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Idalla Partridge, Human Fighter


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Idalla Partridge, Human (Imperial) Noble Fighter

Idalla Portrait

 

image.jpeg.96a903748375a5e815d4391d894b379d.jpeg

IDALLA PARTRIDGE

Human (Imperial), Fighter 1, Noble


Age: 22 Height: 5 feet 8 inches
Weight: 138 pounds

Size: Medium

Culture: Imperial Background: Noble

 

VITALS
HIT POINTS
12
HIT DICE
1d10
ARMOR CLASS
17 (Scale Mail + Shield)
SPEED
30 ft.
MANEUVER DC
13
PERCEPTION
9 (passive)
IMMUNITIES
None
INSIGHT
9 (passive)
RESISTANCES
None
VULNERABLE
None

 

SKILLS & SAVES

image.png.a8ac8d0a532261610f4c998a925c8344.png STRENGTH 16 (+3) Athletics +5

Strength Save +5


image.png.a8ac8d0a532261610f4c998a925c8344.png DEXTERITY 14 (+2) Acrobatics +4, Sleight of Hand +2, Stealth +2(d)

Dexterity Save +3


image.png.a8ac8d0a532261610f4c998a925c8344.png CONSTITUTION 14 (+2)

Constitution Save +3


image.png.a8ac8d0a532261610f4c998a925c8344.png INTELLIGENCE 10 (+0) Arcana +0, Culture +2, Engineering +0, History +2, Investigation +0, Nature +0, Religion +0

Intelligence Save +0


image.png.a8ac8d0a532261610f4c998a925c8344.png WISDOM 8 (-1) Animal Handling +1, Insight -1, Medicine -1, Perception +1, Survival -1

Wisdom Save -1


image.png.a8ac8d0a532261610f4c998a925c8344.png CHARISMA 12 (+1) Deception +1, Intimidation +1, Performance +3 , Persuasion +3

Charisma Save +1


Bold denotes Proficiency
(denotes expertise)

(d) denotes Disadvantage

 

PROFICIENCIES & LANGUAGES

Armor: Light armor, medium armor, heavy armor, shields
Weapons: Simple weapons, martial weapons
Tools:
Gaming set (playing card set)
Senses: 


Languages Common, Dwarvish, Elvish

 

CLASS AND ARCHTYPE: FIGHTER

A master of martial techniques, weapons, and combat maneuversHit Points

Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

Proficiencies
Armor:
Light armor, medium armor, heavy armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival [Athletics, Perception]

Fighting Style: Dueling (Fighter Lvl 1). You deal an extra 2 damage with melee weapons held in one hand while you aren’t wielding another weapon.

Combat Maneuvers (Fighter Lvl 1). At 1st level, you gain the ability to use combat maneuvers. You gain proficiency in two combat traditions of your choice. You learn three maneuvers of your choice from traditions you are proficient with.
You gain an exertion pool equal to twice your proficiency bonus, and you regain any spent exertion when you finish a rest. You use your maneuvers by spending points from your exertion pool. The Maneuvers Known column of the Fighter table shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest-degree maneuver you can select at a given level.
Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver of the same degree from a tradition you are proficient with.

Soldiering Knacks (Fighter Lvl 1). At 1st level you gain a soldiering knack of your choice. Your soldiering knacks are detailed at the end of the class description.
The Knacks Known column of the Fighter table shows when you learn more fighter soldiering knacks.

 

OTHER ABILITIES, FEATURES & FEATS

HUMAN HERITAGE

Fast Learner. You gain proficiency in one additional skill of your choice [Performance]. In addition, you require half as much time as normal to train yourself in the use of a suit of armor, tool, or weapon during downtime.

Intrepid. Once between rests, when you make an ability check, attack roll, or saving throw, you can choose to gain an expertise die on that roll.

Diehard Survivor. You have the following traits:
Feast and Famine. You can go a number of days equal to your Constitution modifier without suffering any fatigue from lack of Supply. Afterwards you require twice as much Supply for as many days as you went without.
Radical Perseverance. You only die after failing 4 death saving throws instead of 3.


IMPERIAL CULTURE

Conscript (Imperial). You are proficient with light armor, spears, and light crossbows.

Learned Teachers (Imperial). You gain proficiency in History and one other skill of your choice.

Local Healers (Imperial). Whenever your hit point maximum or one of your ability scores would be reduced, it is reduced by half as much instead (minimum 1).

Languages (Imperial). You can speak, read, write, and sign Common and one other language [Dwarvish].


SOLDIERING KNACKS (FIGHTER)
Campaigner. You double your Strength score when determining your carrying capacity and the weight you can lift, push, or drag. In addition, you can add your proficiency bonus to the number of hours you can march before you risk fatigue from a forced march.

 

BACKGROUND: NOBLE

Ability Score Increases: +1 to Strength and one other ability score [Constitution].

Skill Proficiencies: Culture, History, and either Animal Handling or Persuasion [Culture, History Animal Handling, and Persuasion].

Tool Proficiencies: One gaming set [Playing card set].

Languages: One of your choice [Elvish].

Feature: High Society. You know of—or personally know—most of the noble families for hundreds of miles. In most settled areas you (and possibly your companions, if well-behaved) can find a noble host who will feed you, shelter you, and offer you a rich lifestyle.

Adventures and Advancement. Your family may ask you for one or two little favors: convince this relative to marry a family-approved spouse, slay that family foe in a duel, serve under a liege lord in a battle. If you advance your family’s fortunes, you may earn a knighthood along with the free service of a retinue of servants and up to 8 guards.

Connection. The foppish friend you carouse with.

Memento. A shield or tabard bearing your coat of arms.

