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Trigun


Adding character sheet (sorry for using MW sheet)

Name: Sean Peltrage [Sheet]

 

Level: 1

 

Ability Scores: Four free ability boosts (all used)

-Strength: 10 + 2 (free ability boost) + 12 (total, +1)

-Dexterity: 10

-Constitution: 10 + 2 (free ability boost) = 12 (total, +1)

-Intelligence: 10 (Base) + 2 (Ancestry) + 2 (Background) + 2 (Free Ability boost) = 16 (total, +3)

-Wisdom: 10

-Charisma: 10 (base) + 2 (Ancestry) + 2 (Background) + 2 (Class) + 2 (Free ability boost) = 18 (total, +4)

 

Race: Human

-Hit Points: 8

-Size: Medium

-Speed: 25 feet

-Two free ability boosts: Charisma and Intelligence

-Languages: Common, 1 + your Intelligence modifier (3) = 4 additional languages (Elvish, Dwarf, Halfling, Gnome)

-Heritage: Versatile Heritage

-Ancestry feats: Natural Ambition and General Training

 

Background: Merchant

-Two ability boosts: One must be Intelligence or Charisma(chosen), one must be a free ability boost (Intelligence)

-Trained skills: Diplomacy and Mercantile Lore

-Skill feat: Bargain Hunter

 

Class: Thaumaturge

-Key Attribute (Charisma): Gain an ability boost to Charisma

-Hit Points: 8 + your Constitution modifier (1) = 9

-Total Hit Points: 8 (Ancestry) + 8 (class) + 1 (Constitution modifier) = 17 hit points total

 

Initial Proficiencies:

-Perception: Expert = your proficiency bonus (5) + your Wisdom modifier (0) = 5

 

-Saving Throws:

--Fortitude: Expert = your proficiency bonus (5) + your Constitution modifier (1) = 6

--Reflex: Trained = your proficiency bonus (3) + your Dexterity modifier (0) = 3

--Will: Expert = your proficiency bonus (5) + your Wisdom modifier (0) = 5

 

-Skills: Trained in Arcana, Nature, Occultism and Religion (Proficiency bonus [3] + Int modifier [3] = 6 total) . Trained in additional skills equal to 3 + your Intelligence modifier (3) (Intimidation [3 + 4{Cha} = 7], Deception [3 + 4{Cha} = 7], Society [3 + 3{Int} = 6], Medicine [3 + 0{Wis} = 3], Thievery [3 + 0{Dex} = 3], Athletics [3 + 1{Str} = 4]). Trained in Diplomacy (3 + 4{Cha} = 7) and Mercantile Lore (3 + 3{Int} = 6) (Background). Trained in Esoteric Lore (3 + 4{Cha} = 7) (Class Feature).

 

-Attacks: Trained in simple weapons, martial weapons and unarmed attacks

 

-Defenses: Trained in light armor, medium armor and unarmored defense

 

-Class DC: Trained in thaumaturge class DC = 10 + your proficiency bonus (3) + key ability modifier (Charisma = 4) = 17 DC

 

Esoteric Lore: Trained in Esoteric Lore skill which uses Charisma as your modifier on Esoteric Lore checks and gains Dubious Knowledge feat

 

First Implement and Esoterica: Tome chosen, gain a mundane tome and initiate benefit for the chosen implement.

 

Exploit Vulnerability: Gain Exploit Vulnerability action

 

Implement's Empowerment: The power of your implement can also be turned to the more common task of combat, its power adding to and amplifying the effects of runes and other magical empowerments. When you Strike, you can trace mystic patterns with an implement you're holding to empower the Strike, causing it to deal 2 additional damage per weapon damage die. Channeling the power requires full use of your hands. You don't gain the benefit of implement's empowerment if you are holding anything in either hand other than a single one-handed weapon, other implements, or esoterica, and you must be holding at least one implement to gain the benefit.

