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- HP: 78
- AC: 22 with Arclight Knife, 20 without
- Proficiency bonus: +5
- Movement: 30 ft per turn
- Wealth: ???
- ==WEAPONS==
- Arclight Fighting Knife [4 lbs],
- Iron Star Duster [2 x 5 lbs]
- SPECIAL BEAM CANNON [12 lbs, 1/5 uses, recharges every 12 hours],
- Starshrike (10 lbs)
- Witching Sword (12 lbs)
- Merekax Caliph Revolver (6 lbs)
- ==ARMOR==
- Ennesec Suit [8 lbs]
- ==AMMO & CONSUMABLES==
- --PISTOL/RIFLE/REVOLVER--
- 88 standard bullets [1 lb per 40, 3.6 lbs],
- 0 threaded iron bullets (+1 to attack and damage),
- 11 explosive bullets (Fire) [1 lb per 20, 1.75 lbs],
- 1 High Function bullets,
- 0 primitive Arclight slugs (Radiant),
- 0 Yerefine Fusion Slug (High Function Thunder),
- 9 Tracer rounds
- --BOW--
- 29 arrows [1 lb per 20, 1.45 lbs]
- --NIGHTBORN CANNON--
- 1 shell loaded, 4 shells on deck
- --CONSUMABLES--
- 0 iron-bound grenade,
- 0 Orcish HE grenade (DC 18 DEX save for half damage vs 8d6 fire + 3d6 thunder, 90ft range, 20ft radius)
- 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]
- 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]
- 5 rations,
- 1 Golden Valencia ration (2d12+7 healing when eaten),
- 0 HFR vials [Potion, action to use, heals 6d8+4]
- 1 blue vials [Potion, action to use, heals d10+4]
- 1 bottle of alcohol (3 lbs)
- 1 flask of wine
- ==MISCELLANEOUS==
- FINE CLOTHES!!!!!!! (sleeve torn off),
- playing card set,
- Gunsmithing kit
- Book of the Prime Realm (3 lbs)
- 29 coffee beans
- 18 empty casings [1 lb per 80]
- ==INVENTORY HISTORY==
- ROPE [44 ft] (used to hang corpse at New Throne of Magic),
- ROPE [44 ft] (used to hang corpse at New Throne of Magic),
- ROPE [40 ft] (used to make flimsy rope trap at the University),
- Starlight Battalion (rifle, 22 lbs) (stored at Throne of Magic),
- Starlight Battalion (bayonet, 4 lbs) (stored at Throne of Magic),
- 4 flasks of wine (stored at Throne of Magic),
- 3 steel bars [3 x 5 lbs] (stored at Throne of Magic),
- Babylonian Dao [12 lbs] (stored at Throne of Magic),
- Pistol [5 lbs] (given to Maree),
- Blackbore Nsec-2 Revolver [3 lbs, 0/5 bullets] (stored at Throne of Magic),
- Blackbore Automatic Shotgun [11 lbs, 0/6 shells] (stored at Throne of Magic),
- Karsypiet-Threaded Saber [13 lbs] (stored at Throne of Magic),
- 132 standard bullets (stored at Throne of Magic),
- 39 shotgun shells (stored at Throne of Magic),
- 7 blue vials (stored at Throne of Magic),
- Arclight Lightlance Pistol [3 lbs, 1/1 uses, recharges every round] (currently with Tsummu),
- Rapier [2 lbs] (starting gear, left at Obsidian Anvil),
- rifle [18 lbs] (starting gear, given to Baka-San),
- 2 pistols [5 lbs each] (starting gear, left behind at Anstara Minor),
- breastplate armor [20 lbs] (starting gear, left at Obsidian Anvil),
- 26 earthen pellets (taken from Memfis, left at Obsidian Anvil),
- 4 iron chunks (taken from Memfis, left at Obsidian Anvil),
- 1 ruby chunk (taken from Memfis, left at Obsidian Anvil)
- sapphire chunk (taken from Tenneth, left at Obsidian Anvil)
- 2 deep jade ingots, (taken from Memfis, left at Obsidian Anvil)
- ABILITY SCORES
- STR: 6 (-2)
- DEX: 20 (+5)
- CON: 10 (+0)
- INT: 13 (+1)
- WIS: 16 (+3)
- CHA: 14 (+2)
- WEAPON ATTACK ROLLS
- Rapier: d20+10
- Knife: d20+10
- Saber: d20+10
- Sword: d20+10
- 2d20d1+10 on first turn against creatures that have not yet acted
- Pistol: d20+12 (30/120)
- A.Pistol: d20+12 (30/60)
- Revolver: d20+12 (40/60)
- Rifle: d20+12 (100/400)
- Shotgun: d20+12 (65/75)
- d20+7 when using Sharpshooter
- 2d20d1+12 on first turn against creatures that have not yet acted
- 2d20d1+7 if both
- Starshrike: d20+12 (60/100)
- d20+7 when using Sharpshooter
- 2d20d1+12 on first turn against creatures that have not yet acted
- 2d20d1+7 if both
- (can re-attempt on a natural 1)
- S.B.C.: d20+13 (90/300)
- d20+8 when using Sharpshooter
- 2d20d1+13 on first turn against creatures that have not yet acted
- 2d20d1+8 if both
- All: +d8 when using Precision Attack
