Sei sulla pagina 1di 7

YOUR TEAM

2 humans, 1 weretouched/shifter, and 1 half-elf


You are all fighter class oriented, but differ greatly from each other. It is almost like in college,
where you all majored in Fighting and you minor something else.

Player: Isaac
PC: Oaken Cane, Race: Human
Major: Fighter
Minor: Monster Hunter Rogue Skills
Player: Kensie
PC: Chavaleia Daggerheed, Race: Half-Elf
Major: Fighter
Minor: Gypsy Rogue Skills
Player: Jesse
PC: Mondo Griswold, Race: Weretouched/Shifter
Major: Fighter
Minor: Shifter Skills
Player: Amy
PC: Doctor Lobotomy, Race: Human, with elf
Major: Fighter
Minor: Mad Doctor Skills

OAKEN CANES EQUIPMENT:


Oaken Canes Equipment:
Weapons/
- Medium (Gothic) Halberd
- 3 Small Daggers
- Shortbow + Arrows
- 2 (medium) Handaxes
- Medium Club Bludgeoning
Armor/
- Leather Armor (Light Armor) Medium sized, 10 gp (+2 Armor
Bonus)
Healing/
- Medical Kit (10 uses)
- 1 healing salve (worth +2 HP in battle when applied, +4 HP out)
Miscellaneous/
- Note written on parchment:
- "Sjek tobor majakic wux sotiri, xurwk majakicnade

Dungeoneers Pack (12 gp): Includes a backpack, a crow bar, a


hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations,
and a water skin. The pack also has 50 feet of hempen rope
strapped to the side of it.

Descriptions
Halberd 2-Handed - (Gothic) (combined spear and battle axe)
Medium, 10gp, (1d10 piercing/slashing damage), Martial TwoHanded Melee
You can use a halberd to make trip attacks. If you are tripped during
your own trip attempt, you can drop the halberd to avoid being tripped.
A halberd does either piercing or slashing damage (players choice at
time of attack).
If you use a ready action to set a halberd against a charge, you deal
double damage on a successful hit against a charging character.
Handaxe
(medium) 6gp, slashing, (1d6) Martial Light Melee
Club
(Medium) Bludgeoning 1d6, Simple One-Handed Thrown Melee
Shortbow
Large, 1d8 (60gp), Piercing, 60ft range increment, Martial TwoHanded Projectile
Description: You need at least two hands to use a bow, regardless of its
size. You can use a shortbow while mounted. If you have a penalty for
low Strength, apply it to damage rolls when you use a shortbow. If you
have a bonus for high Strength, you can apply it to damage rolls when
you use a composite shortbow but not a regular shortbow.
Small Dagger
Small, 1d3 (throw a d6 and divide in half, round up) 2 gp,
Simple Light Thrown Melee
You get a +2 bonus on Sleight of Hand checks made to conceal a
dagger on your body. A dagger does either piercing or slashing damage
(players choice at time of attack).

Slight of Hand: A DC 10 Sleight of Hand check (roll D20), the opposing


player may do a spot check (D20).
Healers Kit (5gp, 10 uses)
This kit is a leather pouch containing bandages, salves, and splints.
The kit has ten uses. As an action, you can expend one use of the kit to
stabilize (make conscious) a creature that has 0 hit points or less,
without needing to make a Wisdom (Medicine) check.

OAKEN CANES CHARACTER


INFO
Name: Isaac
Character Name: Oaken Cane
Background: Monster Hunter
Race: Human
Class: Fighter (some rogue traits)
Alignment: Chaotic Good

Fighter Class Chart (with a bit of rogue)


Level
1st
2nd
3rd
4th
5th

Proficiency
Bonus
+2
+2
+2
+2
+3

6th
7th

+3
+3

8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th

+3
+4
+4
+4
+4
+5
+5
+5
+5
+6
+6
+6
+6

Features
Fighting Style, Second Wind
Action Surge (one use)
Martial Archetype: CHAMPION
Ability Score Improvement
Uncanny Dodge (once before long rest), Extra
Attack, Partial Blindsense
Ability Score Improvement
Close Call (once before long rest), Martial
Archetype feature from: CHAMPION
Ability Score Improvement
Hunter's Concealment, Indomitable (one use)
Martial Archetype feature from: CHAMPION
Hunters Pounce, Extra Attack (2)
Ability Score Improvement
Indomitable (two uses)
Ability Score Improvement, Blindsense
Martial Archetype feature from: CHAMPION
Ability Score Improvement
Action Surge (two uses), Indomitable (three uses)
Martial Archetype feature from: CHAMPION
Ability Score Improvement
Extra Attack (3)

Ability Score Increase (character driven).

NOTE: Your Strength score increases by 2 instead of 1, (during


character creation).

