Karoz's Character Sheet: Difference between revisions

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{{statsbox|Karoz.jpg|1|Thri-Kreen|Bloodhunter 1 (eventually into Ghost Slayer)|exoskeleton and shield|crossbow, scimitar, daggers|Thri-kreen wildspace}}
{{statsbox|Karoz.jpg|4|Thri-Kreen|Bloodhunter 4 (Ghost Slayer)|color-changing exoskeleton and shield|hand crossbow, rapier, scimitar, daggers|Thri-kreen wildspace}}


[[Karoz]]
[[Karoz]]


==Background: some sort of survivor or wildspace background==
==Background: wildspacer==
===Skills===
===Skills===
Perception, Stealth
Perception, Stealth, Navigator's tools, vehicles (space)
===Feature===
===Feature===
Wildspace Adaptation: You gain the Tough feat from the Player's Handbook. In addition, you learned how to adapt to zero gravity. Being weightless doesn't give you disadvantage on any of your melee attack rolls
===Traits===
===Traits===
embrace the pain
===Ideals===
===Ideals===
kill undead, protect sentients
===Bonds===
===Bonds===
lfg
===Flaws===
===Flaws===
simple, fear of being left alone
===Extended Class Background===
===Extended Class Background===


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|Constitution || 14 || +2 || +2
|Constitution || 14 || +2 || +2
|-
|-
|Intelligence || 10 || +3 || '''+2'''
|Intelligence || 10 || 0 || '''+2'''
|-
|-
|Wisdom || 16 || +3 || +3
|Wisdom || 16 || +3 || +3
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===Secondary Attributes===
===Secondary Attributes===
{|
{|
|Hit Points || '''12''' (Level 1: 10 + 2 CON)
|Hit Points || '''44''' (Level 1: 10 + 2 CON + 2 Tough;Level 2-4: 6 + 2 CON + 2 Tough;)
|-
|-
|Armor Class || 16 (natural armor, 18 when shield equipped)
|Armor Class || 18 (natural armor + DEX +2 (shield equipped))
|-
|-
|Proficiency Bonus || +2
|Proficiency Bonus || +2
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|Survival ||WIS || '''+5'''
|Survival ||WIS || '''+5'''
|-
|-
|alchemist's supplies||untyped|| '''+2'''
|Alchemist's Supplies||untyped|| '''+2'''
|-
|Navigator's Tools||untyped|| '''+2'''
|-
|Vehicles (space)||untyped|| '''+2'''
|}
|}
{{col-break}}
{{col-break}}
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==Languages==
==Languages==
*Common
*Common
*?
*Elvish
*background tools or languages
* Thri-Kreen (face-part chitter)
* telepathy (see race abilities)
 


==Class and Background Abilities==
==Class and Background Abilities==
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**Weapons: Simple weapons,  
**Weapons: Simple weapons,  
*Hunter's Bane: You have advantage on Wisdom (Survival) checks to track fey, fiends, or undead, as well as on Intelligence checks to recall information about such creatures.
*Hunter's Bane: You have advantage on Wisdom (Survival) checks to track fey, fiends, or undead, as well as on Intelligence checks to recall information about such creatures.
*Fighting Style (Archery): You gain a +2 bonus to attack rolls you make with ranged weapons.
*Feat: Crossbow Expert - ignore the loading quality of crossbows with which you are proficient, being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls, when you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding
{{col-end}}
{{col-end}}


==Hemocraft(save DC 13 (8 + PROF + WIS), hemocraft die = 1d4)==
==Hemocraft(save DC 13 (8 + PROF + WIS), hemocraft die = 1d4)==
*Blood Maledict (1 known, 1 use per short or long rest): While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by taking necrotic damage equal to one roll of your hemocraft die. This damage can't be reduced in any way. An amplified curse gains an additional effect, noted in the curse's description. Creatures that do not have blood are immune to blood curses unless you have amplified the curse.
*Blood Maledict (1 known, 2 use per short or long rest): While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by taking necrotic damage equal to one roll of your hemocraft die. This damage can't be reduced in any way. An amplified curse gains an additional effect, noted in the curse's description
**Curse Specialist: You gain an additional use of your Blood Maledict feature. In addition, your blood curses can target any creature, whether it has blood or not.
**Blood Curse of Binding: As a bonus action, you attempt to bind a Large or smaller creature you can see within 30 feet of you, which must make a Strength saving throw. On a failure, the cursed creature's speed is reduced to 0 and it can't use reactions until the end of your next turn.
**Blood Curse of Binding: As a bonus action, you attempt to bind a Large or smaller creature you can see within 30 feet of you, which must make a Strength saving throw. On a failure, the cursed creature's speed is reduced to 0 and it can't use reactions until the end of your next turn.
***Amplify: This curse lasts for 1 minute and can affect any creature regardless of size. The cursed creature can repeat the saving throw at the end of each of its turns, ending the curse on itself on a success.
***Amplify: This curse lasts for 1 minute and can affect any creature regardless of size. The cursed creature can repeat the saving throw at the end of each of its turns, ending the curse on itself on a success.
*Crimson Rite: bonus action to infuses your weapon strikes with elemental energy on one weapon you're holding. The effect of the rite lasts until you finish a short or long rest. When you activate a rite, you take necrotic damage equal to one roll of your hemocraft die. This damage can't be reduced in any way. While the rite is in effect, attacks you make with this weapon are magical, and deal extra damage equal to your hemocraft die of the type determined by the chosen rite. A weapon can hold only one active rite at a time. Other creatures can't gain the benefit of your rite.
**Rite of the Storm: The extra damage dealt by your rite is lightning damage.
**Rite of the Dawn: The extra damage dealt by your rite is radiant damage. Additionally, while that rite is active on your weapon, you gain the following benefits:
***Your weapon sheds bright light out to a range of 20 feet.
***You have resistance to necrotic damage.
***When you hit an undead creature with a weapon for which the Rite of the Dawn is active, you roll an additional hemocraft die when determining the extra damage from the rite.


