orym: (pic#16541068)
orym of the air ashari ([personal profile] orym) wrote2024-06-03 05:34 pm

Character Sheet

Orym of the Air Ashari
Fighter 13
Air Ashari
Al
CLASS AND LEVEL
BACKGROUND
PLAYER NAME
Halfling
Neutral Good
Milestone
RACE
ALIGNMENT
EXPERIENCE POINTS
STATS
STRENGTH
10 ( 0 )
DEXTERITY
20 ( +5 )
CONSTITUTION
15 ( +2 )
INTELLIGENCE
14 ( +2 )
WISDOM
16 ( +3 )
CHARISMA
12 ( +1 )
bonuses/saving throws
PROFICIENCY
+5
STRENGTH
+5 ☑
DEXTERITY
+5 ☐
CONSTITUTION
+7 ☑
INTELLIGENCE
+2 ☐
WISDOM
+3 ☐
CHARISMA
+1 ☐
19
+5
ARMOR CLASS
INITIATIVE
146
13d10
MAX HIT POINTS
HIT DICE
skills
acrobatics
+10 ☑
animal handling
+3 ☐
arcana
+2 ☐
athletics
+0 ☐
deception
+1 ☐
history
+7 ☑
insight
+3 ☐
intimidation
+6 ☑
investigation
+2 ☐
medicine
+3 ☐
nature
+2 ☐
perception
+12 ☑
performance
+1 ☐
persuasion
+6 ☑
religion
+2 ☐
sleight of hand
+5 ☐
stealth
+5 ☐
survival
+3 ☐
passive wisdom
33
other proficiencies & languages
— Common, Halfling
— Carpenter's Tools
— Seedling, the Wayward Pilgrim (+1 shortsword): You can use one of your attack actions to cast Grasping Vine (DC 14). You can also attack a target with a gust of slashing wind if they are within 15 ft of you.
— Sentinel Shield: While held, you gain advantage on initiative rolls and perception checks. Passive perception checks gain +5.
— Boots of Striding and Springing: While wearing these boots, your walking speed is at least 30 ft, and your speed is not affected by being encumbered or by wearing heavy armor. Your jump distance is triple your normal walking speed.
weapon
atk bonus
damage/type
Seedling
+11
1d6 + 6 slashing
features & traits

Martial Archetype: Battle Master
Fighting Style: Superior Technique
Save = 18
Combat Superiority (6d10, 1d6)
Maneuvers:
- Bait and Switch
- Disarming Attack
- Feinting Attack
- Goading Attack
- Pushing Attack
- Riposte
- Trip Attack
- Zephran Heart (add Superiority Die roll to Strength save)

Extra Attack (3/attack action)
Second Wind (1/short or long rest, recover 1d10+ Fighter level)
Action Surge (extra action, 1/short or long rest)
Indomitable (2/long rest, can now be used twice between rests)

Know Your Enemy (Can spend 1 minute studying a creature outside of combat to ascertain if their ability is superior, inferior, or equal to your own. May study one of the following: Strength, Dexterity, Constitution, Armor Class, Current hit points, Total class levels, Fighter class levels)

Lucky (reroll nat1s, must use new roll)
Brave (adv on saving throws against being frightened)
Halfling Nimbleness (may move through space of any creature of a larger size than you)
Stout Resilience (adv on saving throws against poison, resistant to poison damage)

ASI (L4): DEX +2
Feat (L6): Observant (+1 Wis, +5 to passive perception and investigation, can read lips of understood languages)
Feat (L8): Skill Expert (+1 Cha, Expertise in Perception, Proficiency in Persuasion)
Feat (L12): Tough
Fey Touched: +1 Intelligence, Hex & Misty Step

SpellS
WISDOM
16
+8
spell casting ability
spell save dc
spell attack bonus
cantrips
Druidcraft
Gust
level one
Hex
level two

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