Sid's Character Sheet: Difference between revisions

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WIP
[[Sid]]  
[[Sid]] - Level 3 (Bladesinger Wizard 2/Immortal Mystic 1), chaotic neutral elf
 
==Background: Sailor? ==
*Skill Proficiencies:  Perception, Stealth (sub for Athletics), Navigator’s tools, vehicles (water)
*Equipment: A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 10 gp
*Feature: Ship's Passage - When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.


{{statsbox|sid2.png|8|Elf|Rogue 4/Bladesinger Wizard 4|fancy clothes|an ornate jewel-encrusted +1 dagger, a silvered dagger, several other mundane daggers hidden in various pockets and holsters|Hakan}}
==Background: Trade Sheriff ==
*Skill Proficiencies:  Arcana, Investigation
*Feature: '''Investigative Services''' - You are part of a small force employed by the trading company of [[Grosko, Turko, and Leobgytha]] to gather intelligence and investigate along the trade routes of the Golden and Silver Roads used by GTL and their business partners. Your rank and employer's prestige may allow you access to a crime scene or shipping records or to possibly requisition equipment or horses on a temporary basis from trade caravans or towns who seek good relations with GTL. When you enter a town or village along the trade roads you can identify a contact who will give you information on the local rumors and would help you simply because of your desire to get answers and information for anyone wanting to disrupt trade. Note: This feature is a modified variant of the soldier feature.
===Traits===
===Traits===
*
*I never let emotion complicate work.
*
*My sense of humor is considered by most to be awkward
===Ideals===
===Ideals===
*
*When I do investigations, I expect answers immediately.
===Bonds===
===Bonds===
*
*I need to prove my worth to my fellow Sheriffs
===Flaws===
===Flaws===
*
*I always over exaggerate my abilities.


===Extended XGtE Background===
===Extended XGtE Background===
 
*Spellbook: A battered Tome filled with pictographs only you can understand
*Eccentricity: Your memory is quite good, but you have no trouble pretending to be absentminded when it suits your purposes
==Attributes==
==Attributes==
{{col-begin}}
{{col-begin}}
{{col-break}}
{{col-break}}
{|class="wikitable"
{|class="wikitable"
!Attribute !! Value !! Bonus !! Save
!Attribute !! Value !! Bonus !! Save (+1 from Cloak of Protection)
|-
|-
|Strength || 8 || -1 || -1
|Strength || 8 || -1 || 0
|-
|-
|Dexterity || 17 || +3 || +3
|Dexterity || 18 || +4 || '''+8'''
|-
|-
|Constitution || 15 || +2 || +2
|Constitution || 14 || +2 || +3
|-
|-
|Intelligence || 16 || +3 || '''+5'''
|Intelligence || 16 || +3 || '''+7'''
|-
|-
|Wisdom || 8 || -1 || '''+1'''
|Wisdom || 10 || 0 || +1
|-
|-
|Charisma || 8 || -1 || -1
|Charisma || 8 || -1 || 0
|}
|}
{{col-break}}
{{col-break}}
===Secondary Attributes===
===Secondary Attributes===
{|
{|
|Hit Points || '''22''' (Level 1: 6 + 2 CON; Level 2: 4 + 2 CON; Level 3: 5 + 2 CON + 1 Immortal Durability)
|Hit Points || '''55''' (Level 1: 8 + 2 CON; Level 2,3,7,8: 4 + 2 CON; Level 4,5,6: 5 + 2 CON)
|-
|-
|Armor Class || 15 (unarmored), (19 when bladesinging and using "Iron Durability" focus, up to 23 if spending 4 psi points)
|Armor Class || 18 (mage armor + cloak of protection), (22 when bladesinging, 27 when under Shield spell also)
|-
|-
|Proficiency Bonus || +2
|Proficiency Bonus || +3
|-
|-
|Passive Perception || -1
|Passive Perception || 16
|-
|-
|Initiative || +3
|Initiative || +4
|-
|-
|Base Speed || 30 Feet  
|Base Speed || 30 Feet, 40 Feet when bladesinging
|}
|}
{{col-end}}
{{col-end}}
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!|Skill||Ability||Score
!|Skill||Ability||Score
|-
|-
|Acrobatics ||DEX|| +3
|Acrobatics ||DEX|| '''+7'''
|-
|-
|Animal Handling||WIS||-1
|Animal Handling||WIS||0
|-
|-
|Arcana||INT||'''+5'''
|Arcana||INT||'''+7'''
|-
|-
|Athletics||STR||-1
|Athletics||STR||'''+2'''
|-
|-
|Deception||CHA|| -1
|Deception||CHA|| -1
|-
|-
|History||INT||+3
|History||INT||+4
|-
|-
|Insight||WIS||-1
|Insight||WIS||0
|-
|-
|Intimidation ||CHA ||-1
|Intimidation ||CHA ||-1
|-  
|-  
|Investigation||INT|| '''+5'''
|Investigation||INT|| '''+9''' (Expertise)
|-
|-
|Medicine||WIS||-1
|Medicine||WIS||0
|-  
|-  
|Nature||INT||+3
|Nature||INT||+4
|-  
|-  
|Perception  ||WIS|| '''+1'''
|Perception  ||WIS|| '''+6''' (Expertise)
|-  
|-  
|Performance||CHA ||-1
|Performance||CHA ||'''+2'''
|-  
|-  
|Persuasion||CHA || -1
|Persuasion||CHA || -1
|-  
|-  
|Religion||INT||+3
|Religion||INT||+4
|-  
|-  
|Sleight of Hand||DEX||+3
|Sleight of Hand||DEX||+4
|-  
|-  
|Stealth ||DEX ||'''+5'''
|Stealth ||DEX ||'''+7'''
|-
|Survival ||WIS || 0
|-
|-
|Survival ||WIS || -1
|Thieves Tools ||DEX || '''+7'''
|}
|}


