Cora Knotwise's Character Sheet: Difference between revisions
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[[Cora Knotwise]] - Level 1 Sorceror, | [[Cora Knotwise]] - Level 5 Fighter/1 Sorceror, Neutral Good | ||
==Background: | ==Background: Marine== | ||
===Feature: Steady=== | |||
You can move twice the normal amount of time (up to 16 hours) each day before being subject to the effect of a forced march (see "Travel Pace" in chapter 8 of the Player's Handbook). Additionally, you can automatically find a safe route to land a boat on shore, provided such a route exists. | |||
===Hardship Endured=== | |||
Sacrifice. You enabled the escape of your fellow soldiers, but at great cost to yourself. Some of your past comrades may think you're dead. | |||
===Traits=== | ===Traits=== | ||
*Thinking is for other people. I prefer action. | |||
*I am dependable. | |||
===Ideals=== | ===Ideals=== | ||
*Perseverance. No injury or obstacle can turn me from my goal. | |||
===Bonds=== | ===Bonds=== | ||
*I'm searching for a fellow marine captured by an elusive enemy. | |||
===Flaws=== | ===Flaws=== | ||
*I become irrational when innocent people are hurt. | |||
==Attributes== | ==Attributes== | ||
{{col-begin}} | {{col-begin}} | ||
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!Attribute !! Value !! Bonus !! Save | !Attribute !! Value !! Bonus !! Save | ||
|- | |- | ||
|Strength || | |Strength || 10 || - || - | ||
|- | |- | ||
|Dexterity || | |Dexterity || 18 || +4 || +4 | ||
|- | |- | ||
|Constitution || | |Constitution || 16 || +3 || '''+6''' | ||
|- | |- | ||
|Intelligence || | |Intelligence || 8 || -1 || -1 | ||
|- | |- | ||
|Wisdom || | |Wisdom || 8 || -1 || -1 | ||
|- | |- | ||
|Charisma || | |Charisma || 14 || +2 || '''+5''' | ||
|} | |} | ||
{{col-break}} | {{col-break}} | ||
===Secondary Attributes=== | ===Secondary Attributes=== | ||
{| | {| | ||
|Hit Points || | |Hit Points || 54 | ||
|- | |- | ||
|Armor Class || | |Armor Class || 14 (17) | ||
|- | |- | ||
|Proficiency Bonus || + | |Proficiency Bonus || +3 | ||
|- | |- | ||
|Passive Perception || | |Passive Perception || 9 | ||
|- | |- | ||
|Initiative || + | |Initiative || +4 | ||
|- | |- | ||
|Base Speed || 25 Feet | |Base Speed || 25 Feet | ||
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!|Skill||Ability||Score||Bonus | !|Skill||Ability||Score||Bonus | ||
|- | |- | ||
|Acrobatics ||DEX||''' | |Acrobatics ||DEX||'''14''' || +4 | ||
|- | |- | ||
|Animal Handling||WIS||''' | |Animal Handling||WIS||'''9''' || -1 | ||
|- | |- | ||
|Arcana||INT||''' | |Arcana||INT||'''9''' || -1 | ||
|- | |- | ||
|Athletics||STR||'''13''' || '''+3''' | |Athletics||STR||'''13''' || '''+3''' | ||
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|Deception||CHA||'''12''' || +2 | |Deception||CHA||'''12''' || +2 | ||
|- | |- | ||
|History||INT||''' | |History||INT||'''9''' || -1 | ||
|- | |- | ||
|Insight||WIS||''' | |Insight||WIS||'''12''' || '''+2''' | ||
|- | |- | ||
|Intimidation ||CHA ||'''12'''|| +2 | |Intimidation ||CHA ||'''12'''|| +2 | ||
|- | |- | ||
|Investigation||INT||''' | |Investigation||INT||'''9''' || -1 | ||
|- | |- | ||
|Medicine||WIS||''' | |Medicine||WIS||'''9'''|| -1 | ||
|- | |- | ||
|Nature||INT||''' | |Nature||INT||'''9'''|| -1 | ||
|- | |- | ||
|Perception ||WIS||''' | |Perception ||WIS||'''9'''|| -1 | ||
|- | |- | ||
|Performance||CHA ||'''12'''|| +2 | |Performance||CHA ||'''12'''|| +2 | ||
