Bert's Character Sheet: Difference between revisions
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[[Bert]] | [[Bert]] | ||
{{statsbox|bert.png|3|Human(var)|[[Arcane Forge Adept]] [[Artificer]]|scale armor and shield (magically infused +1)|Spear (magically infused +1/return) | some overran/abandoned Flannary city}} | {{statsbox|bert.png|3|Human(var)|[[Arcane Forge Adept]] [[Artificer]]|scale armor and shield (magically infused +1)|Throwing Spear (javelin) (magically infused +1/return) | some overran/abandoned Flannary city}} | ||
==Background: University Trained (from Silverquill Student)== | ==Background: University Trained (from Silverquill Student)== | ||
===Feature=== | ===Feature=== | ||
*Magical Initiate (Cleric) Feat: | *Magical Initiate (Cleric) Feat: | ||
**Cantrips: ''Guidance | **Cantrips: ''Guidance'', ''Word of Radiance'' | ||
**Level 1 Spell (can be cast 1/day without a slot): | **Level 1 Spell (can be cast 1/day without a slot): ''Guiding Bolt'' OR ''Healing Word'' | ||
*Added to spell list: | *Added to spell list: (but not auto-prepared) | ||
**Level 1 Spells: ''Dissonant Whispers'', ''Silvery Barbs''(sub?) | **Level 1 Spells: ''Dissonant Whispers'', ''Silvery Barbs''(sub? if so ''Shield'' would be a great reaction replacement, or ''Comprehend Languages'' is always a great CYA.) | ||
===Traits=== | ===Traits=== | ||
*I always wait before speaking, analyzing the situation for whichever angle is most advantageous to my goals. | *I always wait before speaking, analyzing the situation for whichever angle is most advantageous to my goals. | ||
*No one knows about the all-nighters I've pulled to keep my magic looking effortless, and I'm going to keep it that way. | *No one knows about the all-nighters I've pulled to keep my magic looking effortless, and I'm going to keep it that way. | ||
===Ideals=== | ===Ideals=== | ||
*magical writing is coding. coding is more art than science. | |||
*magic is the only thing truly worthy of focus and study and that study should also include | |||
*i always want to figure out how things work and wanting to always learn more about magic is part of that. | |||
===Bonds=== | ===Bonds=== | ||
*the reason i have remained alive and wish to continue to remain alive is never-ending magical study and experimentation | |||
*mentor | |||
*other debts/burned bridges | |||
===Flaws=== | ===Flaws=== | ||
*probably thinks he's always smartest person in the room and often willing to argue if he thinks someone is wrong especially in magical matters | |||
*probably defaults to being somewhat greedy and miserly, but probably always broke immediately too. | |||
* | |||
==Attributes== | ==Attributes== | ||
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|Dexterity || 14 || +2 || +2 | |Dexterity || 14 || +2 || +2 | ||
|- | |- | ||
|Constitution || 14 || +2 || '''+4'' | |Constitution || 14 || +2 || '''+4''' | ||
|- | |- | ||
|Intelligence || 16 || +3 || '''+5''' | |Intelligence || 16 || +3 || '''+5''' | ||
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|Wisdom || 12|| +1 || +1 | |Wisdom || 12|| +1 || +1 | ||
|- | |- | ||
|Charisma || | |Charisma || 10 || 0 || 0 | ||
|} | |} | ||
{{col-break}} | {{col-break}} | ||
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|Animal Handling||WIS|| +1 | |Animal Handling||WIS|| +1 | ||
|- | |- | ||
|Arcana||INT|| '''+ | |Arcana||INT|| '''+7''' (EXP) | ||
|- | |- | ||
|Athletics||STR|| 0 | |Athletics||STR|| 0 | ||
|- | |- | ||
|Deception||CHA|| | |Deception||CHA|| 0 | ||
|- | |- | ||
|History||INT|| '''+5''' | |History||INT|| '''+5''' | ||
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|Insight||WIS|| '''+3''' | |Insight||WIS|| '''+3''' | ||
|- | |- | ||
|Intimidation ||CHA || | |Intimidation ||CHA || 0 | ||
|- | |- | ||
|Investigation||INT|| + | |Investigation||INT|| '''+5''' | ||
|- | |- | ||
|Medicine||WIS|| +1 | |Medicine||WIS|| +1 | ||
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|Perception ||WIS|| '''+3''' | |Perception ||WIS|| '''+3''' | ||