- ==DAMAGE ROLLS==
- Rapier: d8+5 piercing
- d8+9 against favored enemy
- 2d8+5 with Riposte
- 2d8+9 if both
- Knife: d6+5 piercing or slashing
- d6+9 against favored enemy
- d8+d6+5 with Riposte
- d8+d6+9 if both
- Saber: d6+d4+5 slashing
- d6+d4+9 against favored enemy
- d8+d6+d4+5 with Riposte
- d8+d6+d4+9 if both
- Sword: 2d6+2d4+5 slashing
- 2d6+2d4+9 against favored enemy
- d8+2d6+2d4+5 with Riposte
- d8+2d6+2d4+9 if both
- Pistol: d6+5 piercing
- d6+9 against favored enemy
- d6+15 when using Sharpshooter
- d6+19 if both
- 3d6+5 (radiant) with Revelation
- 3d6+15 with Revelation and SS
- 3d6+19 with everything
- ISD: d6+d4+5 piercing
- d8+d6+d4+5 with superiority die
- d6+d4+9 against favored enemy
- d6+d4+15 when using Sharpshooter
- d6+d4+19 if both
- d8+d6+d4+19 if SD+FE+SS
- 3d6+3d4+5 (radiant) with Revelation
- 3d6+3d4+15 with Revelation and SS
- 3d6+3d4+19 with everything
- A.Pistol: d10+5 fire
- d10+9 against favored enemy
- d10+15 when using Sharpshooter
- d10+19 if both
- 3d10+5 (radiant) with Revelation
- 3d10+15 with Revelation and SS
- 3d10+19 with everything
- Revolver: d8+5 piercing
- d8+9 against favored enemy
- d8+15 when using Sharpshooter
- d8+19 if both
- 3d8+5 (radiant) with Revelation
- 3d8+15 with Revelation and SS
- 3d8+19 with everything
- Rifle: d10+5 piercing
- d10+9 against favored enemy
- d10+15 when using Sharpshooter
- d10+19 if both
- 3d10+5 (radiant) with Revelation
- 3d10+15 with Revelation and SS
- 3d10+19 with everything
- Shotgun: d12+5 piercing
- d12+9 against favored enemy
- d12+15 when using Sharpshooter
- d12+19 if both
- 3d12+5 (radiant) with Revelation
- 3d12+15 with Revelation and SS
- 3d12+19 with everything
- SBC: 3d10+6 fire
- 3d10+10 against favored enemy
- 3d10+16 when using Sharpshooter
- 3d10+20 if both
- 9d10+6 (radiant) with Revelation
- 9d10+16 with Revelation and SS
- 9d10+20 with everything
- Starshrike: d8+d4+5 piercing
- d8+d4+9 against favored enemy
- d8+d4+15 when using Sharpshooter
- d8+d4+19 if both
- 3d8+3d4+5 Low Function Radiant with Revelation
- 3d8+3d4+15 with Revelation and SS
- 3d8+3d4+19 with everything
- +2d8 High Function Radiant on a critical hit
- All: +d8 with Superiority Dice
- ==SKILL ROLLS==
- [DEX] Acrobatics*: d20+10
- [WIS] Animal Handling: d20+3
- [INT] Arcana: d20+1
- 2d20d1+1 for favored enemies
- [STR] Athletics: d20-2
- [CHA] Deception: d20+2
- [INT] History*: d20+6
- 2d20d1+6 for favored enemies
- [WIS] Insight*+: d20+10
- [CHA] Intimidation*: d20+7
- [INT] Investigation: d20+1
- 2d20d1+1 for favored enemies
- [WIS] Medicine: d20+3
- [INT] Nature: d20+1
- 2d20d1+1 for favored enemies
- [WIS] Perception*: d20+8
- [CHA] Performance: d20+2
- [CHA] Persuasion+: d20+3
- [INT] Religion: d20+1
- 2d20d1+1 for favored enemies
- [DEX] Sleight of Hand: d20+5
- [DEX] Stealth: d20+5
- [WIS] Survival*: d20+8
- 2d20d1+8 when tracking favored enemy
- * Proficiency
- + Bonus from Soul of Dango
- ==SAVING THROWS==
- STR*: d20+3, 2d20d1+3 against greater favored enemy and against poison
- DEX*: d20+10, 2d20d1+10 against greater favored enemy, poison, and knockdown effects
- CON: d20, 2d20d1 against greater favored enemy and against poison
- INT: d20+1, 2d20d1+1 against greater favored enemy and against poison
- WIS: d20+3, 2d20d1+3 against greater favored enemy and against poison
- CHA: d20+2, 2d20d1+2 against greater favored enemy and against poison
- OTHER ROLLS
- Initiative: 2d20d1+5
- 2d20d1+d8+5 with Ambush
- UNSUNG REVOLUTION (long rest)
- 1 of 1 left
- SILENT SUMMIT (long rest)
- 1 of 1 left
- DIVISION OF THE RIVER AND STARS (long rest)
- 2 of 2 left
- IMPULSIVE TELEMETRY (short rest)
- +2d4 to any non-CHA d20, 1 of 1 left
- HIT DICE (long rest)
- d10, 9 of 12 left
- d12, 2 of 2 left
- SECOND WIND (bonus action, short rest)
- d10+3, 1 of 1 left
- ACTION SURGE (short rest)
- 1 of 1 left
- SUPERIORITY DICE (short rest)
- d8, 6 of 6 left (Maneuvering Attack, Menacing Attack, Precision Attack, Riposte)
- d8, 5 of 5 left (Ambush, Evasive Footwork, Precision Attack)
