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Post by Derek Raines on Mar 3, 2020 22:50:53 GMT -5
With the completion of Book 1, the party is sitting powerful and accomplished at Level 5! Please post your character sheet below so I can see how your hero has progressed. This will also give me a good idea as to how much wealth each character has in actual coin and magic items.
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Post by fenris on Mar 4, 2020 14:44:08 GMT -5
Tobias Digsby Male Human Rogue (5) CG, Medium, Human, Versatile Heritage, HumanoidPerception: +11 (+2 initiative); Languages: Common, Elven Skills: Acrobatics +13, Athletics +7, Deception +13, Diplomacy +10, Intimidation +10, Lore: Engineering +7, Medicine +9, Society +7, Stealth +13, Survival +9, Thievery +13 Str +0, Dex +4, Con +3, Int +0, Wis +2, Cha +3 Items: Leather, Healing Potion (Minor), Tanglefoot Bag (Lesser), Caltrops (2), Climbing Kit, Mirror, Thieves' Tools, Healer's Tools, Ventriloquist's Ring, Adventurer's Pack [backpack, bedroll, two belt pouches, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, and a waterskin] Money: Gold 37, Silver 5, Copper 0 ---------------------- AC 22, Fort +10, Ref +13, Will +11 HP 63 Hero Points: 1 ---------------------- Speed 30 feet Melee +1 Striking Rapier +14 (Deadly d8, Disarm, Finesse), Damage 2d6+4 (P) Melee +1 Returning Dagger +14 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4+4 (P) Battle Medicine: [Prerequisites trained in Medicine: You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds, and restore a corresponding amount of Hit Points; this does not remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.] Nimble Dodge: [Requirements: You are not encumbered. Trigger: A creature targets you with an attack and you can see the attacker. You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.] Quick Draw: You draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike with that weapon. Ventriloquist's Ring: Activate Interact; Frequency once per day; Effect Twisting the ring around your finger allows you to magically throw your voice, with the effects of a ventriloquism spell (DC 19) Sneak Attack: Deals 2d6 extra precision damage to flat-footed creatures. ---------------------- Arcane Innate Spells DC 20, attack +10 Cantrips: Sigil 1st: Fleet Step Additional Feats: Arcane Tattoos (Sigil), Cat Fall, Fleet, Godless Healing, Incredible Initiative, Mobility, Ornate Tattoo (Fleet Step), Pickpocket, Steady Balance, Wary Disarmament Addtional Specials: Deny Advantage, Rogue's Racket (Thief Racket), Sneak Attack, Surprise Attack, Weapon Tricks
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