 

Feats:

-Class: Diverse Lore

-Natural Ambition: Scroll Thaumaturgy

-General Training: Assurance (Medicine, 10 + your proficiency bonus [3] + 3 = 16)

-Background: Bargain Hunter

-Ancestry: Natural Ambition

-Ancestry: General Training

-Versatile Heritage: Battle Medicine

-Esoterica Lore: Dubious Knowledge

 

Equipment: 17 gp (15 starting gp + additional 2 gp from background) - 12 gp, 5 sp = 4 gp, 5 sp left

-Adventurer's pack: 1 gp and 5 sp, Bulk 2

-Healer's tools: 5 gp

-Chain Shirt: Flexible, Noisy, Light, AC = 2, Dex cap = +3, Check penalty = -1, STR Req = 12, Level 0, Bulk 1, Chain Armor group, 5 gp

-Longsword (Attack = your proficiency bonus [3] + your Strength modifier [1] = 1d20 + 4): Versatile P, Sword Weapon Group, Damage = 1d8 S, Hands to use (1), Level 0, Bulk 1, 1 gp

 

Alignment: Neutral

 

Deity: N/A

 

Age: 25

 

Armor Class: Your Dex modifier up to Dex cap (0) + 10 = your proficiency bonus (3) + armor's item bonus to AC (2) =15 AC

 

Bulk: 5 plus Strength modifier (1) = 6 total Bulk, 4 Bulk used

Trigun

Trigun

Name: Sean Peltrage

 

Level: 1

 

Ability Scores: Four free ability boosts (all used)

-Strength: 10 + 2 (free ability boost) + 12 (total, +1)

-Dexterity: 10

-Constitution: 10 + 2 (free ability boost) = 12 (total, +1)

-Intelligence: 10 (Base) + 2 (Ancestry) + 2 (Background) + 2 (Free Ability boost) = 16 (total, +3)

-Wisdom: 10

-Charisma: 10 (base) + 2 (Ancestry) + 2 (Background) + 2 (Class) + 2 (Free ability boost) = 18 (total, +4)

 

Race: Human

-Hit Points: 8

-Size: Medium

-Speed: 25 feet

-Two free ability boosts: Charisma and Intelligence

-Languages: Common, 1 + your Intelligence modifier (3) = 4 additional languages (Elvish, Dwarf, Halfling, Gnome)

-Heritage: Versatile Heritage

-Ancestry feats: Natural Ambition and General Training

 

Background: Merchant

-Two ability boosts: One must be Intelligence or Charisma(chosen), one must be a free ability boost (Intelligence)

-Trained skills: Diplomacy and Mercantile Lore

-Skill feat: Bargain Hunter

 

Class: Thaumaturge

-Key Attribute (Charisma): Gain an ability boost to Charisma

-Hit Points: 8 + your Constitution modifier (1) = 9

-Total Hit Points: 8 (Ancestry) + 8 (class) + 1 (Constitution modifier) = 17 hit points total

 

Initial Proficiencies:

-Perception: Expert = your proficiency bonus (5) + your Wisdom modifier (0) = 5

 

-Saving Throws:

--Fortitude: Expert = your proficiency bonus (5) + your Constitution modifier (1) = 6

--Reflex: Trained = your proficiency bonus (3) + your Dexterity modifier (0) = 3

--Will: Expert = your proficiency bonus (5) + your Wisdom modifier (0) = 5

 

-Skills: Trained in Arcana, Nature, Occultism and Religion (Proficiency bonus [3] + Int modifier [3] = 6 total) . Trained in additional skills equal to 3 + your Intelligence modifier (3) (Intimidation [3 + 4{Cha} = 7], Deception [3 + 4{Cha} = 7], Society [3 + 3{Int} = 6], Medicine [3 + 0{Wis} = 3], Thievery [3 + 0{Dex} = 3], Athletics [3 + 1{Str} = 4]). Trained in Diplomacy (3 + 4{Cha} = 7) and Mercantile Lore (3 + 3{Int} = 6) (Background). Trained in Esoteric Lore (3 + 4{Cha} = 7) (Class Feature).

 

-Attacks: Trained in simple weapons, martial weapons and unarmed attacks

 

-Defenses: Trained in light armor, medium armor and unarmored defense

 

-Class DC: Trained in thaumaturge class DC = 10 + your proficiency bonus (3) + key ability modifier (Charisma = 4) = 17 DC

 

Esoteric Lore: Trained in Esoteric Lore skill which uses Charisma as your modifier on Esoteric Lore checks and gains Dubious Knowledge feat

 

First Implement and Esoterica: Tome chosen, gain a mundane tome and initiate benefit for the chosen implement.

