flareth

planeshift sheet

Aug 19th, 2018
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  1. Character Name: Jemaine “Jem” Ramsay
  2. Player Name: Flareth
  3. Class/Level: Warlock (Great Old One Pact)/1
  4. Race: Homarid
  5. Age: 60 (Homarid lifespans do go to over a century after all)
  6. Height: 7 ft
  7. Weight: 290 lbs
  8. Alignment: Neutral Evil
  9. Background: Noble (but of a lower standing?? he WANT POWER)
  10.  
  11.  
  12. --- Ability Scores ---
  13.  
  14. Scores: Modifier Saving Throws
  15. Strength ........ 16 ... (+3) ........ [ ]
  16. Dexterity ....... 8 ... (-1) ........ [ ]
  17. Constitution .... 13 ... (+1) ........ [ ]
  18. Wisdom .......... 14 ... (+2) ........ [X]
  19. Intelligence .... 14 ... (+2) ........ [ ]
  20. Charisma ........ 16... (+3) ........ [X]
  21.  
  22.  
  23. --- Statistics ---
  24.  
  25. Base Speed ...... 30 ft
  26. Armor Class ..... (AC) 12
  27. Initiative ...... -1 (Dex modifier)
  28.  
  29. Hit Points ...... 09
  30. Hit Dice ........ 1d6/(1d8)/1d10
  31. Hit Dice Total .. 1
  32.  
  33. Death saves:
  34. Successes: [ ] [ ] [ ]
  35. Failures: [ ] [ ] [ ]
  36.  
  37. Passive Wisdom (Perception) 12 (17 Observant)
  38.  
  39.  
  40. --- Skills ---
  41.  
  42. Modifier Skill (Ability Mod) Proficiency?
  43. [-1] ... Acrobatics (Dex) ........... [ ]
  44. [+3] ... Animal Handling (Cha) ...... []
  45. [+6] ... Arcana (Int) ............... [X]
  46. [+3] ... Athletics (Str) ............ [ ]
  47. [+3] ... Deception (Cha) ............ [ ]
  48. [+4] ... History (Int) .............. [X ]
  49. [+4] ... Insight (Wis) .............. [ X]
  50. [+7] ... Intimidation (Cha) ......... [X]
  51. [+2] ... Investigation (Int) ........ [ ]
  52. [+2] ... Medicine (Wis) ............. [ ]
  53. [+2] ... Nature (Int) ............... [ ]
  54. [+2] ... Perception (Wis) ........... [ ]
  55. [+3] ... Performance (Cha) .......... [ ]
  56. [+5] ... Persuasion (Cha) ........... [X]
  57. [+2] ... Religion (Int) ............. [ ]
  58. [-1] ... Sleight of Hand (Dex) ...... [ ]
  59. [-1] ... Stealth (Dex) .............. [ ]
  60. [+2] ... Survival (Wis) ............. [ ]
  61.  
  62.  
  63. --- Equipment and Attacks ---
  64.  
  65. Weapon name: Atk Bonus: Damage/Type:
  66. [ ] Mace [ ] ......... [1d6 bludgeoning]
  67. [ ] Club [ ] ......... [ 1d4 bludgeoning]
  68. [ ] Dagger [ ] ......... [1d4 piercing ]
  69. [ ] ............ [ ] ......... [ ]
  70.  
  71. Wealth:
  72. 00cp, 00sp, 00gp, 00ep, 00pp
  73.  
  74. Other Equipment:
  75.  
  76. any simple weapon (Mace)
  77. component pouch
  78. dungeoneer's pack
  79. Leather armor, any simple weapon (Club), and two daggers
  80.  
  81. A set of fine clothes, a signet ring (though probably not, crab royalty probably doesn't do this thing), a scroll of pedigree, and a purse containing 25 gp
  82.  
  83.  
  84.  
  85. --- Features and Traits ---
  86.  
  87. Homarid Traits Your homarid character has the following racial traits. Ability Score Increase. Your Strength score increases by 1 and your Constitution score increases by 1. Your Charisma score decreases by 1.
  88.  
  89. Age. Homarids live long lives, starting with hatching as a camarid, which they remain as for a few years before metamorphosing into an adult homarid, with a lifespan stretching to over a century. Alignment. Concerned with their underwater empires and expanding their reach outwards, homarids are mostly neutral or evil.
  90.  
  91. Size. Fully grown homarids stand at between 5 and 7 feet tall when upright.
  92.  
  93. Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
  94.  
  95. Amphibious. You can breathe air and water.
  96.  
  97. Claws. Your large claws make you less manually dexterous than other races, but make up for it with crushing power. Unarmed strikes you make deal 1d6 Bludgeoning damage + your Strength modifier. You have disadvantage on any checks made to interact with or handle items that are designed for use of races with hands.
  98. Cold Resistance. You have resistance to cold damage.
  99.  
