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Iosefka, Spell-less Ranger/Fighter

Apr 1st, 2017 (edited)
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  1. HP: 78
  2. AC: 22 with Arclight Knife, 20 without
  3. Proficiency bonus: +5
  4. Movement: 30 ft per turn
  5.  
  6. Wealth: ???
  7.  
  8. ==WEAPONS==
  9. Arclight Fighting Knife [4 lbs],
  10. Iron Star Duster [2 x 5 lbs]
  11. SPECIAL BEAM CANNON [12 lbs, 1/5 uses, recharges every 12 hours],
  12. Starshrike (10 lbs)
  13. Witching Sword (12 lbs)
  14. Merekax Caliph Revolver (6 lbs)
  15.  
  16. ==ARMOR==
  17. Ennesec Suit [8 lbs]
  18.  
  19. ==AMMO & CONSUMABLES==
  20. --PISTOL/RIFLE/REVOLVER--
  21. 88 standard bullets [1 lb per 40, 3.6 lbs],
  22. 0 threaded iron bullets (+1 to attack and damage),
  23. 11 explosive bullets (Fire) [1 lb per 20, 1.75 lbs],
  24. 1 High Function bullets,
  25. 0 primitive Arclight slugs (Radiant),
  26. 0 Yerefine Fusion Slug (High Function Thunder),
  27. 9 Tracer rounds
  28.  
  29. --BOW--
  30. 29 arrows [1 lb per 20, 1.45 lbs]
  31.  
  32. --NIGHTBORN CANNON--
  33. 1 shell loaded, 4 shells on deck
  34.  
  35. --CONSUMABLES--
  36. 0 iron-bound grenade,
  37. 0 Orcish HE grenade (DC 18 DEX save for half damage vs 8d6 fire + 3d6 thunder, 90ft range, 20ft radius)
  38. 0 Iron Star Grenade (DC 17 DEX save for half damage vs 14d6 Force damage + an additional 8d8 Force damage versus Constructs, Structures, and "Armored" targets in 30ft) [2 lbs]
  39. 0 Iron Star Gravity Grenade (DC 19 STR save for being sucked to the origin of the grenade and 4d6 Force damage + an additional DC 15 DEX save vs 4d6 Bludgeoning damage for colliding units) [2 lbs]
  40. 5 rations,
  41. 1 Golden Valencia ration (2d12+7 healing when eaten),
  42. 0 HFR vials [Potion, action to use, heals 6d8+4]
  43. 1 blue vials [Potion, action to use, heals d10+4]
  44. 1 bottle of alcohol (3 lbs)
  45. 1 flask of wine
  46.  
  47. ==MISCELLANEOUS==
  48. FINE CLOTHES!!!!!!! (sleeve torn off),
  49. playing card set,
  50. Gunsmithing kit
  51. Book of the Prime Realm (3 lbs)
  52. 29 coffee beans
  53. 18 empty casings [1 lb per 80]
  54.  
  55. ==INVENTORY HISTORY==
  56. ROPE [44 ft] (used to hang corpse at New Throne of Magic),
  57. ROPE [44 ft] (used to hang corpse at New Throne of Magic),
  58. ROPE [40 ft] (used to make flimsy rope trap at the University),
  59. Starlight Battalion (rifle, 22 lbs) (stored at Throne of Magic),
  60. Starlight Battalion (bayonet, 4 lbs) (stored at Throne of Magic),
  61. 4 flasks of wine (stored at Throne of Magic),
  62. 3 steel bars [3 x 5 lbs] (stored at Throne of Magic),
  63. Babylonian Dao [12 lbs] (stored at Throne of Magic),
  64. Pistol [5 lbs] (given to Maree),
  65. Blackbore Nsec-2 Revolver [3 lbs, 0/5 bullets] (stored at Throne of Magic),
  66. Blackbore Automatic Shotgun [11 lbs, 0/6 shells] (stored at Throne of Magic),
  67. Karsypiet-Threaded Saber [13 lbs] (stored at Throne of Magic),
  68. 132 standard bullets (stored at Throne of Magic),
  69. 39 shotgun shells (stored at Throne of Magic),
  70. 7 blue vials (stored at Throne of Magic),
  71. Arclight Lightlance Pistol [3 lbs, 1/1 uses, recharges every round] (currently with Tsummu),
  72. Rapier [2 lbs] (starting gear, left at Obsidian Anvil),
  73. rifle [18 lbs] (starting gear, given to Baka-San),
  74. 2 pistols [5 lbs each] (starting gear, left behind at Anstara Minor),
  75. breastplate armor [20 lbs] (starting gear, left at Obsidian Anvil),
  76. 26 earthen pellets (taken from Memfis, left at Obsidian Anvil),
  77. 4 iron chunks (taken from Memfis, left at Obsidian Anvil),
  78. 1 ruby chunk (taken from Memfis, left at Obsidian Anvil)
  79. sapphire chunk (taken from Tenneth, left at Obsidian Anvil)
  80. 2 deep jade ingots, (taken from Memfis, left at Obsidian Anvil)
  81.  
