Aftermath of Ozymandias Character Sheets
Jul 25, 2020 11:29:16 GMT -8
Post by GravityEmblem on Jul 25, 2020 11:29:16 GMT -8
Daos Soulstaff (Played by Daos)
Male Half-Elf Evoker 5 (LG)
STR 10 (+0), DEX 14 (+2), CON 13 (+1), INT 19 (+4), WIS 18 (+4), CHA 16 (+3), Age 36, HT 6'0", WT 170 lbs
HP: 30/30
Hit Die: 5/5d6
Proficiency Bonus: +3
AC: 12 = 10 + 2 [DEX]
Dmg: Unarmed strike [+2 to hit; 1 bludgeoning], Quarterstaff [+2 to hit; 1d6 bludgeoning, 4 lb, versatile (1d8)]
XP: 5,047/6,500
Saves: STR +0, DEX +2, CON +1, INT +7, WIS +7, CHA +3
Feats: Elemental Adept [Cold] (cold spells ignore resistance and damage rolls of 1 are treated as 2)
Skills: Acrobatics (+2), Animal Handling (+4), Arcana (+6), Athletics (+2), Deception (+3), History (+6), Insight (+7), Intimidation (+3), Investigation (+7), Medicine (+7), Nature (+4), Perception (+4), Performance (+3), Persuasion (+3), Religion (+7), Sleight of Hand (+2), Stealth (+2), Survival (+4)
Racial Abilities: Ability Score Increase (+2 CHA, +1 DEX, +1 INT), Darkvision (60'), Fey Ancestry (Advantage on saves against charm and immunity to sleep), Skill Versatility (Medicine, Religion)
Class Abilities: Wizard Proficiencies (Daggers, Darts, Slings, Quarterstaffs, Light Crossbows, INT saves, WIS saves, Insight, Investigation), Spellcasting Ability (DC to resist is 8+3+4 = 15, Spell attack modifier is 3+4 = 7), Ritual Caster, Arcane Recovery (can recover 1 expended spell slot on a short rest)
Archetype Abilities: Evocation Savant (gold and time spent copying evocation spells to spellbook is halved), Sculpt Spells (can choose 1+spell level of friendlies in an AoE evocation spell that will automatically succeed their saves and take no damage instead of half)
Background Abilities: Research (When failing to learn or recall a piece of lore, automatically know where and from whom it can be obtained), Hermit Proficiency (Arcana, History, Calligraphy)
Languages: Common, Elvish, Dwarven, Scorcastrian
Gear:
Head - Bare
Neck - Bare
Torso - Purple robes [3 lbs], backpack [5 lbs]
Hands - Bare
Waist - Brown pants, leather belt, component pouch [2 lbs]
Feet - Leather boots
Backpack - Ink pen, ink vial, small knife, little bag of sand, parchment sheets (x10), calligrapher supplies [5 lbs], 'The Founding of Foccu' [3 lbs], 'The End of the Age of Elves' [3 lbs], 'In the Middle of Everything, Volume 1: Early Foccu History' [3 lbs], spellbook [3 lbs], scroll case full of notes [1 lb], coin (8 SP, 45 GP) [1 lb], waterskin (full) [5 lbs], rations (x0 days) [0 lbs], Duke Deppsburg bag of coin (50 GP) [1 lb]
Total Weight: 25 lbs
Speed: 30
Encumbrance: 0-50 lbs is no encumbrance, 51-100 lbs is encumbrance (-10 speed), 101-150 lbs is heavy encumbrance (-20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity)
Stowed Gear: None
Spells: [0] Chill Touch, Frostbite, Light, Ray of Frost [1] Chromatic Orb, Detect Magic (R), Identify (R), Fog Cloud (C), Ice Knife, Mage Armor, Magic Missile, Protection from Evil and Good (C), Shield (R), Sleep [2] Detect Thoughts (C), Hold Person (C), Invisibility (C), Snilloc’s Snowball Swarm, Suggestion (C) [3] Fly (C), Sleet Storm (C)
Prepared Spells: (9)
Level 1: Detect Magic, Fog Cloud, Mage Armor, Magic Missile, Sleep
Level 2: Detect Thoughts, Invisibility, Snilloc’s Snowball Swarm
Level 3: Sleet Storm
Spell Slots:
Level 1: 4/4
Level 2: 2/3
Level 3: 2/2
Inspiration: No
Caelynn (Played by HorizonsDream)
Rogue Lvl 4
Half Elf
Background: Charlatan
Alignment: NG
Age:30
Height: 5'2"
Weight: 125lbs
HP: 23
Hit Dice: 1d8 (or 5)+ Con Mon
AC: 15 (leather armor)
Initiative: +4
Speed: 30
Passive Wisdom (Perception): 11
Money: 87 gp, 2 sp
Sneak Attack DMG: 2d6
Proficiency Bonus: +2
STR: 11 (0)
DEX: 19 (+4)
CON: 10 (0)
INT: 18 (+4)
WIS: 12 (+1)
CHA: 18 (+4)
Armor: Light
Weapons: Simple Weapons, Hand Crossbows, Long Swords, Rapiers, Short Swords
Languages: Humish, Elvish, Draconic
