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KASPAR AMMON

HUMAN FIGHTER 1 image.png.43dd2da883a24a2d5640eab5a40dac9c.png
image.png.30b924e658ca3da1577a1e996d5a58f6.png


AC: 16 | HP: 13/13 | Maneuver DC: 14 | Passive Perception/Insight: 14/12
Exertion Pool: 4/4 | Inspiration: 1/1


"Speech" Thoughts

Mechanics

Main Hand: Empty
Off Hand: Empty


Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

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Edited by Nasdaq (see edit history)
Name
Ability Scores
17,17,8,7,16,14
repeat(drop(4d6,lowest),6) 6,2,6,5,5,3,6,6,2,3,3,2,5,1,1,1,2,4,6,6,2,6,4,4
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Posted (edited)

Kaspar Ammon
A Lame Horse Healed

Ho-S-Olgierd-full-render.webp

image.jpeg.96a903748375a5e815d4391d894b379d.jpeg

KASPAR AMMON

HUMAN FIGHTER 1


Age 31 Height 6'1"
Weight 183 lb.

Size Medium

Culture Ostinad Horselord Background Marauder

 

VITALS
HIT POINTS
13
HIT DICE
1 (1d10+3)
ARMOR CLASS
16
SPEED
30 ft.
MANEUVER DC
14
PERCEPTION
14 (passive)
IMMUNITIES
None
INSIGHT
12 (Passive)
RESISTANCES
None
VULNERABLE
None

 

SKILLS & SAVES

image.png.a8ac8d0a532261610f4c998a925c8344.png STRENGTH 7 (-2) Athletics -2

Strength Save* -1


image.png.a8ac8d0a532261610f4c998a925c8344.png DEXTERITY 18 (+4) Acrobatics* +6, Sleight of Hand +4, Stealth* +6

Dexterity Save +4


image.png.a8ac8d0a532261610f4c998a925c8344.png CONSTITUTION 16 (+3)

Constitution Save* +5


image.png.a8ac8d0a532261610f4c998a925c8344.png INTELLIGENCE 8 (-1) Arcana -1, Engineering -1, History -1, Investigation -1, Nature -1, Religion -1

Intelligence Save -1


image.png.a8ac8d0a532261610f4c998a925c8344.png WISDOM 14 (+2) Animal Handling*+4 (Riding), Culture +2, Insight +2, Medicine +2, Perception* +4 (Farsight), Survival* +4

Wisdom Save +2


image.png.a8ac8d0a532261610f4c998a925c8344.png CHARISMA 18 (+4) Deception +4, Intimidation* +6, Performance +4, Persuasion +4

Charisma Save +4


* Denotes Proficiency
(denotes expertise)

 

PROFICIENCIES & LANGUAGES

Armor Light armor, medium armor, heavy armor, shields
Weapons Simple weapons,
martial weapons
Tools Brewer's supplies

Senses Darkvision (60 ft)
Combat Maneuvers Spirited Steed, Razor's Edge, Rapid Current


Languages Common, Orcish

 

ARCHTYPE: None

No Archetype Yet

www.levelup5e.com 

 

EQUIPMENT

Explorer's Pack (Backpack, a bedroll, a mess tin, a tinderbox, 10 torches, 10 Supply, and a waterskin with 50 ft of hempen rope on backpack)
Saber, dueling dagger, and whip
Shortbow with 60 arrows
Padded leather and traveler's clothing
Brewer's Tools

Riding Horse (named Erde) with Saddle and Saddlebags

Maximum Supply: 8
Maximum Bulk: 1

 

BACKGROUND: MARAUDER

Connection. Konrad Kracht, the leader of his marauder band who showed him the ropes only to cheat him out of a big score, leaving him for dead. Also, Vargra Irontusk, a middle-aged orcish woman who nursed him back to health when her caravan stumbled upon his body.

Memento. A cracked hunting horn, broken when it was used to deflect a blow from none other than Konrad Kracht, the same man who'd given it to him in the first place. It saved his life more than once, including the last time.

Secret Ways. When you navigate while traveling, pursuers have disadvantage on checks made to track your group. Additionally, you can travel stealthily at a normal pace.

 

DESTINY: RETURN TO GLORY

Kaspar was once more than he is now. A member of a band of horse-born raiders from Ostinad, a betrayal a the hands of Konrad Kracht, his once mentor and leader, left him broken but alive. Nursed back to health by Orcish caravanners, he now finds himself attempting to regain what was once lost.

SOURCE OF INSPIRATION

Memory. Kaspar gains inspiration whenever he scores a critical with an ability check his former self (a level 9 Brute FighterStraight Fighter, Brute Subclass, Stats were Str 20, Dex 7, Con 18, Int 8, Wis 14, Charisma 16

He was proficient in Athletics, Animal Handling, Intimidation, Perception, Survival, and Stealth
) had proficiency in, or overcome something that he could not in your past adventures.