|- | |- | ||
|Performance||CHA || | |Performance||CHA || 0 | ||
|- | |- | ||
|Persuasion||CHA || '''+ | |Persuasion||CHA || '''+2''' | ||
|- | |- | ||
|Religion||INT|| +3 | |Religion||INT|| +3 | ||
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|Survival ||WIS || +1 | |Survival ||WIS || +1 | ||
|- | |- | ||
|Smith's Tools|| UNTYPED|| '''+2''' | |||
|Smith's Tools|| UNTYPED|| '''+ | |||
|- | |- | ||
|Thieves' Tools ||UNTYPED || '''+2''' | |Thieves' Tools ||UNTYPED || '''+2''' | ||
|- | |- | ||
|Tinker's Tools ||UNTYPED || '''+2''' | |Tinker's Tools ||UNTYPED || '''+2''' | ||
|- | |||
|Woodcarver's Tools||UNTYPED || '''+2''' | |||
|} | |} | ||
{{col-break}} | {{col-break}} | ||
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==Languages== | ==Languages== | ||
*Ubrekti (common) | *Ubrekti (common) | ||
*Flannari(origin) | *Flannari (origin) | ||
*Fresian(human bonus) | *Ancient Ubrekti or some other wacky out there one or else Petaran or Fresian for proximity(human bonus) | ||
*Dwarven(background) | *Gilden Dwarven (background) | ||
*Gnome | *Hakan Gnome (background) | ||
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===Race Abilities=== | ===Race Abilities=== | ||
*Skill Proficiency: Insight (WIS) - while not a great communicator Bert is somewhat skilled in reading others. | *Skill Proficiency: Insight (WIS) - while not a great communicator Bert is somewhat skilled in reading others. | ||
*Racial Feat: | *Racial Feat: Skill Expert (+1 INT, Perception proficiency, Arcana expertise.) | ||
==Class Abilities== | ==Class Abilities== | ||
*Proficiencies | *Proficiencies | ||
**Armor: Light armor, medium armor, shields | **Armor: Light armor, medium armor, shields | ||
**Weapons: Simple weapons, Martial weapons | **Weapons: Simple weapons, Martial weapons | ||
**Tools: | **Tools: | ||
***thieves’ tools: a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. | |||
****History: Your knowledge of traps grants you insight when answering questions about locations that are renowned for their traps. | |||
****Investigation and Perception: You gain additional insight when looking for traps, because you have learned a variety of common signs that betray their presence. | |||
****Set a Trap: Just as you can disable traps, you can also set them. As part of a short rest, you can create a trap using items you have on hand. The total of your check becomes the DC for someone else's attempt to discover or disable the trap. The trap deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or damage equal to half the total of your check, whichever the DM deems appropriate. | |||
***tinker’s tools: a variety of hand tools, thread, needles, a whetstone, scraps of cloth and leather, and a small pot of glue. | |||
****History: You can determine the age and origin of objects, even if you have only a few pieces remaining from the original. | |||
****Investigation; When you inspect a damaged object, you gain knowledge of how it was damaged and how long ago. | |||
****Repair: You can restore 10 hit points to a damaged object for each hour of work. For any object, you need access to the raw materials required to repair it. For metal objects, you need access to an open flame hot enough to make the metal pliable. | |||
***smith's tools: hammers, tongs, charcoal, rags, and a whetstone. | |||
****Arcana and History: Your expertise lends you additional insight when examining metal objects, such as weapons. | |||
****Investigation: You can spot clues and make deductions that others might overlook when an investigation involves armor, weapons, or other metalwork. | |||
****Repair: With access to your tools and an open flame hot enough to make metal pliable, you can restore 10 hit points to a damaged metal object for each hour of work. | |||
***woodcarver's tools: a knife, a gouge, and a small saw. | |||
****Arcana, History: Your expertise lends you additional insight when you examine wooden objects, such as figurines or arrows. | |||
****Nature: Your knowledge