Reginald Fairback

Children

Reginald Fairback

Variant Human Race
Daborak/Soldier in Training Origin
Fighter(Battle Master) 9 Class & Level
Lawful Neutral Alignment
Iass Deity
Steel Saints Faction
Member Rank/Position
32 Loyalty
None Company

Strength 17
+3
Dexterity 15
+2
constitution 13
+1
intelligence 11
+0
wisdom 16
+3
charisma 10
+0
Total Hit Dice 9
Hit Die
1d10+1
+3 proficiency bonus
+6 Strength
+2 Dexterity
+4 Constitution
+0 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+2 Acrobatics
+6 Animal Handling
+0 Arcana
+6 Athletics
+0 Deception
+3 History
+3 Insight
+0 Intimidation
+0 Investigation
+6 Martial
+3 Medicine
+0 Nature
+3 Perception
+0 Performance
+0 Persuasion
+0 Religion
+2 Sleight of Hands
+2 Stealth
+6 Survival
skills

 
36
MV
2
Prestige
1
Attunement Slots
18
Armor Class
65
Hit Points
+2
Initiative
30
Speed
Halberd of Radiance 1d20+7 1d10+1d4+5
Pommel Strike 1d20+7 1d4+1d4+5
Handaxe 1d20+6 1d6+3
Longbow 1d20+5 1d8+2
Attacks
Languages: Common, Dwarvish
Armor: Light, Medium, Heavy
Weapons: Simple and Martial
Saves: STR and CON
Skills: Animal Handling, Athletics, History, Martial, Survival
Proficiences
Sablecloth of Security
Transform one crit hit to a normal hit. This cloth is tied to ones weapon or shield. As a reaction, it's magic can be expended to prevent one critical hit made against them, rendering it into a normal hit. This magic is expended after one usage, leaving a nonmagical cloth strip.

Reginald's Beacon of Flame
This belted lantern has four light settings. These settings can be adjusted by using a bonus action. Torch - This lantern produces light like a torch. Simple This may be maintained indefinitely. Day - This lantern produces light like a bright noon sun, like the daylight spell. This may be maintained for up to 5 minutes. After which, the lantern becomes inert for 1 minute. Blinding - This light may be activated and if it is, all creatures within 10ft (Not the wearer) are blinded for 1 round unless they succeed a wisdom saving throw DC 15. Using this item in this manner, causes it to become inert for 1 minute. Deadly - All creatures within 20ft (Not the wearer), take 5d6 fire damage, this damage is halved with a dexterity saving throw of 14. Once used in this way, the lantern is inert for 1 day.

"Halberd of Healing" - Minor Uncommon -
The axehead of his halberd has runes on it that is similar to that of the spell Spare the Dying. In fact, a scroll of it was burned onto the weapon, enchanting it. Once per long rest, you can make an attack with this magical halberd against a living creature with 0 hit points within your reach. If the attack would hit, instead of dealing damage, the creature is stabilized. If the attack misses, the ability is wasted. If you score a critical hit with this attack, the target is stabilized and gains 1 hit point. Counts as magical for the matter of overcoming non-magical resistance.

Turtlemail
This mostly all natural plate armor consists of one massive turtle shell with additional reinforcements added to protect the legs, arm, chest, and head. It looks somewhat strange, but is definitely keeps the wearer safe. The healing magics used in the creation of this armor allow the wearer to reroll any roll of a 1 when healing with Hit Dice. This ability refreshes at dawn every day. You gain a swim speed equal to half your movement speed while wearing this armor.

Reginald's Halberd of Radiance--- Attunement ---Major Rare
+1 Halberd - Major Rare (2,600 gp) - Attunement [Flavor] You deal an extra 1d4 radiant damage with this weapon. You restore 1 hit point when you score a critical hit. This weapon holds 2 charges, which are refreshed at dawn every day. You can use the following abilities as an action by speaking the respective command words: Anne: The halberd sheds bright light in a 30 ft. radius and dim light for an additional 30 ft. past that. This effect lasts until you speak one of the three command words. Henry: You spend a charge with the action to cause the gem to fire a beam of light at one creature you can see within 20 ft. of you. The target must succeed on a DC 13 Constitution saving throw or become blinded for 3 rounds. Robert: You spend a charge with the action to cause the weapon to flare up with blinding light in a 20 ft. cone. Each creature in the cone must succeed on a DC 13 Constitution saving throw or become blinded for 2 rounds. A creature that succeeds on its save against being blinded cannot be blinded by these abilities again for 1 minute.

