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- Julian "Bullseye" Brooks
- ROGUE 3/FIGHTER 5/SORCERER 2 Xp:69000/84000
- INITIATIVE: +10
- HP: 95/95
- AC: 17
- PROF. BONUS: +4
- ABILITIES MODIFIER SAVE
- Str: 10 +0 +4
- Dex: 20 +5 +5
- Con: 16 +3 +7
- Int: 16 +3 +3
- Wis: 15 +2 +2
- Cha: 16 +3 +3
- Pet name of Ramoon is Mr.Rammy. Has crown of flower fetish, girl likes maple syrup.
- Work for Red Moss Mercs. Boss is Demsheer Gould, AKA Mossa Virtrol.
- EQUIPMENT
- MASTERWORK GREATBOW:
- Range 600 feet. 1d20 + 12, 1d10 + 5 / 1d20 + 7, 1d10 + 15 (Sharpshooter) / + 2d6 (Sneak Attack) x2
- RAPIER:
- 1d20 + 9, 1d8 + 5 / + 2d6 (Sneak Attack) x2
- 2 DAGGERS:
- Range 60 feet. 1d20 + 9 (1d20 + 11 Ranged), 1d4 + 5 / 1d20 + 6, 1d4 + 14 (Sharpshooter) / + 2d6 (Sneak Attack) x2
- STUDDED LEATHER:
- AC = 12 + DEX.
- SKILLS
- ACROBATICS: +9
- ATHLETICS: +4
- INVESTIGATION: +7
- PERCEPTION: +9
- STEALTH: +12
- SURVIVAL: +6
- SLEIGHT’O HAND: +12
- SPELLS
- CANTRIPS
- MINOR ILLUSION
- MESSAGE
- FRIENDS
- MOLD SHADOW
- BOOMING BLADE
- LVL 1
- ABSORB ELEMENTS
- SHIELD
- SHADOW BOLT: 4d6+Fear if fail DC 17 Wis.
- LVL 2
- DARKNESS (Via Sorcerer Points, can see through it.)
- PROFICIENCY
- ARMOR: LIGHT, MEDIUM.
- TOOLS: THIEVES +9, WOODCARVERS +9, DISGUISE +6, POISONER’S + 7.
- EQUIPMENT
- 23 arrows Silver-Poisoned arrows.
- Explorer’s Pack
- Thieves Tools
- Woodcarvers Tools
- 2 Bags of Special Caltrops
- 1 Potions of Healing
- Grappling Hook
- Mess Kit
- 10’ Collapsable Pole
- 16 Dry Rations
- Two-Person Tent
- Climbers Kit
- 30 Armor Pierce. Arrows +2 to hit & 1d4 damage.
- 1 Fire Flask
- 150 Jadeshards
- 6 Tupals Berries: Restore 2d6+13
- 1 Jars Slayers Poison: DC 16 Con save or +3d6 poison damage to soecific enemy. (Elf/Monstrosity)
- Suffora’s Irises: Used to make Cold resistance balms.
- Yellow Tulas: Used to make to Lightning resistance balms.
- 3 Grishen Root: Dries mouth and Slows breathing. 3 for small dose of poison.
- Polyrubius Flowers: Looks like lavender but petals look like satellite dishes.
- Huge Eschrin Tear: Used in crafting major poisons. Can be used to put things to sleep.
- FEATS
- LUCK POINTS: 2.
- SHARPSHOOTER: Ignore 1/2 & 3/4 cover. -5 to Hit for +10 damage. Attacking at long range doesn't impose disadvantage.
- ALERT: Can't be surprised while conscious. +5 bonus to initiative. Creatures don't gain advantage against you by being unseen by you.
- QUICK-FINGERED: As a bonus action, you can make a Sleight of Hand check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket. Double Proficiency in Sleight of Hand.
- FIGHTER/ROGUE/SORCERER CLASS FEATS
- FIGHTER
- FIGHTING STYLE ARCHERY: You gain a +2 bonus to attack rolls you make with ranged weapons.
- SECOND WIND: 1D10 + 5 HP regain on bonus action 1/short rest.
- ACTION SURGE: 1/short rest get another standard action.
- ROGUE
- SNEAK ATTACK: When you have advantage you can add 2d6 to the damage roll of the attack once per turn.
- CUNNING ACTION: As bonus can hide, disengage, or dash.
- SORCERER
- SPELLCASTING: Charisma based Spellcasting. 4 Cantrips, 3 LvL 1 Spells.
- MARTIAL/ROGUISH/SORCEROUS ARCHETYPE
- BATTLE MASTER: Trip Attack, Pushing Attack, Feinting Maneuver, Precision Attack. 4d8 Superiority Dice per Short rest. DC 17 SAVES.
- ASSASSINATE: You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
- EYES OF THE DARK: Starting at 1st level you have darkvision with a range of 120 feet. When you reach 3rd level in this class you learn the Darkness spell which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 Sorcery Points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.
- STRENGTH OF THE GRAVE: Starting at 1st level, when damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + damage taken). On a success you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 Hit Points by radiant damage or by a critical hit. After the saving throw succeeds you can't use this feature again until you finish a long rest.
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