The Monster Hunter


Darkvision
Accustomed to twilit forests and the nightsky while on the hunt, you
have superior vision in dark and dim conditions. You can see in dim
light within 60 feet of you as if it were bright light, and in darkness as if
it were dim light. You cant discern color in darkness, only shades of
gray.
Hunter's Stamina:
A monster hunter has gained improved endurance and stamina due to
his time in the wilderness, granting him a +2 constitution (during
character creation). He also has an immunity to poisons and nonmagical/non-supernatural diseases, and immunity to paralysis,
stunning, fatigue, and exhaustion.
Hunter's Sense
A monster hunter has the profound ability to sense and track creatures
with incredible skill. +4 is made to listen checks, +4 to track, and +4
to spot checks.
Hunter's Concealment:
At Ninth level, you may as a full-round action choose to jump out of
combat a distance of 5ft x Strength modifier, if you do you are not
considered to be in the encounter and enemies cannot target you,
gaining Total-Concealment. This effect ends the second you make an
attack against an enemy, and you are considered back in combat and
are able to be attacked.
Hunter's Pounce:
At Eleventh level, while under the effects of Hunter's Prowl you may as
a move action make an attack that starts a Surprise Round, deals 2d8
extra damage, and the target is knocked prone (unless they pass a
balance save of DC10 + their dex modifier, vs your DC + str modifier).

Bit of Rogue
Got a bit of rogue in him, the boy does.
Rogue/Blindsense
Starting at the 5th level you have partial skill in Blindsense, if you are
able to hear, you are aware of the location of any hidden or invisible

creature within 10 feet of you. Once you use this feature, you
cant use it again until you finish a long rest. (The ability gets
foggy, and your ears arent as sharp).
At 14th level, you have honed the skill and can use it unlimitedly.
Hybrid of Rogue/Close Call
At 7th level, you have an uncanny knack for succeeding when you
need to. If your attack misses a target within range, you can turn the
miss into a hit. Alternatively, if you fail an ability check, you can treat
the d20 roll as a 10. Once you use this feature, you cant use it
again until you finish a long rest.
Hybrid of Rogue/Uncanny Dodge
Starting at 5th level, when an attacker that you can see hits you with
an attack, you can use your reaction to halve the attacks damage
against you. Once you use this feature, you cant use it again
until you finish a long rest.

LEVELING UP (Editing your Character


Sheet)
1. Look at your Fighter Class chart, it will show you when to level
up your proficiency bonus. When this happens, all your skills
that youre proficient in will change with the addition of that
new bonus. Fill these new numbers in on your new
Character Sheet.
2. You always level up your hit points at each level, by your classs
hit die (see Hit Points (Fighter Class) below for more details)
Fill this new number in on your new Character Sheet.
3. Add any new features (such as second wind). Fill these new
features in in on your new Character Sheet.
4. Add any new Advanced Skill and Advanced Skill Slots. Fill these
new items in on your new Character Sheet.
5. Sometimes you get to add a Martial archetype feature from
the section Champion. Fill this new item in on your new
Character Sheet.

Hit Points (Fighter Class)


Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier
per fighter level after 1st

YOU ARE CLASS: FIGHTER+


Well-rounded Specialists
Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a
rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some
degree of skill. Likewise, a fighter is adept with shields and every form of armor.
Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat.
Some concentrate on archery, some on fighting with two weapons at once, and some on
augmenting their martial skills with magic. This combination of broad general ability and
extensive specialization makes fighters superior combatants on battlefields and in dungeons
alike.

Martial Archetype: CHAMPION


The archetypal Champion focuses on the development of raw physical power honed to deadly
perfection. Those who model themselves on this archetype combine rigorous training with
physical excellence to deal devastating blows.

Improved Critical

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit
on a roll of 19 or 20. (as opposed to only being able to crit hit on 20). Critical hits double your
damage attack roll.

Remarkable Athlete

Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength,
Dexterity, or Constitution check you make that doesnt already use your proficiency bonus.
In addition, when you make a running long jump, the distance you can cover increases by a
number of feet equal to your Strength modifier.

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

Superior Critical

Starting at 15th level, your weapon attacks score a critical hit on a roll of 1820.

Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns,
you regain hit points equal to 5 + your Constitution modifier if you have no more than half of
your hit points left. You dont gain this benefit if you have 0 hit points. Note: Weretouched
creatures, when in beast mode, dont get both proficiency bonus added as your HP each round
AND this Survivor feature. Pick one or the other during battle.

Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options.
You cant take a Fighting Style option more than once, even if you later get to choose again.

Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense
While you are wearing armor, you gain a +1 bonus to AC.

Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2
bonus to damage rolls with that weapon.

Great Weapon Fighting


When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you
are wielding with two hands, you can reroll the die and must use the new roll, even if the new

roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain
this benefit.

Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you
can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of
the second attack.

Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your
turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your
turn, you can take one additional action on top of your regular action and a possible bonus
action.
Once you use this feature, you must finish a short or long rest before you can use it again.
Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Ability Score Improvement


When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can
increase one ability score of your choice by 2, or you can increase two ability scores of your
choice by 1. As normal, you cant increase an ability score above 20 using this feature.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack
action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four
when you reach 20th level in this class.

Indomitable
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use
the new roll, and you cant use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times
between long rests starting at 17th level.

Potrebbero piacerti anche