 

Exploit Vulnerability: Gain Exploit Vulnerability action

 

Implement's Empowerment: The power of your implement can also be turned to the more common task of combat, its power adding to and amplifying the effects of runes and other magical empowerments. When you Strike, you can trace mystic patterns with an implement you're holding to empower the Strike, causing it to deal 2 additional damage per weapon damage die. Channeling the power requires full use of your hands. You don't gain the benefit of implement's empowerment if you are holding anything in either hand other than a single one-handed weapon, other implements, or esoterica, and you must be holding at least one implement to gain the benefit.

 

Feats:

-Class: Diverse Lore

-Natural Ambition: Scroll Thaumaturgy

-General Training: Assurance (Medicine, 10 + your proficiency bonus [3] + 3 = 16)

-Background: Bargain Hunter

-Ancestry: Natural Ambition

-Ancestry: General Training

-Versatile Heritage: Battle Medicine

-Esoterica Lore: Dubious Knowledge

 

Equipment: 17 gp (15 starting gp + additional 2 gp from background) - 12 gp, 5 sp = 4 gp, 5 sp left

-Adventurer's pack: 1 gp and 5 sp, Bulk 2

-Healer's tools: 5 gp

-Chain Shirt: Flexible, Noisy, Light, AC = 2, Dex cap = +3, Check penalty = -1, STR Req = 12, Level 0, Bulk 1, Chain Armor group, 5 gp

-Longsword (Attack = your proficiency bonus [3] + your Strength modifier [1] = 1d20 + 4): Versatile P, Sword Weapon Group, Damage = 1d8 S, Hands to use (1), Level 0, Bulk 1, 1 gp

 

Alignment: Neutral

 

Deity: N/A

 

Age: 25

 

Armor Class: Your Dex modifier up to Dex cap (0) + 10 = your proficiency bonus (3) + armor's item bonus to AC (2) =15 AC

 

Bulk: 5 plus Strength modifier (1) = 6 total Bulk, 4 Bulk used

Trigun

Trigun

Name: Sean Peltrage

 

Level: 1

 

Ability Scores: Four free ability boosts (all used)

-Strength: 10 + 2 (free ability boost) + 12 (total, +1)

-Dexterity: 10

-Constitution: 10 + 2 (free ability boost) = 12 (total, +1)

-Intelligence: 10 (Base) + 2 (Ancestry) + 2 (Background) + 2 (Free Ability boost) = 16 (total, +3)

-Wisdom: 10

-Charisma: 10 (base) + 2 (Ancestry) + 2 (Background) + 2 (Class) + 2 (Free ability boost) = 18 (total, +4)

 

Race: Human

-Hit Points: 8

-Size: Medium

-Speed: 25 feet

-Two free ability boosts: Charisma and Intelligence

-Languages: Common, 1 + your Intelligence modifier (3) = 4 additional languages (Elvish, Dwarf, Halfling, Gnome)

-Heritage: Versatile Heritage

-Ancestry feat: Natural Ambition

 

Background: Merchant

-Two ability boosts: One must be Intelligence or Charisma(chosen), one must be a free ability boost (Intelligence)

-Trained skills: Diplomacy and Mercantile Lore

-Skill feat: Bargain Hunter

 

Class: Thaumaturge

-Key Attribute (Charisma): Gain an ability boost to Charisma

-Hit Points: 8 + your Constitution modifier (1) = 9

-Total Hit Points: 8 (Ancestry) + 8 (class) + 1 (Constitution modifier) = 17 hit points total

 

Initial Proficiencies:

-Perception: Expert = your proficiency bonus (5) + your Wisdom modifier (0) = 5

 

-Saving Throws:

--Fortitude: Expert = your proficiency bonus (5) + your Constitution modifier (1) = 6

--Reflex: Trained = your proficiency bonus (3) + your Dexterity modifier (0) = 3

--Will: Expert = your proficiency bonus (5) + your Wisdom modifier (0) = 5

 