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==Languages==
==Languages==
*Ubrekti
*Ubrekti
*
*Elvish
*Hakani
*Thieves cant


==Class and Background Abilities==
==Class and Background Abilities==
*Light armor proficiency
*Light armor proficiency
*Daggers, darts, slings, quarterstaffs, light crossbows, rapier, longsword, shortsword, shortbow, and longbow  
*Simple weapons, hand crossbows, longswords, rapiers, shortswords, scimitars (from Bladesinger archetype), shortbow, and longbow  
*Bladesong: starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a single weapon. You can also dismiss the Bladesong at any time you choose (no action required). While your Bladesong is active, you gain the following benefits:
*Bladesong: '''3''' (PROF bonus) per long rest. starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you don medium or heavy armor or a shield, if you use two hands to make an attack with a single weapon, or if you are incapacitated. You can also dismiss the Bladesong at any time you choose (no action required). While your Bladesong is active, you gain the following benefits:
**You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
**You gain a bonus to your AC equal to '''+4''' (INT modifier)
**Your walking speed increases by 10 feet.
**Your walking speed increases by 10 feet to 40 feet.
**You have advantage on Dexterity (Acrobatics) checks.
**You have advantage on Dexterity (Acrobatics) checks.
**You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
**You gain a '''+4''' (INT mod) bonus to any Constitution saving throw you make to maintain your concentration on a spell.  
*Immortal Durability:Starting at 1st level, your hit point maximum increases by 1 per mystic level. In addition, while you aren’t wearing armor or wielding a shield, your base AC equals 10 + your Dexterity modifier + your Constitution modifier.  
*Cantrip Formulas: Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.
 
*Arcane Recovery: Once per day when you finish a short rest, you can choose expended spell slots to recover. Either 1 2nd level or 2 1st lever. (The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.)
*Sneak Attack: 2d6
*Cunning Action: Starting at your second level, you can use your Bonus Action to take the Dash, Disengage, or Hide action
*Feat: Elven Accuracy: Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.
*ASI: +2 INT
===Race Abilities===
===Race Abilities===
*Elf weapons
*Elf weapons
*Death Saves
*Elven Death Saves
*Darkvision: 60 feet
*Darkvision: 60 feet
*Keen Senses: Proficiency in the Perception skill.
*Keen Senses: Proficiency in the Perception skill.
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{{col-end}}
{{col-end}}


==Spellcasting==
==Spellcasting (INT, DC 14 or +6 attack)==
*Cantrips (3 Known):
*Cantrips (7 Known - 4 WIZ, 3 AT):
**Booming Blade, Greenflame Blade, Minor Illusion or Mage Hand
**Wizard (can switch out 1/long rest)
***Chill Touch(VS),
***Message(VSM),
***Mind Sliver (V),
***Prestidigitation (VS),
**Arcane Trickster
***Advanced Mage Hand(VS),
***Booming Blade (VM(a weapon)),  
***Minor Illusion(SM)