- POULTICES
- 5d6, 3 of 3 (can also cure poison)
- BACKGROUND: Noble/Soldier
- CLASS: Ranger 9 (UA No-Spell Variant), Fighter 2
- RACE: Human, Variant
- LANGUAGES: Common
- AGE: ??? (Young adult)
- HEIGHT: 5'8"
- WEIGHT: ???
- RACE FEATURES
- --Unsung Resolution--
- -You may reroll a failed saving throw. This feature recharges after a Long Rest.
- CLASS FEATURES
- --Combat Superiority--
- -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.
- -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.
- -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.
- -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.
- -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.
- -Precision Attack. Add a superiority die to your attack roll.
- -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.
- --Favored Enemy (Beasts)--
- -Bonus +2 to damage rolls against this type.
- -Advantage on Wisdom (Survival) checks made to track this type.
- -Advantage on Intelligence checks made to recall information about this type.
- --Fighting Style--
- -Archery. +2 to ranged weapon attack rolls.
- --Extra Attack--
- --Horde Breaker--
- -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.
- --Natural Explorer--
- -Ignore difficult terrain.
- -Advantage on initiative rolls.
- -Advantage on attack rolls on first turn against creatures that haven't acted yet.
- In addition:
- -Your group isn't slowed by difficult terrain.
- -Your group can't become lost except by magical means.
- -You remain alert to danger even while engaged in another activity while traveling (nagivating, tracking, foraging, etc).
- -When traveling alone, you can move stealthily at a normal pace.
- -When foraging, you find twice as much food as normal.
- -While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
- --Poultices--
- -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).
- -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.
- -After 24 hours, any poultices that you have not used lose their potency.
- In addition:
- -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).
- --Greater Favored Enemy (Constructs)--
- -Advantage on Wisdom (Survival) checks made to track this type.
- -Advantage on Intelligence checks made to recall information about this type.
- -Advantage on saving throws against spells and abilities used by this type.
- -Bonus damage increased to +4 for both this type and favored enemy type.
- --Multiattack Defense--
- -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.
- --Natural Antivenom--
- -Advantage on saving throws against poison.
- -Resistance to poison damage.
- -Can use one poultice to cure one poison effect.
- --Fighting Style: Defense--
- While you are wearing armor, you gain a +1 bonus to AC.
- --Student of War--
- You gain proficiency with one type of artisan's tools of your choice. (Gunsmithing tools)
- FEATS
- --Crossbow Expert--
- -Ignore loading quality of crossbows.
- -No disadvantage on ranged attack rolls for being within 5 feet of a hostile creature.
- -Bonus action attack with hand crossbow when attacking with a one-handed weapon.
- --Sharpshooter--
- -No disadvantage on ranged attack rolls for attacking at long ranges.
- -Ignore half and three-thirds cover on ranged attacks.
- -Can take -5 penalty to any ranged attack roll and add +10 to the attack's damage if it hits.
- --Salvation of Reason--
- -You now have 30ft of Darkvision.
- -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.
- -Your Impulsive Telemetry (Dango) ability now applies 1d4 per modifier as opposed to just the flat modifier.
- -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.
- -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.
- --Adherent of Reason--
- -Your maximum Reactions increases by 1.
- -Your Secondary Resource (Bardic Dice, Divinity, and equivalents) maximum increases by 1.
- -You gain two 1d12 Hit Dice.
- --Ability Score Increase--
- -Your Dexterity increases by 2.
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