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Bok_Choi

Raiden Gonzagruel

Apr 2nd, 2020
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  1. Base Stats: (8, 10, 12, 13, 15, 17)
  2. ~General Info~
  3. Class: Doctor: Combat Medic
  4. Race: Deep Gnome (Svirfneblin)
  5. Name: Raiden Gonzagruel
  6. Sex: M
  7. Alignment: Neutral Good
  8. Age: 25
  9. Background: Sage (Deep Gnome)
  10. Saving Throws: Intelligence, Constitution
  11. Skill Proficiencies: Medicine, Perception, Investigation, Arcana, History.
  12. Tool Proficiencies: light/medium armor, all simple weapons, hand crossbows, alchemist’s supplies, herbalism kit
  13. Languages: Common, Gnomish, Undercommon, Elvish, Dwarvish
  14. Proficiency bonus: 3
  15.  
  16. ~BACKGROUND: Sage (Deep Gnome)~
  17.  
  18. Specialty: Discredited Academic
  19.  
  20. Feature: Researcher
  21. When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
  22.  
  23. Personality Traits: You study your friends and take notes about how they act, jotting down things they say that interest you.
  24. Ideal: Compassion. You never turn down a plea for help
  25. Bond: I've been searching my whole life for the answer to a certain question
  26. Flaw: Most people scream and run when they see a demon. I stop and take notes on its anatomy.
  27.  
  28. ~RACE TRAITS~
  29.  
  30. Int+2, Dex+1
  31. Size: Small
  32. Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
  33. Superior Darkvision. Your darkvision has a radius of 120 feet.
  34. Stone Camouflage. You have advantage on Dexterity (Stealth) checks to hide in rocky terrain and underground.
  35. Svirfneblin Magic: You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast nondetection on yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: blindness/deafness, blur, and disguise self. You regain the ability to cast these spells when you finish a long rest. Intelligence is your spellcasting ability for these spells.
  36.  
  37. ~CLASS TRAITS~
  38.  
  39. Ability save: 8 + proficiency bonus + int mod (15)
  40.  
  41. Oath: “To Do No Harm”
  42. The doctor heals for the maximum amount an ability allows as long as they have not harmed a living creature that day.
  43.  
  44. Medical Training: Due to your meticulous study into the healing arts you can use your Intelligence modifier instead of your Wisdom modifier for Medicine checks. In addition your proficiency bonus is doubled for any Medicine checks that you make.
  45.  
  46. Doctor’s Bag: Beginning at 1st level you gain access to a number of special supplies due to your medical training. These supplies include things like bandages, syringes, medicinal powders, and healing salves. You keep these in a storage container of your choice such as a bag, a series of pouches, or even a trunk. As long as you have access to your Doctor's Bag you may use an action to stabilize a creature that has 0 hit points, without needing to make a Medicine check.
  47.  
  48. First Aid: Beginning at 1st level you can apply basic first aid to an adjacent creature you can touch. As a bonus action you heal the target for 1d4 hit points. This increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). You can use this feature a number of times equal to your Intelligence modifier + 1. (5 times) You regain any expended uses when you finish a short or long rest.
  49.  
  50. Second Opinion: you have become accustomed not only to combat, but to coordinating with other healers. Whenever an ally within 20ft of you uses a healing ability, spell, or item, you can use your reaction to increase the amount healed to a single target by half, rounded up. Your ally must be able to see or hear you.
  51.  
  52. Patch Up: By 5th level you have learned that there is always another fight around the corner, and it's best to be ready for it. Select up to 6 willing creatures that you can touch. You spend the next 10 minutes quickly stitching up any open wounds and applying painkillers where needed, whatever it takes to get them to the next battle. This cures them of any non-magical ailments and restores a number of hit points equal to half of their maximum rounded up.
  53.  
  54. Diagnosis: By 5th level you have learned to treat hostile scenarios as just another day at the office. As an action you study a living creature and gain vital insight towards its physical state. You learn one of the targets following statistics: Damage Vulnerabilities, Damage Resistances, Damage Immunities, Highest Saving Throw, Lowest Saving Throw, or whether or not the creature is below half its health.
  55.  
  56. ~Combat Medic:~
  57.  
  58. Surgical Strike: When you choose this Profession at 3rd level you utilize your knowledge of anatomy when making your attacks. You now add your Intelligence modifier to your attack rolls in addition to all other bonuses.
  59.  
  60. ~~STATS: (8, 10, 12, 13, 15, 17)~~
  61. Strength: 12 (+1)
  62. Dexterity: 18 (+4)
  63. Constitution: 14 (+2)
  64. Wisdom: 10 (+0)
  65. Intelligence: 18 (+4)
  66. Charisma: 8 (-1)
  67. HP: 42
  68. AC: 15
  69. GP: 10
  70. Level 4
  71.  
  72. Equipment: Leather armor, Dagger, Hand Crossbow, light crossbow, 20 bolts, Doctor’s Bag, Scholar’s Pack (Backpack, book of lore, ink, ink pen, parchment (10), little bag of sand, small knife), A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, a belt pouch
  73.  
  74. Hit: 1d20+11 | damig: 1d8+4 light crossbow | 1d6+4 hand crossbow
  75.  
  76.  
  77. Backstory:
  78.  
  79.  
  80. Raiden was raised in the midst of the war among the common people. He only barely remembers his parents, who were killed when his gnome burrow collapsed from the fighting. Finding his way above the ground, he joined the legions of people desperate to survive the fighting. With magical healers swept up in the war, almost none were left for refugees like him, and he fell in with physical healers and researchers, eager to learn and to protect people from the same fate. In the absence of accessible magic, practicality and logic took the stage, and Raiden learned and grew among the best of them. In the years right before and after the war’s end, Raiden became one of the quickest, youngest, and most adept doctors, patching up wounds and curing disease, on and off the battlefield.
  81. But the hardest point in his life was soon to come. As the travelling doctor’s guild - now the biggest band of non-magical healers - grew after the war’s end, others working with Raiden became envious of his skill and experience. He was accused of heinous experiments, discredited, and driven away. Finding his way to Helves, Raiden hopes to be able to help one of the struggling towns that are up for grabs…
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