*Spell Slots (refresh on long rest): 1st - 3
*Spell Slots (refresh on long rest): 1st - 4, 2nd - 3, 3rd - 2
*Level 1 (8 known):
*Spells Prepared: 8 Wizard, 4 AT spells always prepared
**Absorb Elements, Comprehend Languages, Detect Magic, Find Familiar, Grease, Hideous Laughter, Shield, Thunderwave,  
*Level 1 Arcane Trickster
 
**Color Spray(VSM)
==Psionics==
**Disguise Self(VS)
*Psi Points (refresh on long rest): 4
**Mage Armor(VSM)
*Psi Limit: 2
**Silent Image(VSM)
===Talents (1)===
*Level 2 Arcane Trickster
*Mind Slam: As an action, you target one creature you can see within 60 feet of you. The target must succeed on a Constitution saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, it is knocked prone. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
*Level 1 Wizard (6 prepared):
===Disciplines (3, 2 of which must be Immortal disciplines)===
**Absorb Elements(reaction, S)
*Bestial Form
**Alarm (ritual, VSM)
*Iron Durability
**Burning Hands (VS)
*Celerity or Nomadic Step or Psionic Restoration or Psionic Weapon
**Catapult (S)
**Cause Fear (V)(C)
**Comprehend Languages(ritual, VSM)
**Detect Magic(ritual, VS)
**Feather Fall (reaction, VM)
**Find Familiar(ritual(10gp charcoal, incense, herbs; consumed), VSM)
**Fog Cloud (VS)
**Grease (VSM)
**Healing Elixir (VSM)
**Identify (VSM(a pearl worth at least 100 gp))
**Jump (VSM)
**Longstrider (VSM)
**Magic Missile (VS)
**Protection from Evil and Good (VSM)(C)
**Shield (reaction, VS)
**Tasha's Hideous Laughter (VSM)(C)
**Tensor's Floating Disc (ritual, VSM)
**Thunderwave (VS)
**Unseen Servant (ritual, VSM)
*Level 2 Wizard:
**Alter Self (VS)(C)
**Levitate (VSM)(C)
**Magic Mouth (ritual, VSM (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes))
**Mirror Image (VS)
**Misty Step (Bonus)(V)  
**See Invis (VSM)
**Shadow Blade (VS)(C)
**Shatter (VSM)
**Tasha's Mind Whip (V)
**Warding Wind (V)(C)


==Gear==
==Gear==
*Bedroll (1gp)
*Fine Clothes (15gp)
*Cheap winter furs: some benefit in cold weather (advantage on cold weather CON saves?)
*Manacle (2gp)
*Scholar's Pack (40 gp):
**a backpack,
**a book of lore (pre-Calamity Hakan-published ''Guide to The Pinch'', heavily marked up with several loose pages of notes included),
**a bottle of ink,
**an ink pen,
**10 sheets of parchment,
**a little bag of sand,
**and a small knife.
*Thieves' Tools (25gp)
*Waterskin (2sp)
===Armor===
*Fine clothes - magically cleaned very frequently but probably looking rather worn and poorly repaired.
*Cloak of the Dwarf Lords's Thrall (ATTUNED) - cloak of protection taken from the defeated corpse of the breaker gnome [[Team Alfa Thirty-First Session | Wallkott]]
===Weapons===
===Weapons===
====Melee Weapons====
*1 Rapier
*Rapier
*1 Scimitar
===Inventory of items===
*4 Daggers (at least)
*Familiar: Probably a parrot if sailor background
*1 Dagger, Silvered
*Arcane Focus: Wand
*1 Ornate Magic Dagger - fancy bordering on ostentatious. +1 to hit and damage.
 
===Inventory of important items===
*Familiar: Krieg, a bat
*Arcane Focus: Wand  
*Enduring Spellbook (fire and waterproof)
*Pearl worth 100gp for identify
*Talisman Sai: This carved claw can crush paper, drag itself around, or hold onto keys.
====Consumables====
====Consumables====
*3 Potion of Healing
[[Category:PC Character Sheets]]

Latest revision as of 20:31, 20 November 2021

Sid

Character Stats
Sid2.png
Level 8
Race Elf
Class Rogue 4/Bladesinger Wizard 4
Armor fancy clothes
Weapon(s) an ornate jewel-encrusted +1 dagger, a silvered dagger, several other mundane daggers hidden in various pockets and holsters
Hometown Hakan

Background: Trade Sheriff

  • Skill Proficiencies: Arcana, Investigation
  • Feature: Investigative Services - You are part of a small force employed by the trading company of Grosko, Turko, and Leobgytha to gather intelligence and investigate along the trade routes of the Golden and Silver Roads used by GTL and their business partners. Your rank and employer's prestige may allow you access to a crime scene or shipping records or to possibly requisition equipment or horses on a temporary basis from trade caravans or towns who seek good relations with GTL. When you enter a town or village along the trade roads you can identify a contact who will give you information on the local rumors and would help you simply because of your desire to get answers and information for anyone wanting to disrupt trade. Note: This feature is a modified variant of the soldier feature.