|- | |- | ||
|Persuasion||CHA ||''' | |Persuasion||CHA ||'''15'''|| '''+5''' | ||
|- | |- | ||
|Religion||INT||''' | |Religion||INT||'''9'''|| -1 | ||
|- | |- | ||
|Sleight of Hand||DEX||''' | |Sleight of Hand||DEX||'''14'''|| +4 | ||
|- | |- | ||
|Stealth ||DEX ||''' | |Stealth ||DEX ||'''14'''|| +4 | ||
|- | |- | ||
|Survival ||WIS ||''' | |Survival ||WIS ||'''12'''|| '''+2''' | ||
|} | |} | ||
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*Ubrekti (common) | *Ubrekti (common) | ||
*Halfling | *Halfling | ||
==Class and Background Abilities== | ==Class and Background Abilities== | ||
*Proficiency with | *Proficiency with simple and martial weapons, shields, all armor | ||
*Proficiency with | *Proficiency with vehicles (water) | ||
*Spellcasting | *Spellcasting | ||
*Sorcerous Origin: | *Sorcerous Origin: Sea | ||
** | **Soul of the Sea | ||
**Curse of the Sea | |||
*Fighting Style: Two-Weapon Fighting | |||
*Second Wind | |||
*Action Surge | |||
*Martial Archetype: Battle Master | |||
*Feat: Slasher | |||
*Extra Attack | |||
===Race Abilities=== | ===Race Abilities=== | ||
*Lucky | *Lucky | ||
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==Spellcasting== | ==Spellcasting== | ||
Ability: Charisma, Spell Save DC: | Ability: Charisma, Spell Save DC: 13, Spell Attack Bonus: +5 | ||
===Cantrips=== | ===Cantrips=== | ||
*Frostbite | |||
*Gust | *Gust | ||
*Shape Water | *Shape Water | ||
* | *Shocking Grasp | ||
===1st Level=== | ===1st Level=== | ||
( | *Mage Armor | ||
* | *Shield | ||
* | |||
* | ==Combat Maneuvers== | ||
* | *Superiority Dice: 4x d8 (regain on short or long rest) | ||
*Save DC: 8 + prof + dex = 15 | |||
===Maneuvers=== | |||
*Sweeping Attack | |||
*Goading Attack | |||
*Maneuvering Attack | |||
==Gear== | ==Gear== | ||
===Weapons=== | ===Weapons=== | ||
====Melee Weapons==== | ====Melee Weapons==== | ||
*Scimitar x2 | |||
*Dagger x? | |||
====Ranged Weapons==== | ====Ranged Weapons==== | ||
Shoot-thingies | |||
===Inventory of items=== | ===Inventory of items=== | ||
Latest revision as of 23:07, 16 December 2020
Cora Knotwise - Level 5 Fighter/1 Sorceror, Neutral Good
Background: Marine
Feature: Steady
You can move twice the normal amount of time (up to 16 hours) each day before being subject to the effect of a forced march (see "Travel Pace" in chapter 8 of the Player's Handbook). Additionally, you can automatically find a safe route to land a boat on shore, provided such a route exists.
Hardship Endured
Sacrifice. You enabled the escape of your fellow soldiers, but at great cost to yourself. Some of your past comrades may think you're dead.
Traits
- Thinking is for other people. I prefer action.
- I am dependable.
Ideals
- Perseverance. No injury or obstacle can turn me from my goal.
Bonds
- I'm searching for a fellow marine captured by an elusive enemy.
Flaws
- I become irrational when innocent people are hurt.
Attributes
|
Secondary Attributes
|
Skills & Abilities
|
Languages
Class and Background Abilities
Race Abilities
|
Spellcasting
Ability: Charisma, Spell Save DC: 13, Spell Attack Bonus: +5
Cantrips
- Frostbite
- Gust
- Shape Water
- Shocking Grasp
1st Level
- Mage Armor
- Shield
Combat Maneuvers
- Superiority Dice: 4x d8 (regain on short or long rest)
- Save DC: 8 + prof + dex = 15
Maneuvers
- Sweeping Attack
- Goading Attack
- Maneuvering Attack
Gear
Weapons
Melee Weapons
- Scimitar x2
- Dagger x?
Ranged Weapons
Shoot-thingies