-Skills: Trained in Arcana, Nature, Occultism and Religion (Proficiency bonus [3] + Int modifier [3] = 6 total) . Trained in additional skills equal to 3 + your Intelligence modifier (3) (Intimidation [3 + 4{Cha} = 7], Deception [3 + 4{Cha} = 7], Society [3 + 3{Int} = 6], Medicine [3 + 0{Wis} = 3], Thievery [3 + 0{Dex} = 3], Athletics [3 + 1{Str} = 4]). Trained in Diplomacy (3 + 4{Cha} = 7) and Mercantile Lore (3 + 3{Int} = 6) (Background). Trained in Esoteric Lore (3 + 4{Cha} = 7) (Class Feature).

 

-Attacks: Trained in simple weapons, martial weapons and unarmed attacks

 

-Defenses: Trained in light armor, medium armor and unarmored defense

 

-Class DC: Trained in thaumaturge class DC = 10 + your proficiency bonus (3) + key ability modifier (Charisma = 4) = 17 DC

 

Esoteric Lore: Trained in Esoteric Lore skill which uses Charisma as your modifier on Esoteric Lore checks and gains Dubious Knowledge feat

 

First Implement and Esoterica: Tome chosen, gain a mundane tome and initiate benefit for the chosen implement.

 

Exploit Vulnerability: Gain Exploit Vulnerability action

 

Implement's Empowerment: The power of your implement can also be turned to the more common task of combat, its power adding to and amplifying the effects of runes and other magical empowerments. When you Strike, you can trace mystic patterns with an implement you're holding to empower the Strike, causing it to deal 2 additional damage per weapon damage die. Channeling the power requires full use of your hands. You don't gain the benefit of implement's empowerment if you are holding anything in either hand other than a single one-handed weapon, other implements, or esoterica, and you must be holding at least one implement to gain the benefit.

 

Feats:

-Class: Diverse Lore

-Natural Ambition: Scroll Thaumaturgy

-Background: Bargain Hunter

-Ancestry: Natural Ambition

-Versatile Heritage: Battle Medicine

-Esoterica Lore: Dubious Knowledge

 

Equipment: 17 gp (15 starting gp + additional 2 gp from background) - 12 gp, 5 sp = 4 gp, 5 sp left

-Adventurer's pack: 1 gp and 5 sp, Bulk 2

-Healer's tools: 5 gp

-Chain Shirt: Flexible, Noisy, Light, AC = 2, Dex cap = +3, Check penalty = -1, STR Req = 12, Level 0, Bulk 1, Chain Armor group, 5 gp

-Longsword (Attack = your proficiency bonus [3] + your Strength modifier [1] = 1d20 + 4): Versatile P, Sword Weapon Group, Damage = 1d8 S, Hands to use (1), Level 0, Bulk 1, 1 gp

 

Alignment: Neutral

 

Deity: N/A

 

Age: 25

 

Armor Class: Your Dex modifier up to Dex cap (0) + 10 = your proficiency bonus (3) + armor's item bonus to AC (2) =15 AC

 

Bulk: 5 plus Strength modifier (1) = 6 total Bulk, 4 Bulk used

Trigun

Trigun

Name: Sean Peltrage

 

Level: 1

 

Ability Scores: Four free ability boosts (all used)

-Strength: 10 + 2 (free ability boost) + 12 (total, +1)

-Dexterity: 10

-Constitution: 10 + 2 (free ability boost) = 12 (total, +1)

-Intelligence: 10 (Base) + 2 (Ancestry) + 2 (Background) + 2 (Free Ability boost) = 16 (total, +3)

-Wisdom: 10

-Charisma: 10 (base) + 2 (Ancestry) + 2 (Background) + 2 (Class) + 2 (Free ability boost) = 18 (total, +4)

 

Race: Human

-Hit Points: 8

-Size: Medium

-Speed: 25 feet

-Two free ability boosts: Charisma and Intelligence

-Languages: Common, 1 + your Intelligence modifier (3) = 4 additional languages (Elvish, Dwarf, Halfling, Gnome)

