Talk:Beldon's Character Sheet: Difference between revisions
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*Fighter, so you can buy that stupid lance you made me make. [[User:Detarame|Detarame]] ([[User talk:Detarame|talk]]) 03:50, 19 May 2019 (UTC) | *Fighter, so you can buy that stupid lance you made me make. [[User:Detarame|Detarame]] ([[User talk:Detarame|talk]]) 03:50, 19 May 2019 (UTC) | ||
==Pepper as a Sidekick== | |||
What I'm shoving here are the stats Pepper might have with various numbers of sidekick levels, as presented in the UA [https://media.wizards.com/2018/dnd/downloads/UA_Sidekicks.pdf here]. Ultimately whether Pepper even gets access to a sidekick class is not even known to be decided yet, I'm just putting the numbers down because it was fun. --[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]]) 22:44, 15 July 2019 (UTC) | |||
*Sidekick Level 1: Warrior (only available option, since Pepper doesn't have a language) | |||
** Hit Die: 2d8 + Con (11 total) | |||
** Proficiency bonus: +2 (this is unchanged, it just shows a baseline for calculation) | |||
** Bonus proficiencies: One out of (Strength/Dexterity/Constitution), three out of (Acrobatics/Animal Handling/Athletics/Intimidation/Nature/Perception/Survival) | |||
*** Pepper already has proficiency in Perception, based on the Mastiff statblock. Athletics, Acrobatics, Intimidation seem like things a dog could do. Nature and Survival aren't out of line. | |||
*** Dexterity saves are an obvious choice for AoE survival. | |||
** Second Wind (1 use) | |||
*Sidekick Level 2: | |||
** Hit Die: 3d8 + Con (16 total) | |||
** Danger Sense | |||
*Sidekick Level 3: | |||
** Hit Die: 4d8 + Con (21 total) | |||
** Improved Critical | |||
*Sidekick Level 4: | |||
** Hit Die: 5d8 + Con (26 total) | |||
** ASI (str to 16, adding 1 to attack bonus and 1 to damage, or con to 14, adding 4 hit points) | |||
*Sidekick Level 5: | |||
** Hit Die: 6g8 + Con (31 total) | |||
** Proficiency bonus: +3 | |||
** Extra Attack |
Revision as of 22:44, 15 July 2019
option 1: fighter 1
- fighting style: defense
- second wind
- proficiency: shield, martial weapons (lance, light crossbow, whip, scimitar/shortsword)
- AC +3 (18)
- HP +8 (32)
option 2: bard 4
- feat: mounted combat
- second level spells +1 (3)
- spells known +1 (7)
- AC +0 (15)
- HP +7 (31)
- Fighter, so you can buy that stupid lance you made me make. Detarame (talk) 03:50, 19 May 2019 (UTC)
Pepper as a Sidekick
What I'm shoving here are the stats Pepper might have with various numbers of sidekick levels, as presented in the UA here. Ultimately whether Pepper even gets access to a sidekick class is not even known to be decided yet, I'm just putting the numbers down because it was fun. --slitherrr (talk) 22:44, 15 July 2019 (UTC)
- Sidekick Level 1: Warrior (only available option, since Pepper doesn't have a language)
- Hit Die: 2d8 + Con (11 total)
- Proficiency bonus: +2 (this is unchanged, it just shows a baseline for calculation)
- Bonus proficiencies: One out of (Strength/Dexterity/Constitution), three out of (Acrobatics/Animal Handling/Athletics/Intimidation/Nature/Perception/Survival)
- Pepper already has proficiency in Perception, based on the Mastiff statblock. Athletics, Acrobatics, Intimidation seem like things a dog could do. Nature and Survival aren't out of line.
- Dexterity saves are an obvious choice for AoE survival.
- Second Wind (1 use)
- Sidekick Level 2:
- Hit Die: 3d8 + Con (16 total)
- Danger Sense
- Sidekick Level 3:
- Hit Die: 4d8 + Con (21 total)
- Improved Critical
- Sidekick Level 4:
- Hit Die: 5d8 + Con (26 total)
- ASI (str to 16, adding 1 to attack bonus and 1 to damage, or con to 14, adding 4 hit points)
- Sidekick Level 5:
- Hit Die: 6g8 + Con (31 total)
- Proficiency bonus: +3
- Extra Attack