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Kamishiro_Rin

Kamishiro_Rin

Date

On This Kirinor, the 24rd Day of Brookgreen,
in the 351st Year After the Cataclysm
(Wednesday, March 24, 351 AC)

The 4th Day of the Campaign - Morning

The Barony Folketh

(Mery, Modri, Merituuli, Jarnathan and Other Vogler Elders)

   ‘Cap’ takes Modri’s strikes in stride and jumps back as the dwarf begins to glow. Assessing him for a moment, he grins and jumps right back into the fray! “Don’t think no silly little conjurations are gonna scare Ol’e Cappy!”

   His first strike sails right out of Modri’s guard, missing by a mile. His follow-up similarly misses, but his third strike seems to sneak in, dealing a whopping 10 bludgeoning damage, which Modri’s RAGE reduces to 5 bludgeoning, instead. With the hit connected, he attempts to Suplex Modri to knock him prone, Modri twists out of his grasp like lightning!

   Cap decides to play it a little safer and sacrifices his reaction to use his clever fighter ability. His AC is now 17 until his next turn (the wording of the ability is very weird, but I’m making an interpretation as a DM).

OOC

   I forgot you have advantage on Str Saves, but it’s a moot point, here, because you passed the single throw you’d’ve had to have made (see that 22 in the dice rolls, below).

Portraits
 

Cap

 

 

“Cap” or “Cappy”

 
“Cap” or “Cappy”

Medium Humanoid (human)

Armor Class 15 (unarmored defense)

Hit Points 65 (10d8 + 20)

57/65

Speed 40 ft.

STR +3, DEX +2, CON +2, INT +2, WIS +3, CHA –1

Saving Throws Str +5, Wis +5

Skills Acrobatics +4, Athletics +5, Perception +5

Senses passive Perception 15

Languages Common

Unarmored Defense. While Cap is wearing no armor and wielding no shield, his AC includes his Wisdom modifier.

Actions

Multiattack. Cap makes three unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the target is a Large or smaller creature, Cap can choose one of the following additional effects:

  • Bruise. The target must succeed on a DC 13 Constitution saving throw. On a failure, its speed is reduced by 5 feet until it receives at least 1 point of magical healing. A creature can use its action to make a DC 15 Wisdom (Medicine) check to heal an affected creature within 5 feet of it (including itself), restoring any lost speed on a success.
  • Disarm. The target must succeed on a DC 13 Strength saving throw or drop one item it is holding. Cap can choose which item is dropped, and can pick it up.
  • Suplex. The target must succeed on a DC 13 Strength saving throw or be knocked prone.

Reactions

Clever Fighter. When Cap hits with an attack or is targeted by an attack, he can add his Intelligence modifier (+2) to his damage rolls or AC until the end of his turn.

Endurance (Recharges after a Short or Long Rest). When Cap takes damage, he can reduce the damage by 8 (1d12 + 2).

Kamishiro_Rin

Kamishiro_Rin

Date

On This Kirinor, the 24rd Day of Brookgreen,
in the 351st Year After the Cataclysm
(Wednesday, March 24, 351 AC)

The 4th Day of the Campaign - Morning

 


The Barony Folketh

(Mery, Modri, Merituuli, Jarnathan and Other Vogler Elders)

 

Portraits
 

Cap

 

 

“Cap” or “Cappy”

 
“Cap” or “Cappy”

Medium Humanoid (human)

Armor Class 15 (unarmored defense)

Hit Points 65 (10d8 + 20)

57/65

Speed 40 ft.

STR +3, DEX +2, CON +2, INT +2, WIS +3, CHA –1

Saving Throws Str +5, Wis +5

Skills Acrobatics +4, Athletics +5, Perception +5

Senses passive Perception 15

Languages Common

Unarmored Defense. While Cap is wearing no armor and wielding no shield, his AC includes his Wisdom modifier.

Actions

Multiattack. Cap makes three unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the target is a Large or smaller creature, Cap can choose one of the following additional effects:

  • Bruise. The target must succeed on a DC 13 Constitution saving throw. On a failure, its speed is reduced by 5 feet until it receives at least 1 point of magical healing. A creature can use its action to make a DC 15 Wisdom (Medicine) check to heal an affected creature within 5 feet of it (including itself), restoring any lost speed on a success.
  • Disarm. The target must succeed on a DC 13 Strength saving throw or drop one item it is holding. Cap can choose which item is dropped, and can pick it up.
  • Suplex. The target must succeed on a DC 13 Strength saving throw or be knocked prone.

Reactions

Clever Fighter. When Cap hits with an attack or is targeted by an attack, he can add his Intelligence modifier (+2) to his damage rolls or AC until the end of his turn.

Endurance (Recharges after a Short or Long Rest). When Cap takes damage, he can reduce the damage by 8 (1d12 + 2).

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