BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Carmil Steelmill

Carmil is one of the "Kotoxi Adventurers", a brash and forward vagabond yet calm and intelligent when he wants to be. He is often very open and is very hard to embarass.

Halfling male. Carmil is one of the "Kotoxi Adventurers", a brash and forward vagabond yet calm and intelligent when he wants to be. He is often very open and is very hard to embarass.

Species
Halfling
Children
Eyes
Dark green
Hair
Frazzled, black, short
Height
3'3''
Weight
47 lb

Carmil Steelmill

Fighter 6 Class & Level
Vigilante Background
Lightfoot Halfling Race
Chaotic Good Alignment

Strength 19
+4
Dexterity 14
+2
constitution 14
+2
intelligence 10
+0
wisdom 12
+1
charisma 10
+0
Total Hit Dice 6
Hit Die 1d10+2
3 proficiency bonus
14 Passive perception
7 Strength
2 Dexterity
5 Constitution
0 Intelligence
1 Wisdom
0 Charisma
saving throws
2 Acrobatics
4 Animal Handling
0 Arcana
7 Athletics
-1 Deception
0 History
1 Insight
3 Intimidation
0 Investigation
1 Medicine
0 Nature
4 Perception
0 Performance
0 Persuasion
0 Religion
2 Sleight of Hands
2 Stealth
1 Survival
skills
16
AC
72
Hit Points
2
Initiative
25ft
Speed
Human, Halfling, Kotoxi

Shortsword, Tomahawk, Light Crossbow

Thieve's Tools,
Proficiencies
Attacks

Spellcasting
Mastercrafted Shortsword, Three Tomahawks, Light Crossbow, Bedroll, Messkit, 20 Rations, Waterskin, Thieve's Tools, 2 Common Clothes, Common Hat
Equipment

Personality Traits

Ideals

Bonds

Flaws
Brave
You have advantage on saving throws against fear.

Halfling Nimbleness
You can move through spaces occupied by a creature larger than you.

Lucky
Reroll d20 rolls of 1.

Naturally Stealthy
Can attempt to hide even when you are obscured only be a creature at least one size larger than you.

Fighting Style - Two-weapon Fighting
When fighting with two weapons, you can add your ability modifier to the second attack.

Second Wind
(1/Rest) As a bonus action, regain (1d10 + Fighter Level) hp.

Action Surge
(1/Rest) Add an Action and possible Bonus Action to your turn.

Extra Attack
Make 2 Attacks instead of 1 when you make the Attack Action.

Combat Superiority
Four 1d8 Superiority dice per short/long rest. Maneuver save DC 11.

Maneuvers Known:
  • Disarming Attack
  • Tripping Attack
  • Riposte

Features & Traits

Comments

Please Login in order to comment!