Karoz's Character Sheet: Difference between revisions

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===Secondary Attributes===
===Secondary Attributes===
{|
{|
|Hit Points || '''12''' (Level 1: 10 + 2 CON)
|Hit Points || '''14''' (Level 1: 10 + 2 CON + Tough)
|-
|-
|Armor Class || 16 (natural armor, 18 when shield equipped)
|Armor Class || 16 (natural armor + DEX, 18 when shield equipped)
|-
|-
|Proficiency Bonus || +2
|Proficiency Bonus || +2

Revision as of 06:19, 3 September 2022

Character Stats
Karoz.jpg
Level 1
Race Thri-Kreen
Class Bloodhunter 1 (eventually into Ghost Slayer)
Armor exoskeleton and shield
Weapon(s) crossbow, 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

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, 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 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.

Gear

5 CP

Armor

  • shield

Weapons

Melee Weapons

  • rapier

Ranged Weapons

  • hand crossbow
  • light crossbow
  • 20 bolts

Inventory of items

  • Alchemist's Supplies
  • backpack
  • bedroll
  • grappling hook
  • mess kit
  • tinderbox
  • torches
  • traveler's clothes
  • rations (10)
  • waterskin
  • 2x50 feet lengths of hempen rope