Reginald’s Halberd of Astral Dragonfire
+1 Masterwork Halberd - Minor Very Rare (4000gp, 38 days | 1 Downtime day) - Attunement: Fighter

This weapon hums with the power of the Saint who crafted it, blessed with the power of the Dragonstorm by the Lord of Blades. This weapon serves as a reminder of the dragon's gift to the Saint, and an extension of the dragon's will should it ever call upon him. The weapon was designed to hone the user's internal astral flame, and to allow them a means to use that flame to deal with any threats to the Saint's way of life and their duty. That combined with the additional insight into your foes makes this weapon's wielder a formidable mercenary.

Your Strength score is increased by 2, to a maximum equal to your ability score cap.

Exploit Advantage. When you hit a creature with this weapon, the next Wisdom (Martial) check you make against it has advantage. You can only gain this benefit once per round. If the hit was a critical hit, you gain a +2 bonus to the check.

Saintly Steel. Attacks with this weapon deal an additional 1d6 fire or thunder damage, as appropriate. The next attack you make after using Action Surge has advantage.

[Base Material, Adornment, Enhancement, Enchantment]

Fadesteel Helm - This helmet removes the disadvantage penalty for sneaking in heavy armor, in addition, it provides a +1 to stealth checks
=============
2 Handaxes
Shield
Signet Ring
Deck of Cards
"Kraken" Rum
"Hammer" Mead
5 x Caltrops
5 x Flask of Oil
18 x Crafting Token
150ft of Hempen Rope
Grappling Hook
26 Arrows
1 x Arlo Token
2 x Alchemist Fire
10 x Rations
7 x Torches
Longbow
Saint Mail
2 x Quiver
4 x Holy Water
1 x (Dream) Holy Water
Fine Clothes
Potion Bandolier: 3 x Greater Potion of Healing
Coiled Fang: Scimitar, 1d6 slashing + 1d4 poison
Potion of Greater Healing x 8
875.59 GP
Equipment
Steel Saints
Faction
Mad Man
Stat Array
Soldier in Training +1 to damage rolls with a Halberds
Steel Saint +2 to Strength Cap. Proficiency with Cards and Vehicle(Land).
Battlemaster Prof. in Smith's Tools
Daborak Origin +1 Strength, Skill Prof: Athletics
Lip Service(Iass) Skill Prof: Survival
Fading Light of the Dragonstorm Reginald is now young again, and perhaps more?

Polearm Master
Hit an enemy with the opposite end of a polearm as a bonus action after attacking. Does 1d4 Bludgeoning damage. While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach.

Sentinel
When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Great Weapon Fighting
Reroll all 1s and 2s on damage dice with two handed weapons. Must use new roll.

Second Wind
Recover 1d10+lvl hitpoints as a bonus action. Once per short rest.

Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. 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.

Distracting Strike
When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Maneuvering Attack
When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

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.

Feinting Attack
You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll this turn against that creature. If that attack hits, add the superiority die to the attack's damage roll.
The advantage is lost if not used on the turn you gain it.

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(five at 7th level) 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.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Know Your Enemy
If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

Strength score
Dexterity score
Constitution score
Armor Class
Current hit points
Total class levels (if any)
Fighter class levels (if any)

Indomitable
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

Silver Saint:(6th level Prestige Class)

Silver Surge
Whenever you would action surge, the following abilities may be activated once each, within 1 minute of your action surge. You can not use these
abilities again until after you action surge again.

Silver Flash

As a bonus action, after you have action surged, you can teleport up to 300 ft. You must do so to places you can see and reasonably stand. You
can use this in increments, such as between actions, teleporting each time, but no more than 300 ft total. (For Example you could teleport before
and after each attack.) You can use this teleportation pool until the end of your turn.

Silver Slash / Shot

As an action, after you have action surged, you can attack a single creature with your weapon. You deal an additional amount of astral damage
equal to your character level. If this attack should have advantage, you double this astral damage, if you should critical hit with this attack, the
creature must make a DC 22 constitution saving throw or be stunned for 1 round. If you use a ranged weapon with this attack, the creature must be
within its normal range.

Silver Essence

You receive a +1 to Strength, Dexterity and Constitution.

In addition whenever you would use your second wind ability, you heal for an additional d10 (Yes, it works with battle herald)
Class/Racial Features & Traits

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