Erik

Erik

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Timbers Tiny Construct, unaligned (2ft Tall) Armor Class: 12 Hit Points: 15 Speed 15 ft. 5 (-2) STR 12 (+1) DEX 12 (+1) CON 6 (-2) INT 6 (-2) WIS 12 (+1) CHA Vulnerabilities: Fire Damage Resistance: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks   Damage Immunities: Poison Condition Immunities: Exhaustion, Paralyzed, Petrified, Poisoned Senses: Passive Perception 10 Languages: One Language Known By Its Creator: Common (Speaks broken common, pirate accent) False Appearance. While the Cask remains motionless, it is indistinguishable from a normal small Cask.   Mess kit Compartment: This Cask contains a cup, simple cutlery, a cooking pan and a plate that can also be used as a shallow bowl.   Actions Shimmering Sun Rum (4 Uses, recharges on Long Rest.) The owner and their allies may draw upon the magical Rum from this cask in order to gain the benefits of an Antitoxin for 1d4 hours (Owner rolls). (The Antitoxin effect can only be gained once per long rest.) As an action, with a use of the Cask and its rum, it can stabilize a creature that has 0 Hit Points, without needing to make a Wisdom (Medicine) check. (The Rum's stabilizing and antitoxin properties only last for 24 hours and can not be bottled for later use, it is meant to be drank fresh.)   Order up! - The Cask can be ordered to deliver and stabilize a downed ally with 1 use of its Shimmering Sun Rum. (No medicine check required. However if it's owner is downed, Timbers will panic and expend all its remaining uses of Shimmering Sunset Rum to stabilize the owner.) (This creature can not attack, as it is accustomed to helping and serving.) Received on the Mission Red Skull Rangers: Bloodwave Bay
Species
Ethnicity
Year of Birth
1181 24 Years old
Children
Eyes
Hazel
Hair
Rich black
Height
6'1
Weight
180

Erik

Variant Human Race
Daborak/Bandit of the Rolling Wastes Origin
Rouge/Fighter 3/3 Class & Level
Chaotic Neutral Alignment
Sekelcuse Deity
Faction
Member Rank/Position
1 Loyalty
Company

Strength 12
+1
Dexterity 18
+4
constitution 12
+1
intelligence 10
+0
wisdom 12
+1
charisma 12
+1
Total Hit Dice 1d8 | 1d10
Hit Die
2+1
+3 proficiency bonus
+1 Strength
+7 Dexterity
+1 Constitution
+3 Intelligence
+1 Wisdom
+1 Charisma
saving throws
+7 Acrobatics
+1 Animal Handling
+0 Arcana
+4 Athletics
+4 Deception
+0 History
+4 Insight
+4 Intimidation
+0 Investigation
+1 Martial
+1 Medicine
+0 Nature
+1 Perception
+1 Performance
+4 Persuasion
+0 Religion
+10 Sleight of Hands
+10 Stealth
+1 Survival
skills

 
15
MV
1
Prestige
1
Attunement Slots
17
Armor Class
45
Hit Points
+4
Initiative
30
Speed
Divine Chaos1d20+71d8+5
Rapier1d20+71d8+4
Shortsword1d20+71d6+4
Crossbow1d20+71d8+4
Attacks
Armor | Light and medium armor, shields

Weapons | Simple weapons, martial weapons, hand crossbows,
longswords, rapiers and shortswords
Tools: Thieves' tools, alchemist's supplies, poisoner's kit, disguise kit

Saving Throws | Dexterity, Intelligence

Skills | Acrobatics, Athletics, Deception, Insight, Intimidation, Persuasion, Sleight of hand, Stealth
Proficiences
Gold | 1164
Sliver | 25
Copper | 76

Xuè cì, the Bleeding Thorn
+1 Rapier - Major Rare (2,800gp) - Restricted Attunement (Riposte Maneuver)
"This surprisingly sharp dueling sword has a guard resembling stylized rose petals, and seems to shine as if covered in crystaline water in the newly risen morning sun. Many would die to see a thing of such beauty, and this blade often obliges."
This rapier is not made of metal. It is considered to be Ironwood. (Wood that has the same strength and qualities of a metal item of the same type)
You have advantage on attack rolls made as part of a Riposte maneuver.
Once per long rest, you may choose to deliver a Vampiric Strike with this weapon. If you hit, you deal the weapon damage as normal, and the target is affected by the Vampiric Touch spell. (At lowest level)
Once per long rest, you may cast the spell Spike Growth.

Divine Chaos
Being crafted by Erik
Rapier - Major Uncommon (800gp, 8 days) - Attunement

When swung this rapier glows with the divine energies it was forged with.

This weapon does an additional 1 radiant damage.

You reduce radiant damage you take by 1.

Roll a d4 after a long rest. When outside and in this type of weather, the rapier deals an additional 1d4 radiant damage.

1 - A clear night sky under moonlight.
2 - A sunny afternoon with no clouds.
3 - A dazzling dusk that paints the skies in many colors.
4 - A cheery, bright dawn.

[Base Material, Adornment, Enhancement, Enchantment]
2x Rapier
2x Longsword
Shortword
Burglar's Pack
Thieves' Tools
2x Dagger
Studded Leather
Alchemist’s supplies
Carpenter’s tools
Woodcarver’s tools
Fine Cloths
Serpent Venom
Drow poison
Tier 1 cooking ingredient
Everburning torch
2 Healer Kits
Holy symbol of Cassius
50 of rope
Half Plate Armor
1 Wyvern Poison
1 Potion of Fire Giant Strength
1 Oil of slipperiness
4 Potions of healing
1 Potion of Invisibility
Crafting token 4
Crafting mats:
1 Bloodied Weapon Fragment
Equipment
The Specialist
Stat Array
Dual Wielder | You master fighting with two weapons, gaining the following benefits: You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light. You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one

Expertise | At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies 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, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

Sneak Attack | Once per turn, you can deal extra 2d6 damage to one creature 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 another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Thieves' Cant | 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 conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Cunning Action | Starting at your second level, you can use your Bonus Action to take the Dash, Disengage, or Hide action.

Assassinate | Starting at 3rd level, 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.

Two-Weapon Fighting: | When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Second Wind | At first level, on your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again

Action Surge | Starting at second level, on your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Combat Superiority
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Maneuvers List
Riposte
When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

Trip Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Precision Attack
When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Student of War
At 3rd level, you gain proficiency with one type of artisan's tools of your choice.

Class/Racial Features & Traits

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