Naeris Allard HP 38 AC 16 = 10 + 2 + 0 + 4 + 0 + 0 INITIATIVE +4 = +4 + +
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Naeris Allard Shaundakul None Chaotic Neutral Character Name Player Name Deity Region Alignment Rogue 6 Elf (Wood) / Humanoid Medium / 5 ft. 4' 11" / 91 lbs. CLASS RACE SIZE / FACE HEIGHT / WEIGHT Hair Darkvision (60 ft.) 6 (6) 14000 / 23000 0 Male Vision Character Level (CR) EXP/NEXT LEVEL AGE GENDER EYES ABILITY NAME ABILITY EQUIPPED ABILITY ABILITY PENALTY WOUNDS/CURRENT HP SUBDUAL DAMAGE DAMAGE REDUCTION SPEED SCORE SCORE MODIFIER DAMAGE HP 38 Walk 35 ft. STR 8 -1 hit points Strength AC = + + + + + DEX 18 +4 armor class 16 10 2 0 4 0 0 Dexterity BASE ARMOR SHIELD STAT NATURAL MISC TOTAL ARMOR BONUS BONUS CON 10 +0 Constitution INITIATIVE +4 = +4 + +0 modifier INT 12 +1 TOTAL DEX MISC Intelligence MODIFIER MODIFIER Encumbrance SKILLS WIS 14 +2 Light KEY ABILITY SKILL ABILITY PROF MISC Wisdom SKILL NAME MODIFIER MODIFIER MODIFIER MODIFIER Proficiency Bonus CHA 14 +2 +3 ✓ Acrobatics DEX 7 = 4 + 3 + Charisma = + PROFICIENT SAVING THROWS TOTAL PROFICIENCY ABILITY MAGIC MISC TEMP Animal Handling WIS 2 2 ❏ strength -1 = +0 + -1 + +0 + +0 + Arcana INT 1 = 1 + Athletics STR -1 = -1 + ■ = + + + + dexterity +7 +3 +4 +0 +0 Deception CHA 2 = 2 + ❏ = + constitution +0 = +0 + +0 + +0 + +0 + History INT 1 1 ✓ Insight WIS 5 = 2 + 3 + ■ = + + + + intelligence +4 +3 +1 +0 +0 Intimidation CHA 2 = 2 + ❏ ✓ = + + wisdom +2 = +0 + +2 + +0 + +0 + Investigation INT 7 1 6 Medicine WIS 2 = 2 + ❏ = + + + + charisma +2 +0 +2 +0 +0 Nature INT 1 = 1 + ✓ Perception WIS 8 = 2 + 6 + = + TOTAL ATTACK BONUS DAMAGE CRITICAL REACH Performance CHA 2 2 UNARMED ✓ Persuasion = + + (nonlethal only) +2 1d3-1 20/x2 5 ft. CHA 5 2 3 ✓ Religion INT 4 = 1 + 3 + *Longbow HAND TYPE SIZE CRITICAL REACH Sleight of Hand DEX 4 = 4 + Both P M 20/x0 5 ft. ✓ Stealth = + + 150 ft. 600 ft. DEX 10 4 6 = + TH +7 +7 (Disadvantage) Survival WIS 2 2 ✓ Dam 1d8+4 1d8+4 : Proficient Skill. Dagger HAND TYPE SIZE CRITICAL REACH Conditional Skill Modifiers: Carried P M 20/x0 5 ft. Passive Perception is 18 TOTAL ATTACK BONUS DAMAGE +6 1d4+3 +6 Thieves' Tools 20 ft. 60 ft. TH +7 +7 (Disadvantage) Dam 1d4+4 1d4+4 Rapier HAND TYPE SIZE CRITICAL REACH Carried P M 20/x0 5 ft. TOTAL ATTACK BONUS DAMAGE +6 1d8+3 *: weapon is equipped ARMOR TYPE AC MAXDEX CHECK SPELL FAILURE *Studded Leather +2 +0 0 Character: Naeris PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:6 (CR:6) Player: Allard Created using PCGen v6.08.00 on 21 Jan 2020 at 22:18:59 Page 1 EQUIPMENT Race Traits ITEM LOCATION QTY WT / COST Ability Score Increase [Wizards of the Coast - Longbow Equipped 1 2 / 50 Player's Handbook, p.23] LongRange: 600, RangeLongMult: 4, ShortRange: 150 Your Dexterity score increases by 2. Studded Leather Equipped 1 13 / 45 Ability Score Increase [Wizards of the Coast - Clothes, Fine Equipped 1 6 / 15 Player's Handbook, p.24] Winged Boots Equipped 1 0 / 0 Your Wisdom score increases by 1. Attuned to Item - While you wear these boots, you have a flying speed equal to your walking speed. You can use Darkvision [Wizards of the Coast - the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until Player's Handbook, p.23] you land. The boots regain 2 hours of flying capability for every 12 hours they aren't in use. Accustomed to twilit forests and the night sky, you have superior vision in dark Quiver Equipped 1 1 / 1 and dim conditions. You can see in dim light within 60 feet of you as if it were bright 6 lbs., 6 Arrows (20) light, and in darkness as if it were dim light. You can't discern color in darkness, Arrows (20) Quiver 6 1 (6) / 1 (6) only shades of gray. ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ Elf Weapon Training [Wizards of the Coast - ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ Player's Handbook, p.24] ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ You have proficiency with the longsword, shortsword, shortbow, and longbow. ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ Fey Ancestry [Wizards of the Coast - ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ Player's Handbook, p.23] 16 An old divination card bearing your Equipped 1 0 / 0 You have advantage on saving throws against being charmed, and magic can't likeness put you to sleep. Belt Pouch Equipped 1 1 / 0.5 Fleet of Foot [Wizards of the Coast - Cartographer's Tools Equipped 1 6 / 15 Player's Handbook, p.24] City Map Equipped 1 0 / 0 Your base walking speed increases to 35 feet. Keen Senses [Wizards of the Coast - Equipped 1 3 / 25 Disguise Kit Player's Handbook, p.23] Holy Symbol (Amulet) Equipped 1 1 / 5 You have proficiency in the Perception skill. Prayer Book Equipped 1 0 / 0 Languages [Wizards of the Coast - Priest's Pack Equipped 1 0 / 19 Player's Handbook, p.23] Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle days of rations, and a waterskin. intonations and intricate grammar. Elven literature is rich and varied, and their Thieves' Tools Equipped 1 1 / 25 songs and poems are famous among other races. Many bards learn their +3 language so they can add Elvish ballads to their repertoires. Carried 8 2 (16) / 0.5 (4) Rations (1 day) Mask of the Wild [Wizards of the Coast - Rations (1 day) Equipped 2 2 (4) / 0.5 (1) Player's Handbook, p.24] Rope, silk (50 feet) Equipped 1 5 / 10 You can attempt to hide even when you are only lightly obscured by foliage, Grappling hook Equipped 1 4 / 2 heavy rain, falling snow, mist, and other natural phenomena. Mess kit Carried 1 1 / 0.2 Trance [Wizards of the Coast - Player's Handbook, p.23] Tinderbox Carried 2 1 (2) / 0.5 (1) Elves don't need to sleep. Instead, they meditate deeply, remaining Waterskin Carried 2 5 (10) / semiconscious, for 4 hours a day. (The Common word for such meditation is 0.2 (0.4) "trance.") While meditating, you can dream after a fashion; such dreams are Blanket Carried 1 3 / 0.5 actually mental exercises that have become reflexive through years of practice. Alms Box Carried 1 0 / 0 After resting in this way, you gain the same benefit that a human does from 8 Block of Incense Carried 2 0 (0) / 0 (0) hours of sleep. Censer Carried 1 0 / 0 Class Features Carried 10 1 (10) / 2 (20) Dagger Feature: Shelter of the Faithful [Wizards of the Coast - LongRange: 60, RangeLongMult: 3, ShortRange: 20 Player's Handbook] Rapier Carried 1 2 / 25 As an acolyte, you command the respect of those who share your faith, and you Candle Carried 10 0 (0) / 0 (0.1) can perform the religious ceremonies of your deity. You and your adventuring Vestments Carried 1 0 / 0 companions can expect to receive free healing and care at a temple, shrine, or TOTAL WEIGHT CARRIED/VALUE 91,3 lbs. 270.7gp other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you WEIGHT ALLOWANCE (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This Light 120 Medium 120 Heavy 120 could be the temple where you used to serve, if you remain on good terms with Lift over head 120 Lift off ground 240 Push / Drag 240 it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not MONEY hazardous and you remain in good standing with your temple. Coin (Gold): 15[Equipped] Expertise [Wizards of the Coast - Total= 15 gp Player's Handbook, p.96] At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies MAGIC and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, Languages you can choose two more of your proficiencies (in skills or with thieves' tools) to Celestial, Common, Draconic, Elvish gain this benefit. Sneak Attack [Wizards of the Coast - Other Companions Player's Handbook, p.96] Beginning at 1st level, you know how to strike subtly and exploit a foe's Personality Traits distraction. Once per turn, you can deal an extra 3d6 damage to one creature Nothing can shake my optimistic attitude. you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, of other gods. and you don't have disadvantage on the attack roll. Thieves' Cant [Wizards of the Coast - Bonds Player's Handbook, p.96] I would die to recover an ancient relic of my faith that was lost long ago. During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal Ideals conversation.