of wooden objects gives you some added insight when you examine trees. | |||
****Repair: As part of a short rest, you can repair a single damaged wooden object. | |||
****Craft Arrows: As part of a short rest, you can craft up to five arrows or 1 Javelin. As part of a long rest, you can craft up to twenty arrows or 3 Javelins. You must have enough wood on hand to produce them. | |||
*Magical Tinkering: invest a spark of magic into mundane objects. The chosen property lasts indefinitely. As an action, you can touch the object and end the property early. You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is '''3''' (INT mod). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice: | *Magical Tinkering: invest a spark of magic into mundane objects. The chosen property lasts indefinitely. As an action, you can touch the object and end the property early. You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is '''3''' (INT mod). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice: | ||
**The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet. | **The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet. | ||
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**A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like. | **A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like. | ||
*Infusions: 4 known, 2 items can be infused at a time | *Infusions: 4 known, 2 items can be infused at a time | ||
**Enhanced Defense | **Enhanced Defense (usually active on equipped shield) | ||
** | **Mind Sharpener (if concentration required) | ||
** | **Replicate Item (cheating Wizard Hat if allowed) | ||
**Replicate Magic Item(JUG!) | **Replicate Magic Item (JUG!) | ||
*Ritual Casting (Spell must be prepared) | *Ritual Casting (Spell must be prepared) | ||
*The Right Tool for the Job: At 3rd level, you learn how to produce exactly the tool you need: with tinker's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are non-magical, and they vanish when you use this feature again. | *The Right Tool for the Job: At 3rd level, you learn how to produce exactly the tool you need: with tinker's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are non-magical, and they vanish when you use this feature again. | ||
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*Cantrips (2 known) | *Cantrips (2 known) | ||
**Firebolt (VS) | **Firebolt (VS) | ||
**Guidance (Concentration, VS) | |||
**Mending (VSM) | **Mending (VSM) | ||
**Word of Radiance (VM) | **Word of Radiance (VM) | ||
*Level 1 (all known, can prepare 4/day of any level) | *Level 1 (all known, can prepare 4/day of any level) | ||
**Armor of Agathys (VSM) (always prepared due to subclass) | **Armor of Agathys (VSM) (always prepared due to subclass) | ||
**Guiding Bolt (VS) (always prepared due to background feat, can be cast 1/long rest without using a slot. | |||
**Shield of Faith (Bonus, Concentration, VS) (always prepared due to subclass) | **Shield of Faith (Bonus, Concentration, VS) (always prepared due to subclass) | ||
==Gear== | ==Gear== | ||
===Armor=== | ===Armor=== | ||
*Scale Armor | *Scale Armor (unless given as part of a job, probably pretty bad and clearly 2nd hand repaired gear.) | ||
*Shield (usually infused with enhanced defense for +1 AC) | *Shield (usually infused with enhanced defense for +1 AC, the interior side is completely covered in magic runes describing several contingencies and magical abilities) | ||
===Weapons=== | ===Weapons=== | ||
====Melee and Weapons==== | ====Melee and Weapons==== | ||
* | *Javelin (usually infused as Adept Weapon for +1 to hit/damage and returning) | ||
*backup | *backup javelin | ||
*a few sticks that can be carved into javelins (always be picking up good sticks) | |||
===Inventory of items (purchased shield, but need to sell | ===Inventory of items (purchased shield, but need to sell crossbow and tinderbox and get thieves tools or other always needed tools=== | ||
*bottle of black ink | *bottle of black ink | ||
*ink pen | *ink pen | ||