-Heritage: Versatile Heritage

-Ancestry feat: Natural Ambition

 

Background: Merchant

-Two ability boosts: One must be Intelligence or Charisma(chosen), one must be a free ability boost (Intelligence)

-Trained skills: Diplomacy and Mercantile Lore

-Skill feat: Bargain Hunter

 

Class: Thaumaturge

-Key Attribute (Charisma): Gain an ability boost to Charisma

-Hit Points: 8 + your Constitution modifier (1) = 9

 

Initial Proficiencies:

-Perception: Expert = your proficiency bonus (5) + your Wisdom modifier (0) = 5

 

-Saving Throws:

--Fortitude: Expert = your proficiency bonus (5) + your Constitution modifier (1) = 6

--Reflex: Trained = your proficiency bonus (3) + your Dexterity modifier (0) = 3

--Will: Expert = your proficiency bonus (5) + your Wisdom modifier (0) = 5

 

-Skills: Trained in Arcana, Nature, Occultism and Religion (Proficiency bonus [3] + Int modifier [3] = 6 total) . Trained in additional skills equal to 3 + your Intelligence modifier (3) (Intimidation [3 + 4{Cha} = 7], Deception [3 + 4{Cha} = 7], Society [3 + 3{Int} = 6], Medicine [3 + 0{Wis} = 3], Thievery [3 + 0{Dex} = 3], Athletics [3 + 1{Str} = 4]). Trained in Diplomacy (3 + 4{Cha} = 7) and Mercantile Lore (3 + 3{Int} = 6) (Background). Trained in Esoteric Lore (3 + 4{Cha} = 7) (Class Feature).

 

-Attacks: Trained in simple weapons, martial weapons and unarmed attacks

 

-Defenses: Trained in light armor, medium armor and unarmored defense

 

-Class DC: Trained in thaumaturge class DC = 10 + your proficiency bonus (3) + key ability modifier (Charisma = 4) = 17 DC

 

Esoteric Lore: Trained in Esoteric Lore skill which uses Charisma as your modifier on Esoteric Lore checks and gains Dubious Knowledge feat

 

First Implement and Esoterica: Tome chosen, gain a mundane tome and initiate benefit for the chosen implement.

 

Exploit Vulnerability: Gain Exploit Vulnerability action

 

Implement's Empowerment: The power of your implement can also be turned to the more common task of combat, its power adding to and amplifying the effects of runes and other magical empowerments. When you Strike, you can trace mystic patterns with an implement you're holding to empower the Strike, causing it to deal 2 additional damage per weapon damage die. Channeling the power requires full use of your hands. You don't gain the benefit of implement's empowerment if you are holding anything in either hand other than a single one-handed weapon, other implements, or esoterica, and you must be holding at least one implement to gain the benefit.

 

Feats:

-Class: Diverse Lore

-Natural Ambition: Scroll Thaumaturgy

-Background: Bargain Hunter

-Ancestry: Natural Ambition

-Versatile Heritage: Battle Medicine

 

Equipment: 17 gp (15 starting gp + additional 2 gp from background) - 12 gp, 5 sp = 4 gp, 5 sp left

-Adventurer's pack: 1 gp and 5 sp, Bulk 2

-Healer's tools: 5 gp

-Chain Shirt: Flexible, Noisy, Light, AC = 2, Dex cap = +3, Check penalty = -1, STR Req = 12, Level 0, Bulk 1, Chain Armor group, 5 gp

-Longsword: Versatile P, Sword Weapon Group, Damage = 1d8 S, Hands to use (1), Level 0, Bulk 1, 1 gp

 

Alignment: Neutral

 

Deity: WIP

 

Age: 25

 

Armor Class: Your Dex modifier up to Dex cap (0) + 10 = your proficiency bonus (3) + armor's item bonus to AC (2) =15 AC

 

Bulk: 5 plus Strength modifier (1) = 6 total Bulk, 4 Bulk used

Trigun

Trigun

Name: Sean Peltrage

 

Level: 1

 

Ability Scores: Four free ability boosts (all used)

-Strength: 10 + 2 (free ability boost) + 12 (total, +1)