  82. ABILITY SCORES
  83. STR: 6 (-2)
  84. DEX: 20 (+5)
  85. CON: 10 (+0)
  86. INT: 13 (+1)
  87. WIS: 16 (+3)
  88. CHA: 14 (+2)
  89.  
  90. WEAPON ATTACK ROLLS
  91. Rapier: d20+10
  92. Knife: d20+10
  93. Saber: d20+10
  94. Sword: d20+10
  95. 2d20d1+10 on first turn against creatures that have not yet acted
  96.  
  97. Pistol: d20+12 (30/120)
  98. A.Pistol: d20+12 (30/60)
  99. Revolver: d20+12 (40/60)
  100. Rifle: d20+12 (100/400)
  101. Shotgun: d20+12 (65/75)
  102. d20+7 when using Sharpshooter
  103. 2d20d1+12 on first turn against creatures that have not yet acted
  104. 2d20d1+7 if both
  105.  
  106. Starshrike: d20+12 (60/100)
  107. d20+7 when using Sharpshooter
  108. 2d20d1+12 on first turn against creatures that have not yet acted
  109. 2d20d1+7 if both
  110. (can re-attempt on a natural 1)
  111.  
  112. S.B.C.: d20+13 (90/300)
  113. d20+8 when using Sharpshooter
  114. 2d20d1+13 on first turn against creatures that have not yet acted
  115. 2d20d1+8 if both
  116.  
  117. All: +d8 when using Precision Attack
  118.  
  119. ==DAMAGE ROLLS==
  120. Rapier: d8+5 piercing
  121. d8+9 against favored enemy
  122. 2d8+5 with Riposte
  123. 2d8+9 if both
  124.  
  125. Knife: d6+5 piercing or slashing
  126. d6+9 against favored enemy
  127. d8+d6+5 with Riposte
  128. d8+d6+9 if both
  129.  
  130. Saber: d6+d4+5 slashing
  131. d6+d4+9 against favored enemy
  132. d8+d6+d4+5 with Riposte
  133. d8+d6+d4+9 if both
  134.  
  135. Sword: 2d6+2d4+5 slashing
  136. 2d6+2d4+9 against favored enemy
  137. d8+2d6+2d4+5 with Riposte
  138. d8+2d6+2d4+9 if both
  139.  
  140. Pistol: d6+5 piercing
  141. d6+9 against favored enemy
  142. d6+15 when using Sharpshooter
  143. d6+19 if both
  144. 3d6+5 (radiant) with Revelation
  145. 3d6+15 with Revelation and SS
  146. 3d6+19 with everything
  147.  
  148. ISD: d6+d4+5 piercing
  149. d8+d6+d4+5 with superiority die
  150. d6+d4+9 against favored enemy
  151. d6+d4+15 when using Sharpshooter
  152. d6+d4+19 if both
  153. d8+d6+d4+19 if SD+FE+SS
  154. 3d6+3d4+5 (radiant) with Revelation
  155. 3d6+3d4+15 with Revelation and SS
  156. 3d6+3d4+19 with everything
  157.  
  158. A.Pistol: d10+5 fire
  159. d10+9 against favored enemy
  160. d10+15 when using Sharpshooter
  161. d10+19 if both
  162. 3d10+5 (radiant) with Revelation
  163. 3d10+15 with Revelation and SS
  164. 3d10+19 with everything
  165.  
  166. Revolver: d8+5 piercing
  167. d8+9 against favored enemy
  168. d8+15 when using Sharpshooter
  169. d8+19 if both
  170. 3d8+5 (radiant) with Revelation
  171. 3d8+15 with Revelation and SS
  172. 3d8+19 with everything
  173.  
  174. Rifle: d10+5 piercing
  175. d10+9 against favored enemy
  176. d10+15 when using Sharpshooter
  177. d10+19 if both
  178. 3d10+5 (radiant) with Revelation
  179. 3d10+15 with Revelation and SS
  180. 3d10+19 with everything
  181.  
