Wesley Ulricson
Male human fighter 10 druid 10
Str 5 Dex 3 Con 6 Int 0 Wis 4 Cha 1 (base S2 D2 C3 I0 W1 C1) (race S1 D1 C1 I0 W0 C0) (add S1 D0 C1 I0 W3 C0) (cls S1 D0 C1 I0 W0 C0)
HP 240 AC ?? Speed 30 Mana 20 (bindings: 0) (HP: 10 + 60 + 50 + 120)
Saves: Con, Wis
Skills
- Str Weapons +9
- Dex Weapons +8
- Insight +9
- Perception +9
- Survival +9
- one more
- Bond +9
Talents
Fighter
- 1:
- 3:
- 5: Mighty
- 7:
- 9:
Druid
- 2:
- 5:
- 9:
Maneuvers
20 choices, 2 remaining
Defense (3)
- Parry: Reaction to an incoming melee attack that is going to hit you; roll an attack roll. If it beats the attacker, you turn their attack aside. You suffer disadvantage to the check if you are parrying with a light weapon, but gain advantage if parrying with a shield. You must have a weapon or a shield to parry. You may use this ability once per round as a reaction. You may also ready a standard action to Parry if you choose.
- Riposte: When you successfully [[Parry]], you may take an opportunity attack against the attacker.
- Soak: Reaction to taking damage; roll a Con save against the attack. On success, you convert the damage into non-lethal damage. This doesn't give back any HP right away, but all non-lethal damage is healed with a short rest, and any healing spells will additionally heal twice as much non-lethal damage as they heal lethal damage.
Mobility (7)
- Aerial Attack: When attacking from at least 10 feet above your opponent using a melee weapon, you inflict critical damage.
- Catfall: You take half damage from falling, and no damage from falling less than 20 feet.
- Disengage: When you successfully [[Dodge]] an attack, you can move up to half your base movement (without provoking opportunity attacks).
- Dodge: Reaction to an incoming targeted attack; roll a Dex save. If it beats the attack, you avoid it entirely.
- Evasion: You can [[Dodge]] area effects;Instead of rolling against the DC set by the enemy, roll a DC of 10 + 5 per square of movement required to exit the area completely. On success, you leap to the nearest safe square. On failure, you leap as far as the dice indicate and fall prone.
- Fleet of Foot: Gain +10 movement.
- Tumble: You gain the "jump" movement type. At-will, as a move action, you leap from your current square to a square within half your normal movement rate; you do not step on the ground in any intervening square, but rather follow a shallow parabolic trajectory (max height = 1/4 jump length). You do not provoke for any square of this movement, nor do creatures and objects block your path (although walls do, and, at the DM's discretion, certain creatures may be especially hard to bypass, requiring a Dex check).
Offense (3)
- Charge: At-will, std; you move up to twice your normal movement in a straight line, then attack, gaining advantage to your attack roll.
- Cleave: When you hit an enemy with a melee attack, you can make another attack with the same weapon against a foe adjacent to the first enemy who is within your reach.
- Great Cleave: When you [[Cleave]], you can extend the attack to any number of targets, as long as each is adjacent to the previous, and within melee range.
Ranged (5)
- Aim: Bonus action; you carefully line up a shot against a chosen foe, gaining "advantage" against your next ranged attack against that target taken within 5 rounds. You lose the benefit if you move before the attack.
- Called Shot: "1 action, ranged attack; you target a specific location, causing various effects. The shot is harder to land, represented by a penalty to your attack roll.
- Arm: -4 to hit. Normal damage, plus all actions using that arm are disadvantaged, and any melee damage caused by a weapon in that arm inflict half damage (Con ends).
- Leg: -4 to hit. Normal damage, plus 50% movement speed penalty (Con ends).
- Foot: -8 to hit. Normal damage, plus pinned. Str ends; on success, suffer normal damage again, and 50% movement speed penalty (Con ends).
- Hand: -8 to hit. Normal damage, plus cannot wield weapons, cast spells, or make attacks using that hand. Con ends, but subject must remove the missile, suffering normal damage again, then disadvantage and half damage with that hand (Con ends).
- Heart: -12 to hit; double damage, with 10-20 crit range (double again on crit)."
- Concussive Shot: Bonus action, ranged attack; no damage, but subject is "confused" for 1 rd (Wis negates).
- Covering Fire: Bonus action, weapon range, circle 3; no damage, but subjects no longer threatens an area until their next action (Wis negates, fear effect).
- Volley: Single action, weapon range, circle 3; normal damage to all in area (Dex save for half).
Powers
20 druid powers, levels 1-5
Cantrips
First-level
Second-level
Third-level
Fourth-level
Fifth-level
Rituals
Equipment
Alastor the Grim
very rare magic item
- Heavy weapon
- Design modifier: hefty (upgrade damage die)
- Exquisite craftsmanship: 4 slots
- 3 slots: Speed (bonus attack per std attack action)
- 1 slot: +1 hit/dmg
Final stats: +14 to hit, 4d12+14 slashing damage
Fire and Ice
rare magic items
Twin pistols:
- Medium piercing damage (4d8+Dex)
- Superior craftsmanship: 3 slots
- Both pistols enchanted with infinite ammo and no reloading (2 slots)
- Fire: flaming (1 slot), adds 1d6 bonus fire damage
- Ice: frost (1 slot), adds 1d6 bonus frost damage
Final stats: +7 to hit, 4d8+2+1d6 damage, range 10/200
Guardian Angel
pendant
Car
It's a car
Kaine's Awesome Jacket
uncommon magic item
Cool-ass red leather coat over cold iron chain mail.
- Heavy armor: AC 18 + 1/2 Dex, requires 4+ Str, disadvantage to all Dex skills, immune to critical damage
- Fine: +1 AC, +1 enhancement slot
- Cold Iron: bane to magic and magical beings (rules TBD)
- Heavy +1: DR 5, +4 to Str requirement
- Craftsmanship: as easy to don/doff as any other 80 pound leather jacket
- Enchant 1: leather is protected from any attack that doesn't pierce the chain mail
- Enchant 2: looks fricking cool. Advantage to Cha checks to impress people.
Basics
- Clothes
- Ritual outfit
- Holy symbol (golden ankh)
- Trail rations
- Waterskin
Notes
- Imbraxar (mraxxar): former gold dragon, corrupted to Shadow
Damage: 0 Mana spent: 5 Taint accrued: 1 Hit Dice used: 11