  100. Darkvision. With your species originating in the shadowy depths of ocean trenches, you can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
  101.  
  102. Natural Armor. You have a tough rigid carapace. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if your armor would leave you with a lower AC. A shield's benefits apply normally while you use your natural armor.
  103.  
  104. Languages. You can speak, read and write Common and homarid. The homarid language is particularly difficult for other races to understand, due to its reliance on strange rasping and clicking, sounds that many other races simply don't have the vocal capacity to make.
  105.  
  106. PLAYER'S COMPANION HOMARIDS
  107.  
  108. Most homarids are very similar in nature, maturing from newly hatched camarids to adult homarids over the course of a few years. While most homarids are capable fighters some are more skilled, these homarid warriors learning to use weapons instead of solely relying on their claws. Some subspecies of homarid that dwell in the deepest parts of the ocean grow to immense sizes. These deep homarids are perhaps the most dangerous type of homarid one can encounter.
  109.  
  110. You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them. Work with your DM to come up with an appropriate title and determine how much authority that title carries.
  111. A noble title doesn’t stand on its own—it’s connected to an entire family, and whatever title you hold, you will pass it down to your own children. Not only do you need to determine your noble title, but you should also work with the DM to describe your family and their influence on you.
  112. Is your family old and established, or was your title only recently bestowed? How much influence do they wield, and over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the common people regard them? What’s your position in the family? Are you the heir to the head of the family? Have you already inherited the title? How do you feel about that responsibility? Or are you so far down the line of inheritance that no one cares what you do, as long as you don’t embarrass the family? How does the head of your family feel about your adventuring career? Are you in your family’s good graces, or shunned by the rest of your family? Does your family have a coat of arms? An insignia you might wear on a signet ring? Particular colors you wear all the time? An animal you regard as a symbol of your line or even a spiritual member of the family? These details help establish your family and your title as features of the world of the campaign.
  113. Skill Proficiencies: History, Persuasion
  114. Tool Proficiencies: One type of gaming set
  115. Languages: One of your choice
  116. Equipment: A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp
  117.  
  118. Observant
  119. Quick to notice details of your environment, you gain the following benefits:
  120. Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  121. If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
  122. You have a +5 bonus to your passive Perception and Investigation scores.
  123.  
  124. Blue:
  125. 1 - You gain proficiency with one of Insight or Arcana checks.
  126. 2 - You gain one of the the Keen Mind or Observant feats.
  127. 3 - You gain one of either the shape water or minor illusion cantrips.
  128.  
  129.  
  130.  
  131. --- Languages and Proficiencies ---
  132.  
  133. Languages: Common, Homarid, Deep Speech
  134.  
  135. Melee Weapon Proficiencies: Simple weapons
  136. Ranged Weapon Proficiencies: Simple weapons
  137. Armor Proficiencies: Light Armor
  138.  
  139. Tools: Dice set
  140. Vehicles:
  141.  
  142.  
  143. --- Background-Related ---
  144.  
  145. Personality Traits:
  146. - If you do me an injury, I will crush you, ruin your name, and salt your fields.
  147.  
  148.  
  149. Ideals:
  150. - Power. If I can attain more power, no one will tell me what to do
  151.  
  152. Bonds:
  153. -I will face any challenge to win the approval of my family.
  154.  
  155. Flaws:
  156. -In fact, the world does revolve around me.
  157.  
  158.  
  159. --- Spells ---
  160.  
  161. Spellcasting Ability: 17
  162. Spell save DC: 13
  163. Spell attack bonus: 5
  164.  
  165. Cantrips:
  166. - Blade Ward
  167. - Eldritch Blast
  168. - Shape Water (Monoblue Cantrip)
  169. -
  170. -
  171. -
  172. -
  173.  
  174. Spell level 1:
  175. - Unseen Servant
  176. - Arms of Hadar
  177. -
  178. -
  179. -
  180. -
  181. -
  182. -
  183.  
  184. Spell level 2:
  185. -
  186. -
  187. -
  188. -
  189. -
  190. -
  191. -
  192. -
  193.  
  194. Spell level 3:
  195. -
  196. -
  197. -
  198. -
  199. -
  200. -
  201. -
  202. -
  203.  
  204. Spell level 4:
  205. -
  206. -
  207. -
  208. -
  209. -
  210. -
  211. -
  212. -
  213.  
  214. Spell level 5:
  215. -
  216. -
  217. -
  218. -
  219. -
  220. -
  221. -
  222. -
  223.  
  224. Spell level 6:
  225. -
  226. -
  227. -
  228. -
  229. -
  230.  
  231. Spell level 7:
  232. -
  233. -
  234. -
  235. -
  236.  
  237. Spell level 8:
  238. -
  239. -
  240. -
  241.  
  242. Spell level 9:
  243. -
  244. -
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