Malark Dotsk: Difference between revisions

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!Passive Checks
!Passive Checks
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|HP: 9/9<br/>
|HP: 15/15<br/>
AC: 16<br/>
AC: 16<br/>
|Quarterstaff, Two Handed(+5,1d8+3)
|Quarterstaff, Two Handed(+5,1d8+3)

Revision as of 12:58, 12 August 2015

Acatalepsy's character in Blackbury Troubles.


Character Info

Possible Character Pic: http://img.photobucket.com/albums/v661/telix/Neo%20characters/940048_20080715_screen018.jpg

Backstory

A sailor from the free ship White Tide, traveling to the Great Fair of Sarone for opportunity and adventure.


Race: Half-Elf
Alignment: Chaotic Good
Languages: Common, Elven, Orc
Trait: I never pass up a friendly wager.
Bond: I always thought Captain Varis might have been my father, though he never said anything about it.
Ideal: Freedom. The sea is freedom - the freedom to go anywhere and do anything.
Flaw: Once someone queslions my courage, I never back down no matter how dangerous the situation.

Character Connections

Game Statistics

All directly usable in-game statistics, background, inventory, experience, and game constructs.

Quick Reference

Defenses Attacks Passive Checks
HP: 15/15

AC: 16

Quarterstaff, Two Handed(+5,1d8+3)

Unarmed (+5,1d4+3) Darts (+5,1d4+3)

Wisdom(Perception): +5

Intelligence(Investigation): +0

Background

Sailor Skill Proficiencies: Deception, Insight
Tool Proficiencies: Navigator's Tools, Vehicles (water)
Feature: Ship's Passage

When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. Vou might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.

Vital Stats

Hit Points: 15

Proficiency Bonus: +2
Bonus applies to:

Saves: Strength, Dexterity
Tools: Navigator's Tools, Vehicles (water), Dice Set
Skills: Athletics, Perception, Acrobatics, Stealth, Sleight of Hand, Survival
Weapons: Simple Weapons, Short Swords
Ability Scores
Ability Base Modifier
Strength 10 +0
Dexterity 16 +3
Constitution 12 +1
Intelligence 10 +0
Wisdom 16 +3
Charisma 11 +0

Race: Half-Elf
Alignment: Chaotic Good
Languages: Common, Elven, Orc

Level: 2
Experience: 300/900

Abilities

Unarmored Defense: Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Arts: You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:

You can use Dexterity instead of Strength for the attack and damage rolIs of your unarmed strikes and monk weapons.
You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. When you use the Attack action with an unarmed strike or a monk weapon on your turn you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by short chain or a sickle with a shorter, straighter blade

Current Inventory

Money

Belt Pouch (10 gp)

Misc

Explorer's Pack
Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feel of hempen rape strapped to the side of it.
Silk Rope (50 feet)
Trinket (Glass Orb Filled With Moving Smoke)

Kits Apparel

Common Clothes

Weapons

Belaying Pin (club)
Quarterstaff
10 Darts