*book of poetry | *book of poetry (about the beauty of magic) | ||
*school uniform | *school uniform | ||
*pouch containing 5 gp | *pouch containing 5 gp (originally 15pg, but -10 gp to buy a shield) | ||
*thieves' tools | *thieves' tools | ||
*backpack | *backpack | ||
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*10 pitons | *10 pitons | ||
*10 torches | *10 torches | ||
*a tinderbox | *a tinderbox (sell asap) | ||
*10 days of rations | *10 days of rations | ||
*a waterskin | *a waterskin | ||
*50 feet of hempen rope | *50 feet of hempen rope | ||
*light crossbow and 20 bolts | *light crossbow and 20 bolts (sell asap) | ||
[[Category:PC Character Sheets]] | [[Category:PC Character Sheets]] |
Latest revision as of 04:00, 16 September 2024
Level | 3 |
Race | Human(var) |
Class | Arcane Forge Adept Artificer |
Armor | scale armor and shield (magically infused +1) |
Weapon(s) | Throwing Spear (javelin) (magically infused +1/return) |
Hometown | some overran/abandoned Flannary city |
Background: University Trained (from Silverquill Student)
Feature
- Magical Initiate (Cleric) Feat:
- Cantrips: Guidance, Word of Radiance
- Level 1 Spell (can be cast 1/day without a slot): Guiding Bolt OR Healing Word
- Added to spell list: (but not auto-prepared)
- Level 1 Spells: Dissonant Whispers, Silvery Barbs(sub? if so Shield would be a great reaction replacement, or Comprehend Languages is always a great CYA.)
Traits
- I always wait before speaking, analyzing the situation for whichever angle is most advantageous to my goals.
- No one knows about the all-nighters I've pulled to keep my magic looking effortless, and I'm going to keep it that way.
Ideals
- magical writing is coding. coding is more art than science.
- magic is the only thing truly worthy of focus and study and that study should also include
- i always want to figure out how things work and wanting to always learn more about magic is part of that.
Bonds
- the reason i have remained alive and wish to continue to remain alive is never-ending magical study and experimentation
- mentor
- other debts/burned bridges
Flaws
- probably thinks he's always smartest person in the room and often willing to argue if he thinks someone is wrong especially in magical matters
- probably defaults to being somewhat greedy and miserly, but probably always broke immediately too.
Attributes
|
Secondary Attributes
|
Skills & Abilities
|
Languages
Class and Background AbilitiesRace Abilities
Class Abilities
|
Spellcasting
- Ability: Int, Spell Save DC: 13, Spell Attack Bonus: +5
- Spell Slots(refresh on long rest): 1st - 3
Artificer
- Cantrips (2 known)
- Firebolt (VS)
- Guidance (Concentration, VS)
- Mending (VSM)
- Word of Radiance (VM)
- Level 1 (all known, can prepare 4/day of any level)
- Armor of Agathys (VSM) (always prepared due to subclass)
- Guiding Bolt (VS) (always prepared due to background feat, can be cast 1/long rest without using a slot.
- Shield of Faith (Bonus, Concentration, VS) (always prepared due to subclass)
Gear
Armor
- Scale Armor (unless given as part of a job, probably pretty bad and clearly 2nd hand repaired gear.)
- Shield (usually infused with enhanced defense for +1 AC, the interior side is completely covered in magic runes describing several contingencies and magical abilities)
Weapons
Melee and Weapons
- Javelin (usually infused as Adept Weapon for +1 to hit/damage and returning)
- backup javelin
- a few sticks that can be carved into javelins (always be picking up good sticks)
Inventory of items (purchased shield, but need to sell crossbow and tinderbox and get thieves tools or other always needed tools
- bottle of black ink
- ink pen
- book of poetry (about the beauty of magic)
- school uniform
- pouch containing 5 gp (originally 15pg, but -10 gp to buy a shield)
- thieves' tools
- backpack
- crowbar
- hammer
- 10 pitons
- 10 torches
- a tinderbox (sell asap)
- 10 days of rations
- a waterskin
- 50 feet of hempen rope
- light crossbow and 20 bolts (sell asap)