FULLFILLMENT FEATURE

Reborn. Kaspar has either found his stride again, or decided who he once were is not who he will be again. Either way, he is the stuff of legends. He gains a +1 bonus on all attack rolls, ability checks, and saving throws.

In addition, he may use Things Remembered twice per long rest without using inspiration. If he reaches a level equal to or surpassing his Former Self, he can use that feature to instead gain a +5 to the roll before he knows the outcome as his excellence shines through

INSPIRATION FEATURE

image.png.764ea8e968045aafe287a5a866d19e7f.png Things Remembered. As a reaction, Kaspar may spend his inspiration to use the proficiency bonus and ability score of your former self to make a single attack roll, ability check, or saving throw. Flashes of his old self remain, including both his talents and strength, though he is unable to maintain such strength for long.

 

WEALTH

COIN POUCH

Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 13 | 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 Saber +6 to hit; reach 5 ft; one target; 8 (1d8+4) slashing damage.

Defensive (light). This weapon is designed to be used with a light shield. When Kasparmakes an attack with this weapon and is using a light shield hecan use a bonus action to either make an attack with his shield or increase his Armor Class by 1 until the start of her next turn.

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

Mounted (1d10). This weapon deals the damage listed in parenthesis when Kaspar is wielding it while mounted.


image.png.62206a923a5c1eea3023189185b4fafd.png Whip +6 to hit; reach 15 ft; one target; 6 (1d4+4) slashing damage.

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

Parrying Immunity. Attacks with this weapon ignore the parrying property and Armor Class bonuses from shields.

Trip. When used with a combat maneuver that trips a creature or the Knockdown attack, this weapon increases Kaspar's Maneuver DC by 1. If the target is mounted, his Maneuver DC is instead increased by 2.


image.png.62206a923a5c1eea3023189185b4fafd.png Shortbow +6 to hit; range 80/320 ft; one target; 7 (1d6+4) piercing damage.

Two-handed. Kaspar must use two hands to wield this weapon.


image.png.fcf31a364bc94b86835dcbc82eff559d.png Dueling Dagger (offhand) +6 to hit; reach 5 ft; one target; 6 (1d4+4) piercing damage.

Dual-wielding. This weapon is designed to be wielded in concert with another weapon. When wielding another weapon in his main hand that does not have the heavy property, Kaspar can use his bonus action to make an attack with this weapon (see Two-Weapon Fighting).

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

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

 

FEATS & FEATURES

Fast Learner. With their shorter life spans, humans can acquire knowledge at a higher rate than more long-lived heritages (although not all acquire the wisdom to use it). Kaspar gained proficiency in one additional skill of his choice. In addition, he requires half as much time as normal to train himself in the use of a suit of armor, tool, or weapon during downtime.

Intrepid. Kaspar's survival instinct is remarkably strong. When he makes an ability check, attack roll, or saving throw, he can choose to gain an expertise die on that roll. Once he uses this trait, he cannot use it again until he finish a short or long rest. 

Spirited Soul (Striding Soul). Riding horseback is in Kaspar's very soul. If he learns combat maneuvers, he may always choose from the Spirited Steed tradition. In addition, it costs 1 less exertion point for him to activate Spirited Steed combat maneuvers (minimum 1 exertion point).

Fighting Style (Two-Weapon Fighting). When Kaspar engages in two-weapon fighting, he can add his ability modifier to the damage of the off-hand attack.

 

EXPLORATION

Desperate Dash. When Kaspar takes the Dash action, his movement this turn does not provoke opportunity attacks. During this movement, he gains an expertise die on Athletics checks made to jump, and Dexterity saving throws. Once he uses this trait, he cannot use it again until he finishes a short rest.

Marathon Runner. The first time between each long rest Kaspar would gain a level of fatigue, he does not gain that level of fatigue. He still suffers a level of fatigue from finishing a long rest without any Supply.

Sojourner’s Fortitude. Kaspar gains an expertise die on saving throws made to resist fatigue for marching longer than 8 hours. 

Clearsight Sentinel (Soldiering Knack). Kaspar gains darkvision. He can see in dim light within 60 feet of him as if it were bright light, and in darkness as if it were dim light. In addition, he does not suffer disadvantage on Wisdom (Perception) checks in lightly obscured areas (such as in light fog, moderate foliage, or heavy precipitation).

 

SOCIAL

Rider’s Bond. Once Kaspar has spent a week with a creature trained to be a mount, at the end of a long rest he may forge a special bond with it. This bond lasts until his mount dies or he uses this trait on a different creature. While he has this special bond, he knows what direction his mount is as long as he is on the same plane, his mount has advantage on saving throws against fear, at the end of each short rest his mount heals an additional 2d8 hit points, and as long as it is not fatigued at the end of a long rest his mount regains all of its hit dice.