Acrobatics +6 (Dex), Animal Handling +1 (Wis), Arcana +4 (Int), Athletics 0 (Str), Deception +6 (Cha), History +4 (Int), Insight +1 (Wis), Intimidation +4 (Cha), Investigation +6 (Int), Medicine +1 (Wis), Nature +4 (Int), Perception +1 (Wis), Performance +4 (Cha), Persuasion +6 (Cha), Religion +4 (Int), Sleight of Hand +6 (Dex), Stealth +6 (Dex), Survival +1 (Wis)
Saving Throws
Strength: 0
Dexterity: +4
Constitution: 0
Intelligence: +4
Wisdom: +1
Charisma: +4
Equipment
Shortsword, Short bow w/quiver (34 arrows), Explorer's Pack, Leather Armor, Two Daggers, Thieves' Tools, Fine Clothes, Disguise Kit, Signet Ring (fake of some random Duke), Pouch (87gp, 6 sp)
Background Feature (False Identity): You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of documents or the handwriting you are trying to copy
Expertise: At 1st level, choose two of your skill proficiencies or one of your skill proficiency 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 lvl, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit. (Thieves' Tools and Persuasion (+8))
Sneak Attack: Beginning at 1st lvl, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 dmg 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.
Thieves' Cant: During your rogue raining 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 lvl 2, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Roguish Archetype: Mastermind
Master of Intrigue: When you choose this archetype, at 3rd lvl, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice. Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.
Master of Tactics: Starting at 3rd lvl, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you if the target can see and hear you.
Personality Trait: Flattery is my preferred trick for getting what I want.
Scam: I insinuate myself into people's lives to prey on their weaknesses and secure their fortunes.
Ideal: I never target people who can't afford to lose a few coins.
Bond: Somewhere out there, I have a child who doesn't know me. I'm making the world better for her.
Flaw: I can't resist swindling people who are more powerful than me.
Male Half-Elf Evoker 5 (LG)
STR 10 (+0), DEX 14 (+2), CON 13 (+1), INT 19 (+4), WIS 18 (+4), CHA 16 (+3), Age 36, HT 6'0", WT 170 lbs
HP: 30/30
Hit Die: 5/5d6
Proficiency Bonus: +3
AC: 12 = 10 + 2 [DEX]
Dmg: Unarmed strike [+2 to hit; 1 bludgeoning], Quarterstaff [+2 to hit; 1d6 bludgeoning, 4 lb, versatile (1d8)]
XP: 5,047/6,500
Saves: STR +0, DEX +2, CON +1, INT +7, WIS +7, CHA +3
Feats: Elemental Adept [Cold] (cold spells ignore resistance and damage rolls of 1 are treated as 2)
Skills: Acrobatics (+2), Animal Handling (+4), Arcana (+6), Athletics (+2), Deception (+3), History (+6), Insight (+7), Intimidation (+3), Investigation (+7), Medicine (+7), Nature (+4), Perception (+4), Performance (+3), Persuasion (+3), Religion (+7), Sleight of Hand (+2), Stealth (+2), Survival (+4)
Racial Abilities: Ability Score Increase (+2 CHA, +1 DEX, +1 INT), Darkvision (60'), Fey Ancestry (Advantage on saves against charm and immunity to sleep), Skill Versatility (Medicine, Religion)
Class Abilities: Wizard Proficiencies (Daggers, Darts, Slings, Quarterstaffs, Light Crossbows, INT saves, WIS saves, Insight, Investigation), Spellcasting Ability (DC to resist is 8+3+4 = 15, Spell attack modifier is 3+4 = 7), Ritual Caster, Arcane Recovery (can recover 1 expended spell slot on a short rest)
Archetype Abilities: Evocation Savant (gold and time spent copying evocation spells to spellbook is halved), Sculpt Spells (can choose 1+spell level of friendlies in an AoE evocation spell that will automatically succeed their saves and take no damage instead of half)
Background Abilities: Research (When failing to learn or recall a piece of lore, automatically know where and from whom it can be obtained), Hermit Proficiency (Arcana, History, Calligraphy)
Languages: Common, Elvish, Dwarven, Scorcastrian
Gear:
Head - Bare
Neck - Bare
Torso - Purple robes [3 lbs], backpack [5 lbs]
Hands - Bare