  182. Shotgun: d12+5 piercing
  183. d12+9 against favored enemy
  184. d12+15 when using Sharpshooter
  185. d12+19 if both
  186. 3d12+5 (radiant) with Revelation
  187. 3d12+15 with Revelation and SS
  188. 3d12+19 with everything
  189.  
  190. SBC: 3d10+6 fire
  191. 3d10+10 against favored enemy
  192. 3d10+16 when using Sharpshooter
  193. 3d10+20 if both
  194. 9d10+6 (radiant) with Revelation
  195. 9d10+16 with Revelation and SS
  196. 9d10+20 with everything
  197.  
  198. Starshrike: d8+d4+5 piercing
  199. d8+d4+9 against favored enemy
  200. d8+d4+15 when using Sharpshooter
  201. d8+d4+19 if both
  202. 3d8+3d4+5 Low Function Radiant with Revelation
  203. 3d8+3d4+15 with Revelation and SS
  204. 3d8+3d4+19 with everything
  205. +2d8 High Function Radiant on a critical hit
  206.  
  207. All: +d8 with Superiority Dice
  208.  
  209. ==SKILL ROLLS==
  210. [DEX] Acrobatics*: d20+10
  211. [WIS] Animal Handling: d20+3
  212. [INT] Arcana: d20+1
  213. 2d20d1+1 for favored enemies
  214. [STR] Athletics: d20-2
  215. [CHA] Deception: d20+2
  216. [INT] History*: d20+6
  217. 2d20d1+6 for favored enemies
  218. [WIS] Insight*+: d20+10
  219. [CHA] Intimidation*: d20+7
  220. [INT] Investigation: d20+1
  221. 2d20d1+1 for favored enemies
  222. [WIS] Medicine: d20+3
  223. [INT] Nature: d20+1
  224. 2d20d1+1 for favored enemies
  225. [WIS] Perception*: d20+8
  226. [CHA] Performance: d20+2
  227. [CHA] Persuasion+: d20+3
  228. [INT] Religion: d20+1
  229. 2d20d1+1 for favored enemies
  230. [DEX] Sleight of Hand: d20+5
  231. [DEX] Stealth: d20+5
  232. [WIS] Survival*: d20+8
  233. 2d20d1+8 when tracking favored enemy
  234.  
  235. * Proficiency
  236. + Bonus from Soul of Dango
  237.  
  238. ==SAVING THROWS==
  239. STR*: d20+3, 2d20d1+3 against greater favored enemy and against poison
  240. DEX*: d20+10, 2d20d1+10 against greater favored enemy, poison, and knockdown effects
  241. CON: d20, 2d20d1 against greater favored enemy and against poison
  242. INT: d20+1, 2d20d1+1 against greater favored enemy and against poison
  243. WIS: d20+3, 2d20d1+3 against greater favored enemy and against poison
  244. CHA: d20+2, 2d20d1+2 against greater favored enemy and against poison
  245.  
  246. OTHER ROLLS
  247. Initiative: 2d20d1+5
  248. 2d20d1+d8+5 with Ambush
  249.  
  250. UNSUNG REVOLUTION (long rest)
  251. 1 of 1 left
  252.  
  253. SILENT SUMMIT (long rest)
  254. 1 of 1 left
  255.  
  256. DIVISION OF THE RIVER AND STARS (long rest)
  257. 2 of 2 left
  258.  
  259. IMPULSIVE TELEMETRY (short rest)
  260. +2d4 to any non-CHA d20, 1 of 1 left
  261.  
  262. HIT DICE (long rest)
  263. d10, 9 of 12 left
  264. d12, 2 of 2 left
  265.  
  266. SECOND WIND (bonus action, short rest)
  267. d10+3, 1 of 1 left
  268.  
  269. ACTION SURGE (short rest)
  270. 1 of 1 left
  271.  
  272. SUPERIORITY DICE (short rest)
  273. d8, 6 of 6 left (Maneuvering Attack, Menacing Attack, Precision Attack, Riposte)
  274. d8, 5 of 5 left (Ambush, Evasive Footwork, Precision Attack)
  275.  
  276. POULTICES
  277. 5d6, 3 of 3 (can also cure poison)
  278.  
  279. BACKGROUND: Noble/Soldier
  280. CLASS: Ranger 9 (UA No-Spell Variant), Fighter 2
  281. RACE: Human, Variant
  282. LANGUAGES: Common
  283. AGE: ??? (Young adult)
  284. HEIGHT: 5'8"
  285. WEIGHT: ???
  286.  
  287. RACE FEATURES
  288. --Unsung Resolution--
  289. -You may reroll a failed saving throw. This feature recharges after a Long Rest.
  290.  
