Bert's Character Sheet: Difference between revisions

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(lean into more nerd than fighter)
m (added some background, fixed a couple errors)
 
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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)==
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**Cantrips: ''Guidance'', ''Word of Radiance''
**Cantrips: ''Guidance'', ''Word of Radiance''
**Level 1 Spell (can be cast 1/day without a slot): ''Guiding Bolt'' OR ''Healing Word''
**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===
*magic is coding. coding is more art than science. magic is the only thing truly worthy of focus and study.
*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.
*
*
===Extended Class Background===


==Attributes==
==Attributes==
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|Survival ||WIS || +1
|Survival ||WIS || +1
|-
|-
|Alchemist's Supplies ||UNTYPED || '''+2'''
|Smith's Tools|| UNTYPED|| '''+2'''
|-
|Smith's Tools|| UNTYPED|| '''+3'''
|-
|-
|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 or ??(background)
*Hakan Gnome (background)




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**Armor: Light armor, medium armor, shields
**Armor: Light armor, medium armor, shields
**Weapons: Simple weapons, Martial weapons
**Weapons: Simple weapons, Martial weapons
**Tools: alchemist's supplies, thieves’ tools, tinker’s tools, smith's 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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*Infusions: 4 known, 2 items can be infused at a time
*Infusions: 4 known, 2 items can be infused at a time
**Enhanced Defense (usually active on equipped shield)
**Enhanced Defense (usually active on equipped shield)
**Mind Sharpener
**Mind Sharpener (if concentration required)
**Replicate Item (Cheating wizard hat if allowed)
**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)
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**Guiding Bolt (VS) (always prepared due to background feat, can be cast 1/long rest without using a slot.
**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====
*Spear (usually infused as Adept Weapon for +1 to hit/damage and returning)
*Javelin (usually infused as Adept Weapon for +1 to hit/damage and returning)
*backup Spear
*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 some of this===
===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 (sell)
*light crossbow and 20 bolts (sell asap)


[[Category:PC Character Sheets]]
[[Category:PC Character Sheets]]

Latest revision as of 07:19, 14 February 2024

Bert

Character Stats
Bert.png
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

Skills & 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)