Traits

  • I never let emotion complicate work.
  • My sense of humor is considered by most to be awkward

Ideals

  • When I do investigations, I expect answers immediately.

Bonds

  • I need to prove my worth to my fellow Sheriffs

Flaws

  • I always over exaggerate my abilities.

Extended XGtE Background

  • Spellbook: A battered Tome filled with pictographs only you can understand
  • Eccentricity: Your memory is quite good, but you have no trouble pretending to be absentminded when it suits your purposes

Attributes

Skills & Abilities

Spellcasting (INT, DC 14 or +6 attack)

  • Cantrips (7 Known - 4 WIZ, 3 AT):
    • Wizard (can switch out 1/long rest)
      • Chill Touch(VS),
      • Message(VSM),
      • Mind Sliver (V),
      • Prestidigitation (VS),
    • Arcane Trickster
      • Advanced Mage Hand(VS),
      • Booming Blade (VM(a weapon)),
      • Minor Illusion(SM)
  • Spell Slots (refresh on long rest): 1st - 4, 2nd - 3, 3rd - 2
  • Spells Prepared: 8 Wizard, 4 AT spells always prepared
  • Level 1 Arcane Trickster
    • Color Spray(VSM)
    • Disguise Self(VS)
    • Mage Armor(VSM)
    • Silent Image(VSM)
  • Level 2 Arcane Trickster
  • Level 1 Wizard (6 prepared):
    • Absorb Elements(reaction, S)
    • Alarm (ritual, VSM)
    • Burning Hands (VS)
    • Catapult (S)
    • Cause Fear (V)(C)
    • Comprehend Languages(ritual, VSM)
    • Detect Magic(ritual, VS)
    • Feather Fall (reaction, VM)
    • Find Familiar(ritual(10gp charcoal, incense, herbs; consumed), VSM)
    • Fog Cloud (VS)
    • Grease (VSM)
    • Healing Elixir (VSM)
    • Identify (VSM(a pearl worth at least 100 gp))
    • Jump (VSM)
    • Longstrider (VSM)
    • Magic Missile (VS)
    • Protection from Evil and Good (VSM)(C)
    • Shield (reaction, VS)
    • Tasha's Hideous Laughter (VSM)(C)
    • Tensor's Floating Disc (ritual, VSM)
    • Thunderwave (VS)
    • Unseen Servant (ritual, VSM)
  • Level 2 Wizard:
    • Alter Self (VS)(C)
    • Levitate (VSM)(C)
    • Magic Mouth (ritual, VSM (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes))
    • Mirror Image (VS)
    • Misty Step (Bonus)(V)
    • See Invis (VSM)
    • Shadow Blade (VS)(C)
    • Shatter (VSM)
    • Tasha's Mind Whip (V)
    • Warding Wind (V)(C)

Gear

  • Bedroll (1gp)
  • Fine Clothes (15gp)
  • Cheap winter furs: some benefit in cold weather (advantage on cold weather CON saves?)
  • Manacle (2gp)
  • Scholar's Pack (40 gp):
    • a backpack,
    • a book of lore (pre-Calamity Hakan-published Guide to The Pinch, heavily marked up with several loose pages of notes included),
    • a bottle of ink,
    • an ink pen,
    • 10 sheets of parchment,
    • a little bag of sand,
    • and a small knife.
  • Thieves' Tools (25gp)
  • Waterskin (2sp)

Armor

  • Fine clothes - magically cleaned very frequently but probably looking rather worn and poorly repaired.
  • Cloak of the Dwarf Lords's Thrall (ATTUNED) - cloak of protection taken from the defeated corpse of the breaker gnome Wallkott

Weapons

  • 1 Rapier
  • 1 Scimitar
  • 4 Daggers (at least)
  • 1 Dagger, Silvered
  • 1 Ornate Magic Dagger - fancy bordering on ostentatious. +1 to hit and damage.

Inventory of important items

  • Familiar: Krieg, a bat
  • Arcane Focus: Wand
  • Enduring Spellbook (fire and waterproof)
  • Pearl worth 100gp for identify
  • Talisman Sai: This carved claw can crush paper, drag itself around, or hold onto keys.

Consumables

  • 3 Potion of Healing