  291. CLASS FEATURES
  292. --Combat Superiority--
  293. -Intercept. When you or a creature within 10ft of you is hit by a projectile, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
  294. -Ambush. When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.
  295. -Evasive Footwork. When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
  296. -Maneuvering Attack. Add a superiority die to your damage roll, and a friendly creature that can see or hear you can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
  297. -Menacing Attack. Add a superiority die to your damage roll, and the target must make a DC 18 Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
  298. -Precision Attack. Add a superiority die to your attack roll.
  299. -Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee attack against that creature. Add the superiority die to the damage roll if the attack hits.
  300.  
  301. --Favored Enemy (Beasts)--
  302. -Bonus +2 to damage rolls against this type.
  303. -Advantage on Wisdom (Survival) checks made to track this type.
  304. -Advantage on Intelligence checks made to recall information about this type.
  305.  
  306. --Fighting Style--
  307. -Archery. +2 to ranged weapon attack rolls.
  308.  
  309. --Extra Attack--
  310.  
  311. --Horde Breaker--
  312. -Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
  313.  
  314. --Natural Explorer--
  315. -Ignore difficult terrain.
  316. -Advantage on initiative rolls.
  317. -Advantage on attack rolls on first turn against creatures that haven't acted yet.
  318. In addition:
  319. -Your group isn't slowed by difficult terrain.
  320. -Your group can't become lost except by magical means.
  321. -You remain alert to danger even while engaged in another activity while traveling (nagivating, tracking, foraging, etc).
  322. -When traveling alone, you can move stealthily at a normal pace.
  323. -When foraging, you find twice as much food as normal.
  324. -While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
  325.  
  326. --Poultices--
  327. -You can spend 1 hour gathering herbs and preparing herbal poultices using treated bandages to create a number of such poultices equal to your WIS modifier (minimum 1).
  328. -You can carry a number of poultices at one time equal to your WIS modifier (minimum 1). The poultices you create cannot be applied by anyone but you.
  329. -After 24 hours, any poultices that you have not used lose their potency.
  330. In addition:
  331. -If you spend 1 minute applying one of your poultices to a wounded humanoid creature, thereby expending its use, that creature regains 1d6 hit points for every two ranger levels you have (rounded up).
  332.  
  333. --Greater Favored Enemy (Constructs)--
  334. -Advantage on Wisdom (Survival) checks made to track this type.
  335. -Advantage on Intelligence checks made to recall information about this type.
  336. -Advantage on saving throws against spells and abilities used by this type.
  337. -Bonus damage increased to +4 for both this type and favored enemy type.
  338.  
  339. --Multiattack Defense--
  340. -If a creature hits you, gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
  341.  
  342. --Natural Antivenom--
  343. -Advantage on saving throws against poison.
  344. -Resistance to poison damage.
  345. -Can use one poultice to cure one poison effect.
  346.  
  347. --Fighting Style: Defense--
  348. While you are wearing armor, you gain a +1 bonus to AC.
  349.  
  350. --Student of War--
  351. You gain proficiency with one type of artisan's tools of your choice. (Gunsmithing tools)
  352.  
  353. FEATS
  354. --Crossbow Expert--
  355. -Ignore loading quality of crossbows.
  356. -No disadvantage on ranged attack rolls for being within 5 feet of a hostile creature.
  357. -Bonus action attack with hand crossbow when attacking with a one-handed weapon.
  358.  
  359. --Sharpshooter--
  360. -No disadvantage on ranged attack rolls for attacking at long ranges.
  361. -Ignore half and three-thirds cover on ranged attacks.
  362. -Can take -5 penalty to any ranged attack roll and add +10 to the attack's damage if it hits.
  363.  
  364. --Salvation of Reason--
  365. -You now have 30ft of Darkvision.
  366. -When you deal a Critical Strike with your Division ability and this attack strikes a Living Creature, you heal for as much as the attack deals damage.
  367. -Your Impulsive Telemetry (Dango) ability now applies 1d4 per modifier as opposed to just the flat modifier.
  368. -You can now sense the presence of creatures of chaos and disorder within 10ft. Once aware of these creatures you can attempt to track them.
  369. -You sense a distant and profound grounding to the Radiant sparks within you, as though the very nature of your body has been altered, but you aren't sure how to make use of it yet.
  370.  
  371. --Adherent of Reason--
  372. -Your maximum Reactions increases by 1.
  373. -Your Secondary Resource (Bardic Dice, Divinity, and equivalents) maximum increases by 1.
  374. -You gain two 1d12 Hit Dice.
  375.  
  376. --Ability Score Increase--
  377. -Your Dexterity increases by 2.
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