 

Combat Maneuvers

Maneuver Level 1 | Maneuver Save DC 14 | Exertion Pool 4


image.png.62206a923a5c1eea3023189185b4fafd.png Mounted Charge (1 Point) 1st degree Spirited Steed. Kaspar charges his foe using his mount’s strength and swiftness to add power to his attack. When he activates this maneuver, he takes the Attack action and makes a weapon attack, as well as any additional attacks granted by Extra Attack. He must be mounted to use this maneuver. He moves up to his mount’s Speed in a straight line. If at the end of his movement there is a creature within his reach, the first attack he makes against it as part of this maneuver has advantage. He can’t take the Dash action and use this maneuver on the same turn.

image.png.764ea8e968045aafe287a5a866d19e7f.png Speed Over Strength (1 Point) 1st degree Rapid Current. With practiced agility Kaspar weaves around an opponent wielding a more cumbersome weapon, quickly darting in to strike with a lighter armament. When a creature attacks him with a melee weapon that has the heavy property, or a Large-sized or larger creature attacks him with a natural weapon, he can use his reaction to make a melee weapon attack against it using a weapon that has the dual-wielding or finesse property.

image.png.fcf31a364bc94b86835dcbc82eff559d.png Perceptive Stance (1 Point) 1st degree Razor's Edge (stance). Nothing within Kaspar's sight is of minor significance and he takes in your surroundings with great care even as arrows fly and blades clash upon shields. His passive Perception score increases by 3. In addition, he gains an expertise die on Perception checks.

 

APPEARANCE

Like many of his kind, Kaspar is a fairly tall and seemingly hale man, though deeper injuries lie beneath the surface that make him not as strong as he may appear at first glance. Raised on a diet of meat and milk, though he is resilient and healthy, shown in his ruddy skin and bright shock of orange hair kept in a traditional stlye of his people, as well as a trimmed though not entirely neat beard. His armor, leather, is worn largely under his robes that also speak to his origins, and he is rarely seen without the traditional saber utilized by his people. A broken hunting horn hangs from his belt, a remnant from an earlier age, while a bit of orcish caravaner jewelry hangs around his neck.

Notable also is the scent of horse that is common among his people, no differently for him.

 

BACKSTORY

Kaspar is a member of one of the many tribes of the Ostinad plains, those wild wanderers that have chiefs instead of kings and who are taught to ride before they walk. United in culture if not polity, Kaspar was raised to be much the stereotype of his people. Riding, of course, was the first of all concerns, and in the ways of war he learned the art of the lance and saber and composite bow, a mounted terror to all those that might face him. A man of great strength, he excelled at such things and was recruited while still a young man into the raider band that would define so much of his life.

Konrad Kracht was an ambitious man from another tribe, one who sought to carve out a place for himself in the world. A cunning man, he organized a warband of mounted raiders to loot and pillage, intending to use this band both as eventually the army he would conquer with and the loot he acquired to finance it. For several years, over a decade, Kaspar rode alongside for much of this, raising in status and becoming known as a brute of a warrior. He rose to become one of Konrad's personal retinue as his herald, riding at his right hand. Learning much, Kaspar was loyal to a fault to his mentor and leader. Unfortunately, this loyalty was not returned.

The story of the fall of Konrad Kracht is too long to tell here, but suffice to say that a series of events led to the loss of so much of Kaspar's horde, and eventually his being declared an enemy of so many tribes in the plains that he plotted to flee the lands entirely, making off with what remained of his wealth. Paranoid and greedy, he turned on many of his band. Despite his loyalty, Konrad felt Kaspar was a liability and struck him down. Kaspar barely survived, the blow turned aside from lethal by chance as Konrad torn through the hunting horn that Kracht had once gifted to his one time herald. A grave head wound never-the-less left him bleeding out on the plains, the most severe of a number of wounds that left him crippled and dying amongst the bodies of his fallen comrades.

Left dying on the plains, fate would once again intervene. Discovered by a band of nomadic caravanner orcs who came to loot the battle site, Kaspar was taken in by a matronly orcess by the name of Vargra Irontusk. Gravely wounded, she and her fellows nursed him back to health and, in time, helped him regain some of what he had lost. His strength was hindered by lingering issues with how his injuries had healed. No more could brute strength carry him, and no more could he pull the heavy composite bow of his people. Instead, a lighter bow and a new style of combat was called for. He would remain with the caravan for some time, riding off only after promising to truly return and repay their generosity some day.

And so Kaspar returned to find a new path, shaken by the kindness shown to him and wishing to turn away from the menacing days of his youth. Into newer lands he rode atop a new horse, a final gift from his orcish rescuers, seeking atonement as well as glory...

 
 
ALLIES & ORGANIZATIONS

Though once a member of his bandit gang, Kaspar now has no actual organizations or true allies. He is finding a new place in the world...

 

FOLLOWERS & STRONGHOLDS

None, at the moment.

 

Edited by Nasdaq (see edit history)
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