Shamyl Afra Bahrbelama's Character Sheet: Difference between revisions

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(Created page with "WIP Shamyl Afra Bahrbelama {{statsbox|shamyl.png|3|Human|Path of the Zealot Barbarian 1/Scout Rogue 2|scale armor|Rapier and shield|Ulan}} ==Background: TBD (Probably...")
 
 
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WIP
[[Shamyl Afra Bahrbelama]]  
[[Shamyl Afra Bahrbelama]]  


{{statsbox|shamyl.png|3|Human|Path of the Zealot Barbarian 1/Scout Rogue 2|scale armor|Rapier and shield|Ulan}}
{{statsbox|Shamyl.jpg|4|Human|Path of the Zealot Barbarian 1/Scout Rogue 3|scale armor|Rapier and shield|[[Southport]]}}


==Background: TBD (Probably something like mercenary veteran, caravan guard, etc)==
==Background: Caravan Scout==
*Skill Proficiencies: Stealth, Acrobatics
*Skill Proficiencies: Stealth, Acrobatics
*Equipment:  
*Tool Proficiencies: Land Vehicles
*Feature:  
*Languages: One of your choice
*Equipment: A whip, a tent, a regional map, a set of traveling clothes, and a belt pouch containing 10 gp.
*Lifestyle: Poor
*Feature: Wagonmaster: You are used to being in charge of the operation and your reputation for reliability has you on a short list when the job is critical. Experience has taught you to rely on your gut. Others recognize this and look to you for direction when a situation gets serious. You are able to identify the most defensible locations for camping. If you are part of a caravan outfit, you are able to attract two additional workers that are loyal to you based on your reputation. You have an excellent memory for maps and geography and can always determine your cardinal directions while traveling. Note: This feature is a variant of the Outlander feature. 
===Traits===
===Traits===
*
*There's always someone out there trying to take what I've got. Always be vigilant. Always protect the caravan.
*
===Ideals===
===Ideals===
*
*I go where the road takes me. Sometimes that's a good thing.
*I need to keep moving and not settle down.
*Alexandria gives me strength and guides my path.
===Bonds===
===Bonds===
*
*There's always a road I haven't traveled before. I'm always looking for new places to explore.
*Wealth and power mean little without the freedom to go where and when you want.
===Flaws===
===Flaws===
*
*I like to explore, and my curiosity will sometimes get me into trouble
 


===Extended XGtE Background===
===Extended XGtE Background===
 
*Barbarian Superstition: When  you walk  through  a graveyard,  be  sure  to wear  silver,  or  a  ghost  might  jump  into  your  body
*Personal Totem: Sword of Alexandria necklace and branded scar.
==Attributes==
==Attributes==
{{col-begin}}
{{col-begin}}
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===Secondary Attributes===
===Secondary Attributes===
{|
{|
|Hit Points || '''31''' (Level 1: 12 + 3 CON; Level 2,3: 5 + 3 CON)
|Hit Points || '''39''' (Level 1: 12 + 3 CON; Level 2,3,4: 5 + 3 CON)
|-
|-
|Armor Class || 15 (unarmored), 18 (scale armor + shield)
|Armor Class || 15 (unarmored), 18 (scale armor + shield)
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|Medicine||WIS||0
|Medicine||WIS||0
|-  
|-  
|Nature||INT||-1
|Nature||INT|| '''+3''' (exp)
|-  
|-  
|Perception  ||WIS|| '''+4''' (exp)
|Perception  ||WIS|| '''+4''' (exp)
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|Stealth ||DEX ||'''+4'''
|Stealth ||DEX ||'''+4'''
|-
|-
|Survival ||WIS || 0
|Survival ||WIS || '''+4''' (exp)
|}
|}


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*Petaran
*Petaran
*Ulani
*Ulani
*Fresian


==Class and Background Abilities==
==Class and Background Abilities==
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*Simple weapons, martial weapons  
*Simple weapons, martial weapons  
*Tools: Thieves Tools
*Tools: Thieves Tools
*Rage
*Rage: 2 times per long rest. In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:
**You have advantage on Strength checks and Strength saving throws.
**When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll
**You have resistance to bludgeoning, piercing, and slashing damage.
**Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
*Unarmored Defense: AC is 15 if unarmored  
*Unarmored Defense: AC is 15 if unarmored  
*Sneak Attack: 1d6
*Sneak Attack: +2d6
*Expertise (perception, athletics)
*Expertise (perception, athletics)
*Thieves' Cant
*Thieves' Cant
*Cunning Action
*Cunning Action:  You can take a Bonus Action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
 
*Skirmisher: Starting at 3rd level, you can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.
*Survivalist: At 3rd level, you gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
===Race Abilities===
===Race Abilities===
*Feat: Shield Master
*Feat: Shield Master: You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
**If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
**If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
**If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
*Skill Proficiency (Animal handling)  
*Skill Proficiency (Animal handling)  
*Bonus Language
{{col-end}}
{{col-end}}



Latest revision as of 01:53, 15 July 2018

Shamyl Afra Bahrbelama

Character Stats
Shamyl.jpg
Level 4
Race Human
Class Path of the Zealot Barbarian 1/Scout Rogue 3
Armor scale armor
Weapon(s) Rapier and shield
Hometown Southport

Background: Caravan Scout

  • Skill Proficiencies: Stealth, Acrobatics
  • Tool Proficiencies: Land Vehicles
  • Languages: One of your choice
  • Equipment: A whip, a tent, a regional map, a set of traveling clothes, and a belt pouch containing 10 gp.
  • Lifestyle: Poor
  • Feature: Wagonmaster: You are used to being in charge of the operation and your reputation for reliability has you on a short list when the job is critical. Experience has taught you to rely on your gut. Others recognize this and look to you for direction when a situation gets serious. You are able to identify the most defensible locations for camping. If you are part of a caravan outfit, you are able to attract two additional workers that are loyal to you based on your reputation. You have an excellent memory for maps and geography and can always determine your cardinal directions while traveling. Note: This feature is a variant of the Outlander feature.

Traits

  • There's always someone out there trying to take what I've got. Always be vigilant. Always protect the caravan.

Ideals

  • I go where the road takes me. Sometimes that's a good thing.
  • I need to keep moving and not settle down.
  • Alexandria gives me strength and guides my path.

Bonds

  • There's always a road I haven't traveled before. I'm always looking for new places to explore.
  • Wealth and power mean little without the freedom to go where and when you want.

Flaws

  • I like to explore, and my curiosity will sometimes get me into trouble


Extended XGtE Background

  • Barbarian Superstition: When you walk through a graveyard, be sure to wear silver, or a ghost might jump into your body
  • Personal Totem: Sword of Alexandria necklace and branded scar.

Attributes

Skills & Abilities

Gear

Armor

  • Scale
  • Shield

Weapons

Melee Weapons

  • Rapier
  • Scimitar

Ranged Weapons

  • Heavy Crossbow
  • Javelins

Inventory of items

Consumables