Sid's Character Sheet: Difference between revisions

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[[Sid]]  
[[Sid]]  


{{statsbox|sid2.png|4|Elf|Rogue 2/Bladesinger Wizard 2|studded leather armor|Rapier|Hakan}}
{{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 ==
==Background: Trade Sheriff ==
*Skill Proficiencies:  Arcana, Investigation
*Skill Proficiencies:  Arcana, Investigation
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{{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 || '''+5'''
|Dexterity || 18 || +4 || '''+8'''
|-
|-
|Constitution || 14 || +2 || +2
|Constitution || 14 || +2 || +3
|-
|-
|Intelligence || 16 || +3 || '''+5'''
|Intelligence || 16 || +3 || '''+7'''
|-
|-
|Wisdom || 10 || 0 || 0
|Wisdom || 10 || 0 || +1
|-
|-
|Charisma || 8 || -1 || -1
|Charisma || 8 || -1 || 0
|}
|}
{{col-break}}
{{col-break}}
===Secondary Attributes===
===Secondary Attributes===
{|
{|
|Hit Points || '''29''' (Level 1: 8 + 2 CON; Level 2,4: 4 + 2 CON; Level 3: 5 + 2 CON)
|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 (studded leather), (18 when bladesinging, 23 when under Shield spell)
|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 || 12
|Passive Perception || 16
|-
|-
|Initiative || +3
|Initiative || +4
|-
|-
|Base Speed || 30 Feet, 40 Feet when bladesinging
|Base Speed || 30 Feet, 40 Feet when bladesinging
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!|Skill||Ability||Score
!|Skill||Ability||Score
|-
|-
|Acrobatics ||DEX|| '''+5'''
|Acrobatics ||DEX|| '''+7'''
|-
|-
|Animal Handling||WIS||0
|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||0
|Insight||WIS||0
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|Intimidation ||CHA ||-1
|Intimidation ||CHA ||-1
|-  
|-  
|Investigation||INT|| '''+7''' (Expertise)
|Investigation||INT|| '''+9''' (Expertise)
|-
|-
|Medicine||WIS||0
|Medicine||WIS||0
|-  
|-  
|Nature||INT||+3
|Nature||INT||+4
|-  
|-  
|Perception  ||WIS|| '''+4''' (expertise)
|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 || 0
|-
|-
|Thieves Tools ||DEX || '''+5'''
|Thieves Tools ||DEX || '''+7'''
|}
|}


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*Light armor proficiency
*Light armor proficiency
*Simple weapons, hand crossbows, longswords, rapiers, shortswords, scimitars (from Bladesinger archetype), shortbow, and longbow  
*Simple weapons, hand crossbows, longswords, rapiers, shortswords, scimitars (from Bladesinger archetype), shortbow, and longbow  
*Bladesong: 2 per short or 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, 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.  
*Sneak Attack: 1d6
*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
*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
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{{col-end}}
{{col-end}}


==Spellcasting (INT, DC 13)==
==Spellcasting (INT, DC 14 or +6 attack)==
*Cantrips (3 Known):
*Cantrips (7 Known - 4 WIZ, 3 AT):
**Prestidigitation, Booming Blade, Minor Illusion
**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
*Spells Prepared: 5
*Spells Prepared: 8 Wizard, 4 AT spells always prepared
*Level 1 (8 known for free, 1 purchased (100gp)):
*Level 1 Arcane Trickster
**Absorb Elements(reaction), Comprehend Languages(ritual), Detect Magic(ritual), Earth Tremor, Find Familiar(ritual), Grease, Healing Elixir, Mage Armor, Shield (reaction)
**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 (starting with 400gp)==
==Gear==
*Bedroll (1gp)
*Bedroll (1gp)
*Fine Clothes (15gp)
*Fine Clothes (15gp)
*Cheap winter furs: some benefit in cold weather (advantage on cold weather CON saves?)
*Manacle (2gp)
*Manacle (2gp)
*Scholar's Pack (40 gp):
*Scholar's Pack (40 gp):
**a backpack,
**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 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,  
**a bottle of ink,  
**an ink pen,  
**an ink pen,  
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**a little bag of sand,  
**a little bag of sand,  
**and a small knife.
**and a small knife.
*Silver GTL Insignia (1gp): a silver badge of office identifying the holder as an investigator employed by [[Grosko, Turko, and Leobgytha]]
*Thieves' Tools (25gp)
*Thieves' Tools (25gp)
*Waterskin (2sp)
*Waterskin (2sp)
===Armor===
===Armor===
*Studded Leather(45gp)
*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
*Scimitar(25gp)
*1 Scimitar
*4 Daggers (4gp)
*4 Daggers (at least)
====Ranged Weapons====
*1 Dagger, Silvered
*Longbow (50gp)
*1 Ornate Magic Dagger - fancy bordering on ostentatious. +1 to hit and damage.
**60 arrows (3gp)
 
===Inventory of items===
===Inventory of important items===
*Familiar: Krieg, an owl (10gp)
*Familiar: Krieg, a bat
*Arcane Focus: Wand (10gp)
*Arcane Focus: Wand  
*Spellbook (50gp)
*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====
*12 days of rations (6gp)
*3 Potion of Healing
*10 gold , 8 silver pieces


[[Category:PC Character Sheets]]
[[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