 

DESTINY: DEVOTION

Devotion can be a pure or foolish thing. A beloved, a nation, a cause—anything may be the object of your Devotion, but very few are worthy of it. For you the choice is clear: the love at the center of your life is worth dying or killing for, and there is no limit to your service and sacrifice on its behalf.

You fulfill your destiny of Devotion when you perform an act of selfless devotion.

Die while saving the lives of others, complete a massive undertaking personally entrusted to you, succeed at the cause you devoted your life to.

Fealty: You swore an oath to the crown and you’ll never break it.

SOURCE OF INSPIRATION

Its Own Reward. You gain inspiration whenever you complete a quest, fulfill a difficult promise, or commit an act of self-sacrifice that includes grievous injury to yourself.

Complete a quest, keep a promise to your own detriment, keep an innocent safe while seriously endangering yourself, commit an act of genuine self-sacrifice.

INSPIRATION FEATURE

Selfless Aid. Whenever you take the Help action to aid an ally attacking a creature, you may spend your inspiration. If you do, in addition to the normal benefits of the Help action, that creature has disadvantage on attack rolls against creatures other than you until the start of your next turn.

FULFILLMENT FEATURE

Fulfillment Feature: Miraculous Revival. As long as you have not died of old age, 24 hours after you die (or in 24 hours, if your death triggered gaining this feature) you miraculously revive intact with full hit points.
You appear after “narrowly surviving” the circumstances that killed you—climbing out of the chasm you fell down, crawling from the rubble of the structure that collapsed over you, waking up from impossibly lethal wounds that prove superficial, or magically transporting from the plane of existence you were caught in.
In addition, the first time you are revived in this way, you gain a +1 bonus on all future attack rolls, ability checks, and saving throws.

 

EQUIPMENT

EQUIPPED

Common clothes, cloth brigandine, scale mail (steel), shield (medium), signet ring, tabard

Shortsword, throwing dagger


BACKPACK

Backpack, bandage (5), bedroll, blanket, candle (10), case (map or scoll), crowbar fine clothes, flask, hammer, mess tin, steel mirror, piton (10), perfume (vial), playing card set, pouch, rope (hempen, 50 ft.) sack, sewing kit, soap, supply (10) tent (two-person), tinderbox, torch (10), waterskin

Maximum Supply: 16
Maximum Bulk: 4

 

WEALTH

COIN POUCH

Copper: 6 | Silver: 1 | Electrum: 0 | Gold: 1 | Platinum: 0


BANKED COIN

Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0


ITEMS OF VALUE (Gems, Art, Jewelry, etc.)

1.
2.
3.

 

MAGIC ITEMS

ATTUNED ITEMS (Maximum of 3)


1.
2.
3.

NON-ATTUNED ITEMS


1.
2.
3.

CONSUMABLES


1.
2.
3.

 

COMBAT

image.png.62206a923a5c1eea3023189185b4fafd.png Action image.png.fcf31a364bc94b86835dcbc82eff559d.png Bonus Action image.png.764ea8e968045aafe287a5a866d19e7f.png Reaction

ATTACKS

image.png.62206a923a5c1eea3023189185b4fafd.png Shortsword +5 to hit; reach 5 ft; one target; 1d6+3 slashing damage.

Finesse. You may choose to use your Dexterity modifier for attack and damage rolls made with this weapon (included).

Parrying. When you are wielding this weapon and you are not using a shield, once before your next turn you can gain an expertise die to your AC against a single melee attack made against you by a creature you can see. You cannot use this property while incapacitated, paralyzed, rattled, restrained, or stunned.

Defensive (medium). This weapon is designed to be used with a shield of the stated degree or lighter (light or medium). When you make an attack with this weapon and are using a shield designed for it, you can use a bonus action to either make an attack with your shield or increase your Armor Class by 1 until the start of your next turn.


image.png.62206a923a5c1eea3023189185b4fafd.png Throwing Dagger +5 to hit; reach 5 ft; one target; 1d4+3 piercing damage

Finesse. You may choose to use your Dexterity modifier for attack and damage rolls made with this weapon (included).

Thrown. This weapon can be thrown as a ranged weapon attack. The thrown property lists two numbers after it, both measured in feet—the first is the weapon’s normal thrown range, and the second is the weapon’s maximum range. You have disadvantage on attack rolls made beyond the weapon’s normal range, and you cannot make attacks against targets beyond the weapon’s maximum range. Additionally, when using this weapon to make a ranged weapon attack, you may choose to use your Strength modifier or Dexterity modifier for its attack and damage roll.

 

COMBAT MANEUVERS

Fighter Level 1 | Maneuver Ability Strength | Maneuver Save DC 13 | Exertion Pool 4


MIRROR'S GLINT TRADITION

image.png.764ea8e968045aafe287a5a866d19e7f.png Leading Throw (1 point). 1st degree Mirror’s Glint reaction
When a creature within your reach misses you with a melee weapon attack, you can use your reaction to try to throw it. The creature makes a Dexterity saving throw. On a failure it moves 15 feet in a straight line in a direction of your choice.


RAZOR'S EDGE TRADITION

image.png.764ea8e968045aafe287a5a866d19e7f.png Iron Will (1 point). 1st degree Razor’s Edge reaction
When you make a saving throw to resist being charmed or frightened, you can use your reaction to gain advantage on the saving throw.

image.png.fcf31a364bc94b86835dcbc82eff559d.png Perceptive Stance (1 point). 1st degree Razor’s Edge bonus action (stance)
Your passive Perception score increases by 3. In addition, you gain an expertise die on Perception checks.

 

APPEARANCE

WIP

 

BACKSTORY

WIP

 
 
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