Waist - Brown pants, leather belt, component pouch [2 lbs]
Feet - Leather boots
Backpack - Ink pen, ink vial, small knife, little bag of sand, parchment sheets (x10), calligrapher supplies [5 lbs], 'The Founding of Foccu' [3 lbs], 'The End of the Age of Elves' [3 lbs], 'In the Middle of Everything, Volume 1: Early Foccu History' [3 lbs], spellbook [3 lbs], scroll case full of notes [1 lb], coin (8 SP, 45 GP) [1 lb], waterskin (full) [5 lbs], rations (x0 days) [0 lbs], Duke Deppsburg bag of coin (50 GP) [1 lb]
Total Weight: 25 lbs
Speed: 30
Encumbrance: 0-50 lbs is no encumbrance, 51-100 lbs is encumbrance (-10 speed), 101-150 lbs is heavy encumbrance (-20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity)
Stowed Gear: None
Spells: [0] Chill Touch, Frostbite, Light, Ray of Frost [1] Chromatic Orb, Detect Magic (R), Identify (R), Fog Cloud (C), Ice Knife, Mage Armor, Magic Missile, Protection from Evil and Good (C), Shield (R), Sleep [2] Detect Thoughts (C), Hold Person (C), Invisibility (C), Snilloc’s Snowball Swarm, Suggestion (C) [3] Fly (C), Sleet Storm (C)
Prepared Spells: (9)
Level 1: Detect Magic, Fog Cloud, Mage Armor, Magic Missile, Sleep
Level 2: Detect Thoughts, Invisibility, Snilloc’s Snowball Swarm
Level 3: Sleet Storm
Spell Slots:
Level 1: 4/4
Level 2: 2/3
Level 3: 2/2
Inspiration: No
Caelynn (Played by HorizonsDream)
Rogue Lvl 4
Half Elf
Background: Charlatan
Alignment: NG
Age:30
Height: 5'2"
Weight: 125lbs
HP: 23
Hit Dice: 1d8 (or 5)+ Con Mon
AC: 15 (leather armor)
Initiative: +4
Speed: 30
Passive Wisdom (Perception): 11
Money: 87 gp, 2 sp
Sneak Attack DMG: 2d6
Proficiency Bonus: +2
STR: 11 (0)
DEX: 19 (+4)
CON: 10 (0)
INT: 18 (+4)
WIS: 12 (+1)
CHA: 18 (+4)
Armor: Light
Weapons: Simple Weapons, Hand Crossbows, Long Swords, Rapiers, Short Swords
Languages: Humish, Elvish, Draconic
Acrobatics +6 (Dex), Animal Handling +1 (Wis), Arcana +4 (Int), Athletics 0 (Str), Deception +6 (Cha), History +4 (Int), Insight +1 (Wis), Intimidation +4 (Cha), Investigation +6 (Int), Medicine +1 (Wis), Nature +4 (Int), Perception +1 (Wis), Performance +4 (Cha), Persuasion +6 (Cha), Religion +4 (Int), Sleight of Hand +6 (Dex), Stealth +6 (Dex), Survival +1 (Wis)
Saving Throws
Strength: 0
Dexterity: +4
Constitution: 0
Intelligence: +4
Wisdom: +1
Charisma: +4
Equipment
Shortsword, Short bow w/quiver (34 arrows), Explorer's Pack, Leather Armor, Two Daggers, Thieves' Tools, Fine Clothes, Disguise Kit, Signet Ring (fake of some random Duke), Pouch (87gp, 6 sp)
Background Feature (False Identity): You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of documents or the handwriting you are trying to copy
Expertise: At 1st level, choose two of your skill proficiencies or one of your skill proficiency 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 lvl, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit. (Thieves' Tools and Persuasion (+8))
Sneak Attack: Beginning at 1st lvl, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 dmg 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.
Thieves' Cant: During your rogue raining 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 lvl 2, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Roguish Archetype: Mastermind
Master of Intrigue: When you choose this archetype, at 3rd lvl, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice. Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.
Master of Tactics: Starting at 3rd lvl, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you if the target can see and hear you.
Personality Trait: Flattery is my preferred trick for getting what I want.
Scam: I insinuate myself into people's lives to prey on their weaknesses and secure their fortunes.
Ideal: I never target people who can't afford to lose a few coins.
Bond: Somewhere out there, I have a child who doesn't know me. I'm making the world better for her.
Flaw: I can't resist swindling people who are more powerful than me.