Stekk

[SERPENT KING] char 5

Oct 22nd, 2020 (edited)
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  1. NAME: Toki
  2.  
  3. BACKGROUND: Fey-Touched AGE: who knows, man
  4. CLASS: Barbarian 3 GENDER: Male
  5. RACE: Tortle HEIGHT:6'3"
  6. ALIGNMENT: LAWFUL NEUTRAL WEIGHT: 486lbs
  7. LANGUAGES: Aquan, Common, Umbral STATUS: 4
  8. LIFESTYLE: MODEST
  9. PROFICIENCIES: Pan-flute
  10.  
  11. HP: 23 MOVEMENT: 30ft
  12. AC: 17 DARKVISION: 0
  13. PROF. BONUS: +2 SIZE: Medium
  14. INITIATIVE: 1d20 HIT DICE: 1d12
  15.  
  16.  
  17. EQUIPMENT
  18. -Greataxe (30gp, 7lb) -4 javelins (8lbs) -Backpack (2gp, 5lbs)
  19. -10 Torches (5cp, 10lbs) -Waterskin (2sp, 5lbs) -50 ft rope (1 gp, 10 lbs)
  20. -1 ration (10sp, 2lbs) -2 magic leystone glowstones -Maul
  21. -Healing Potion - -
  22. - - -
  23. - -
  24.  
  25.  
  26. ITEMS BACK HOME
  27. -0 Javelins
  28. -FROG SEAT - A single dose can be applied to armor over five minutes, and when done will remove disadvantage on Stealth checks because of the armor for 1 hour. You don't need proficiency in a herbalism kit, but you do need the kit itself for this. Can also help with aching joints, apparently.
  29.  
  30.  
  31.  
  32. CARRY CAPACITY: 102/170 Max
  33. CARRY WEIGHT: 39lbs
  34. Coffer: 20gp
  35. XP WEALTH: 15gp
  36. EXPERIENCE: 600
  37.  
  38.  
  39. ABILITY SCORES [Rolled: 15, 11, 13, 9, 15, 10]
  40. STR: 17 (+3)
  41. DEX: 11 (+0)
  42. CON: 13 (+1)
  43. INT: 9 (-1)
  44. WIS: 16 (+3)
  45. CHA: 10 (+0)
  46.  
  47.  
  48. WEAPON ATTACK ROLLS
  49. CLAW - 1d20+5
  50. GREATAXE - 1d20+5
  51.  
  52. DAMAGE ROLLS
  53. CLAW - 1d4+3 s
  54. GREATAXE - 1d12+3 s
  55.  
  56. WEAPON TRAIT
  57. ~Battleaxes & Greataxes~
  58. Whenever you attack with advantage and hit, you can choose a creature within reach that is adjacent to the target. If both rolls would also hit that creature, you can deal damage equal to the weapon damage die result rolled to it.
  59.  
  60. Additionally, your crit range is expanded by 1 when using these weapons.
  61.  
  62.  
  63.  
  64.  
  65. SKILL ROLLS
  66. [DEX] Acrobatics: d20+0
  67. [WIS] Animal Handling: d20+3
  68. [INT] Arcana: d20-1
  69. [STR] Athletics*: d20+6
  70. [CHA] Deception*: d20+2
  71. [INT] History*: d20+1
  72. [WIS] Insight: d20+3
  73. [CHA] Intimidation: d20+0
  74. [INT] Investigation: d20-1
  75. [WIS] Medicine: d20+3
  76. [INT] Nature: d20-1
  77. [WIS] Perception*: d20+5
  78. [CHA] Performance*: d20+2
  79. [CHA] Persuasion*: d20+2
  80. [INT] Religion: d20-1
  81. [DEX] Sleight of Hand: d20+0
  82. [DEX] Stealth: d20+0
  83. [WIS] Survival*: d20+5
  84.  
  85. SAVING THROWS
  86. STR*: d20+5
  87. DEX: d20+0
  88. CON*: d20+3
  89. INT: d20-1
  90. WIS: d20+3
  91. CHA: d20+0
  92.  
  93. RACE FEATURES
  94. --Claws--
  95. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of bludgeoning damage normal for an unarmed strike.
  96.  
  97. --Hold Breath--
  98. You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.
  99.  
  100. --Natural Armor--
  101. Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.
  102.  
  103. --Shell Defense--
  104. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.
  105.  
  106.  
  107. BACKGROUND FEATURES
  108. --Gleam of Glamour--
  109. The mark of the fey upon you has opened your eyes to the world that lurks beneath what most people see and hear.
  110. When you are near a ley line, a shadow or fey road, or an active portal, you feel its presence: your hair stands on
  111. end, ethereal music plays for you alone, odors waft on an unfelt breeze, or some other vague sensation alerts you
  112. that you’re in the vicinity of such a phenomenon. The pulse of fey magic within you can sometimes reach
  113. out, usually when your emotions are strongest. If you revel and enjoy yourself, others are likely to want to join
  114. in and have their spirits lifted. When you are angry, those around you feel it like a wave of heat pricking their skin.
  115.  
  116. CLASS FEATURES
  117. --Rage--
  118. In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
  119. While raging, you gain the following benefits if you aren't wearing heavy armor:
  120. -You have advantage on Strength checks and Strength saving throws.
  121. -When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you
  122. level.
  123. -You have resistance to bludgeoning, piercing, and slashing damage.
  124. If you are able to cast spells, you can't cast them or concentrate on them while raging.
  125. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
  126. Once you have raged the maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.
  127.  
  128. --Danger Sense--
  129. At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.
  130.  
  131. --Reckless Attack--
  132. Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
  133.  
  134. --Oral Tradition--
  135. When you adopt this path at 3rd level, you gain proficiency in History and Performance. If you already have proficiency in one of these skills, your proficiency bonus is doubled for ability checks you make using that skill.
  136.  
  137. --Battle Fervor--
  138. Starting when you choose this path at 3rd level, when you enter a rage as a bonus action, you can expend one additional daily use of rage to allow up to three willing creatures within 30 feet to enter a rage as well. The creatures must be able to see and hear you. Creatures affected by this feature gain the same benefits and restrictions you do when you enter a rage.
  139.  
  140. Battle fervor lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you either haven’t attacked a hostile creature since your last turn or have taken damage since then. You can also end battle fervor on your turn as a
  141. bonus action.
  142.  
  143.  
  144. FEATS
  145. --insert cock--
  146.  
  147.  
  148. BACKSTORY
  149. Trait: Sometimes I’m too brave for my own good.
  150. I don’t like to enter someone’s home uninvited.
  151. Bond: I look for other people like me so I can help them understand the truth.
  152. Ideal: I was shown mercy when I needed it most, and I will spread that boon across the world. (Good)
  153. I give my word rarely, but when I do, it’s ironclad. (Lawful)
  154. Flaw: Someone knows about my past, and they’re hunting me.
  155.  
  156.  
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