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- Name: Riswynn Holderhek
- Played by: Reimu Hakurei
- Race: Mountain Dwarf
- Class: Fighter
- Alignment: Lawful Good
- Size: Medium
- Background: Soldier
- Specialty: Officer
- ABILITY SCORES SKILLS
- STR: 19 +4 Acrobatics (DEX) +3 (PROF)
- DEX: 13 +1 Animal Handling (WIS) +1
- CON: 16 +3 Arcana (INT) +0
- INT: 10 +0 Athletics (STR) +6 (PROF)
- WIS: 11 +0 Deception (CHA) +1
- CHA: 12 +1 History (INT) +0
- Insight (WIS) +0
- PROFICIENCY: +2 Intimidation (CHA) +3 (PROF)
- Investigation (INT) +0
- SAVING THROWS Medicine (WIS) +0
- STR: +6 (PROF) Nature (INT) +0
- DEX: +1 Perception (WIS) +2 (PROF)
- CON: +5 (PROF) Performance (CHA) +1
- INT: +0 Persuasion (CHA) +1
- WIS: +0 Religion (INT) +0
- CHA: +1 Sleight of Hand (DEX) +1
- Stealth (DEX) +1
- PASSIVE INSIGHT: 10 Stonecunning (INT) +4 (EXP)
- PASSIVE PERCEPTION: 12 Survival (WIS) +1
- LANGUAGES/PROFICIENCIES
- Dwarvish, Common
- Mason's Tools
- Playing Card Set
- Land Vehicles
- All Armor, Shields
- Simple Weapons, Martial Weapons
- MOVEMENT: 25
- HIT POINTS: 5/13
- ARMOR CLASS: 18
- HIT DICE: 1d10
- INSPIRATION: NO
- WEAPONS - TO HIT - DAMAGE - RANGE - TYPE - SPECIAL
- Battleaxe - +6 - 1d8+6 - 5 - Slashing - Versatile
- Battleaxe(2H) - +6 - 1d10+4 - 5 - Slashing - Versatile
- Light Crossbow - +3 - 1d8+1 - 80/320 - Piercing - Loading, Two-hand, Ammo (20)
- FEATS
- Darkvision - 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.
- Dwarven Resilience - You have advantage on saving throws against poison, and you have resistance against poison damage.
- Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.
- Dueling Fighting Style - 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.
- Second Wind - 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.
- INVENTORY
- CASH: 48 GP, 9 SP, 5 CP
- WEIGHT: 137 lb / 285 lb
- Chainmail - Heavy armor, 16 AC, Requires 13 STR, Stealth Disadvantage - 55 lb
- Shield - +2 to AC - 6 lb
- Battleaxe - 1d8 slashing damage, Versatile (1d10) - 4 lb
- Light Crossbow - 1d8 piercing damage, Ammunition (80/320), Loading, Two-Handed - 5 lb
- Crossbow Bolts (20) - Ammo - 0.075 lb ea. (1.5 lb total)
- Backpack - Carries things, we're ignoring capacity. - 5 lb
- Crowbar - Using a crowbar grants advantage to Strength checks where the crowbar’s leverage can be applied. - 5 lb
- Hammer - For hammering, 1 bludgeoning damage - 3 lb
- 10 Pitons - For climbing, gives advantage probably - 0.25 lb ea. (2.5 lb total)
- 10 Torches - A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage. - 1 lb ea. (10 lb total)
- Tinderbox - Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute. - 1 lb
- Rations, 10 days - Consists of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts. - 2 lb ea. (20 lb total)
- Waterskin - Carries 4 pints of liquid - 5 lb (full)
- Hempen Rope, 50 ft - Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check. - 10 lb
- Potion of Healing (2) - Heals 2d4+2 HP, requires an action to drink. - 0.5 lb ea. (1 lb total)
- Common Clothes - 3 lbs
- Insignia of Rank
- Trophy from Fallen Enemy
- Deck of Playing Cards
- Tiny Statuette of a Sparrow
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