2 Swim Speed Yes Fly Speed No
Circle of the Shepherd: 2nd level: Speech of the Woods: Beasts can understand you, and you can decipher their noises and motions. Ability doesn't grant any special friendship or charm ability. Spirit Totem (Bonus Action to create or move) Summon an incorporeal spirit to a point within 60 feet. Creates a 30 foot radius aura (not a creature or object). Persists for 1 minute unless incapacitated. Resets on any rest. Bear: Creatures of choice gain temp HP=5+druid level. Also advantage on Str checks/ST. Hawk: Druid can use reaction to grant advantage to attacker. Also advantage on Perception checks. Unicorn: Allies have advantage on all checks to detect creatures. Any spell cast by druid that restores HP also restores HP=druid level to creatures of choice IN aura. 6th Level: Might Summoner: Beasts and Fey conjured: 1) Appear with 2 extra HP/hit die of creature; 2) Damage from its natural weapons is considered magical.
Personality: I watch over my friends as if they were a litter of newborn pups. Ideal: The natural world is more important that all the constructs of civilization. Bond: My tribe is lost and the land shattered, and I seek to restore them. Flaw: Slow to trust those prone to civilized pursuits.
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Post by mighty on Dec 1, 2017 20:28:07 GMT -5
Varis Sylvanranth Half-Elf Barbarian (Path of Storm Herald): Lv 6
Pro: +3 Str: 20 (+5)(+1 half-elf, +2 lv 4 ability score) Dex: 14 (+2) Con: 16 (+3) Int: 10 Wis: 12 (+1) Cha: 8 (-1) Passive Wis 14
AC: 15 HP: 64 Hit Dice: 6d12 Speed: 40
Proficiencies
Str and Con saving throws Athletics Acrobatics Animal Handling Perception Survival Intimidation
Armor: Light, medium, shield Weapons: Simple and martial Languages: Common, elvish, dwarvish, draconic Musical Instruments: Flute
Rage: 4 uses, +2 damage
Unarmored Defense
Reckless Attack
Danger Sense
Extra Attack Fast Movement
Storm Aura (Xanathar’s pg10)
Aura extends 10 feet from you in every direction while you rage can be activated each turn as bonus action.. Desert Aura (lv3): All other creatures in aura take 3 fire damage.
Desert Aura (LV6): Benefits granted even when not active. Resistant to fire damage and dont suffer from heat exhaustion. As action, can touch flammable item that isn’t worn or carried to set it on fire. Dark vision and fey ancestry
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