-Dexterity: 10

-Constitution: 10 + 2 (free ability boost) = 12 (total, +1)

-Intelligence: 10 (Base) + 2 (Ancestry) + 2 (Background) + 2 (Free Ability boost) = 16 (total, +3)

-Wisdom: 10

-Charisma: 10 (base) + 2 (Ancestry) + 2 (Background) + 2 (Class) + 2 (Free ability boost) = 18 (total, +4)

 

Race: Human

-Hit Points: 8

-Size: Medium

-Speed: 25 feet

-Two free ability boosts: Charisma and Intelligence

-Languages: Common, 1 + your Intelligence modifier (3) = 4 additional languages (Elvish, Dwarf, Halfling, Gnome)

-Heritage: Versatile Heritage

-Ancestry feat: Natural Ambition

 

Background: Merchant

-Two ability boosts: One must be Intelligence or Charisma(chosen), one must be a free ability boost (Intelligence)

-Trained skills: Diplomacy and Mercantile Lore

-Skill feat: Bargain Hunter

 

Class: Thaumaturge

-Key Attribute (Charisma): Gain an ability boost to Charisma

-Hit Points: 8 + your Constitution modifier (1) = 9

 

Initial Proficiencies:

-Perception: Expert = your proficiency bonus (5) + your Wisdom modifier (0) = 5

 

-Saving Throws:

--Fortitude: Expert = your proficiency bonus (5) + your Constitution modifier (1) = 6

--Reflex: Trained = your proficiency bonus (3) + your Dexterity modifier (0) = 3

--Will: Expert = your proficiency bonus (5) + your Wisdom modifier (0) = 5

 

-Skills: Trained in Arcana, Nature, Occultism and Religion. Trained in additional skills equal to 3 + your Intelligence modifier (3) (Intimidation, Deception, Society, Medicine, Thievery, Athletics)

 

-Attacks: Trained in simple weapons, martial weapons and unarmed attacks

 

-Defenses: Trained in light armor, medium armor and unarmored defense

 

-Class DC: Trained in thaumaturge class DC = 10 + your proficiency bonus (3) + key ability modifier (Charisma = 4) = 17 DC

 

Esoteric Lore: Trained in Esoteric Lore skill which uses Charisma as your modifier on Esoteric Lore checks and gains Dubious Knowledge feat

 

First Implement and Esoterica: Tome chosen, gain a mundane tome and initiate benefit for the chosen implement.

 

Exploit Vulnerability: Gain Exploit Vulnerability action

 

Implement's Empowerment: The power of your implement can also be turned to the more common task of combat, its power adding to and amplifying the effects of runes and other magical empowerments. When you Strike, you can trace mystic patterns with an implement you're holding to empower the Strike, causing it to deal 2 additional damage per weapon damage die. Channeling the power requires full use of your hands. You don't gain the benefit of implement's empowerment if you are holding anything in either hand other than a single one-handed weapon, other implements, or esoterica, and you must be holding at least one implement to gain the benefit.

 

Feats:

-Class: Diverse Lore

-Natural Ambition: Scroll Thaumaturgy

-Background: Bargain Hunter

-Ancestry: Natural Ambition

-Versatile Heritage: Battle Medicine

 

Equipment: 17 gp (15 starting gp + additional 2 gp from background) - 12 gp, 5 sp = 4 gp, 5 sp left

-Adventurer's pack: 1 gp and 5 sp, Bulk 2

-Healer's tools: 5 gp

-Chain Shirt: Flexible, Noisy, Light, AC = 2, Dex cap = +3, Check penalty = -1, STR Req = 12, Level 0, Bulk 1, Chain Armor group, 5 gp

-Longsword: Versatile P, Sword Weapon Group, Damage = 1d8 S, Hands to use (1), Level 0, Bulk 1, 1 gp

 

Alignment: Neutral Good

 

Deity: WIP

 

Age: 25

 

Armor Class: Your Dex modifier up to Dex cap (0) + 10 = your proficiency bonus (3) + armor's item bonus to AC (2) =15 AC

 

Bulk: 5 plus Strength modifier (1) = 6 total Bulk, 4 Bulk used

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