==Gear==
==Gear==
(taking free start gear, background gear tbd)
if possible depending on background money and chance to sell un-needed armor, also purchase scimitar, daggers, more bolts
===Armor===
===Armor===
*shield
*shield
*studded leather (never worn, sell asap)
===Weapons===
===Weapons===
====Melee Weapons====
====Melee Weapons====
*rapier
*scimitar
*dagger, 2
====Ranged Weapons====
====Ranged Weapons====
*hand crossbow  
*hand crossbow  
*light crossbow
*light crossbow
===Inventory of items===
*so many bolts. piles of bolts everywhere he goes.
===Items of note===
*Acid (Vial)
*Alchemist's Fire (Flask)
*Alchemist's Supplies
*Alchemist's Supplies
*explorer's pack
*backpack
*bag of holding: (probably gonna make us give this back)
**admantine asteroid (definitely gonna make us give this back)
*bedroll
*bullseye lantern
*grappling hook
*holy water, 1 flask
*mess kit
*Potion of Healing (some)
*oil, 5 flasks
*tinderbox
*torches
*traveler's clothes
*rations (10)
*rope, hempen, 2 50 feet lengths
*rope, silk, 1 50 foot length
*waterskin

Latest revision as of 05:01, 1 March 2023

Character Stats
Karoz.jpg
Level 4
Race Thri-Kreen
Class Bloodhunter 4 (Ghost Slayer)
Armor color-changing exoskeleton and shield
Weapon(s) hand crossbow, rapier, scimitar, daggers
Hometown Thri-kreen wildspace

Karoz

Background: wildspacer

Skills

Perception, Stealth, Navigator's tools, vehicles (space)

Feature

Wildspace Adaptation: You gain the Tough feat from the Player's Handbook. In addition, you learned how to adapt to zero gravity. Being weightless doesn't give you disadvantage on any of your melee attack rolls

Traits

embrace the pain

Ideals

kill undead, protect sentients

Bonds

lfg

Flaws

simple, fear of being left alone

Extended Class Background

Attributes

Skills & Abilities

Hemocraft(save DC 13 (8 + PROF + WIS), hemocraft die = 1d4)

  • Blood Maledict (1 known, 2 use per short or long rest): While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by taking necrotic damage equal to one roll of your hemocraft die. This damage can't be reduced in any way. An amplified curse gains an additional effect, noted in the curse's description
    • Curse Specialist: You gain an additional use of your Blood Maledict feature. In addition, your blood curses can target any creature, whether it has blood or not.
    • Blood Curse of Binding: As a bonus action, you attempt to bind a Large or smaller creature you can see within 30 feet of you, which must make a Strength saving throw. On a failure, the cursed creature's speed is reduced to 0 and it can't use reactions until the end of your next turn.
      • Amplify: This curse lasts for 1 minute and can affect any creature regardless of size. The cursed creature can repeat the saving throw at the end of each of its turns, ending the curse on itself on a success.
  • Crimson Rite: bonus action to infuses your weapon strikes with elemental energy on one weapon you're holding. The effect of the rite lasts until you finish a short or long rest. When you activate a rite, you take necrotic damage equal to one roll of your hemocraft die. This damage can't be reduced in any way. While the rite is in effect, attacks you make with this weapon are magical, and deal extra damage equal to your hemocraft die of the type determined by the chosen rite. A weapon can hold only one active rite at a time. Other creatures can't gain the benefit of your rite.
    • Rite of the Storm: The extra damage dealt by your rite is lightning damage.
    • Rite of the Dawn: The extra damage dealt by your rite is radiant damage. Additionally, while that rite is active on your weapon, you gain the following benefits:
      • Your weapon sheds bright light out to a range of 20 feet.
      • You have resistance to necrotic damage.
      • When you hit an undead creature with a weapon for which the Rite of the Dawn is active, you roll an additional hemocraft die when determining the extra damage from the rite.

Gear

Armor

  • shield

Weapons

Melee Weapons

  • rapier
  • scimitar
  • dagger, 2

Ranged Weapons

  • hand crossbow
  • light crossbow
  • so many bolts. piles of bolts everywhere he goes.

Items of note

  • Acid (Vial)
  • Alchemist's Fire (Flask)
  • Alchemist's Supplies
  • backpack
  • bag of holding: (probably gonna make us give this back)
    • admantine asteroid (definitely gonna make us give this back)
  • bedroll
  • bullseye lantern
  • grappling hook
  • holy water, 1 flask
  • mess kit
  • Potion of Healing (some)
  • oil, 5 flasks
  • tinderbox
  • torches
  • traveler's clothes
  • rations (10)
  • rope, hempen, 2 50 feet lengths
  • rope, silk, 1 50 foot length
  • waterskin