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Karl of Caergaard

Str 13 +1 Racial=14

Dex 10

Con 13

Int 10

Wis 14

Cha 17 +1 Racial=18

Armor: All armor, Shields

Weapons: Simple Weapons, Martial Weapons

Skill proficiencies: Deception, Stealth; Insight, Persuasion; Athletics, Investigate, Perception; Sleight of Hand

Tools: Gaming Cards, Thieves' Tools

Saves: Wisdom, Charisma

Languages: None

Equipment:  A crowbar, a set of dark common clothes including a hood, and a pouch containing 15gp, Longsword and a shield, five javelins, an explorer's pack, Chain mail and a holy symbol (Habbakuk)

Personality Trait: I would rather make a new friend than a new enemy.

Ideal: (Good) There's a spark of good in everyone.

Bond: I'm trying to pay off an old debt I owe to a generous benefactor.

Flaw: I have a "tell" that reveals when I'm lying.

Feat: Skilled (Athletics, Investigate, Perception)

DragonLance Feat: Squire of Solamnia

HP: 11

AC: 18 (Chainmail, +2 Shield)

Saves: St+2 Dx+0 Co+1 In+0 Wi+4 Ch+6

Melee Attk: +4 melee

Ranged Attk: +2 ranged

Spell Attk: +6

Criminal Contact

You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Lay on Hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

Fighting Style

Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
 

  • Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Karl is devoted to Guenivere, and will protect her at almost any cost.

Edited by RogetThesaurii (see edit history)
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Posted (edited)

Guenivere de Vinthuus

Str 13 +1 racial=14

Dex 14

Con 14

Int 14

Wis 14

Cha 16 +1 racial=17

Armor: None

Weapons: Daggers, darts, slings, quarterstaffs, light crossbows

Skill Proficiencies: History Arcana; Survival, Nature, Investigate; Insight, Religion

Saves: Constitution, Charisma

Equipment: The scholar's robes of your cloister, a writing kit (small pouch with a quill, a bottle of ink, folded parchment, and a small penknife), a borrowed book on the subject of your current study, and a pouch containing 10gp; a light crossbow and 20 bolts,  an arcane focus, an explorer's pack, two daggers

Tools: None

Languages: Elven, Khurian

Personality Trait: I am horribly, horribly awkward in social situations.

Ideal: Knowledge. The path to power and self-improvement is through knowledge. (Neutral)

Bond: I sold my soul for knowledge. I hope to do great deeds and win it back.

Flaw: I speak without really thinking through my words, invariably insulting others.

Feat: Skilled

Dragonlance Feat: Divinely Favored (Solinari) - Good (Cleric Spell: Ceremony)

HP: 8

AC: 10 (+2 Dex)

Saves: St+2 Dx+2 Co+4 In+2 Wi+2 Ch+5

Melee Attk: +4 melee

Ranged Attk: +4 ranged

Spell Attk:+6

Library Access

Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access.

You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease.

Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy shown to a fellow scholar.

Spellcasting

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.

Cantrips

At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.

Spell Slots

The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the sorcerer spell list.

The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your sorcerer spells.

Sorcerous Origin (Lunar Sorcery)

Choose a sorcerous origin, which describes the source of your innate magical power. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Lunar Embodiment

You learn additional spells when you reach certain levels in this class, as shown on the Lunar Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Full Moon Spell New Moon Spell Crescent Moon Spell

1st Shield Ray of Sickness Color Spray

3rd Lesser Restoration Blindness/Deafness Alter Self

5th Dispel Magic Vampiric Touch Phantom Steed

7th Death Ward Confusion Hallucinatory Terrain

9th Rary's Telepathic Bond Hold Monster Mislead

Whenever you finish a long rest, you can choose what lunar phase manifests its power through your magic: Full Moon, New Moon, or Crescent Moon. While in the chosen phase, you can cast one 1st-level spell of the associated phase in the Lunar Spells table once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest.

 

Moon Fire

Starting at 1st level, you can call down the radiant light of the moon on command. You learn the Sacred Flame spell, which doesn’t count against the number of sorcerer cantrips you know. When you cast the spell, you can target one creature as normal or target two creatures within range that are within 5 feet of each other.

Edited by RogetThesaurii (see edit history)
Name
roll
13,16,14,14,14,14
repeat(drop(reroll(4d6,1,below),lowest),6) 2,2,5,6,1,6,2,1,4,6,6,4,4,2,4,4,2,6,4,6,1,1,4,3,5,5,3,1,4
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  • 2 weeks later...
Posted (edited)

roll

Dragonborn (Sapphire) Wizard - Abjurer

signature=hooded lantern (his bullseye)

Edited by RogetThesaurii (see edit history)
Name
roll
12,17,16,14,15,14
repeat(drop(reroll(4d6,1,below),lowest),6) 3,6,2,3,1,6,6,5,4,3,4,6,6,5,1,4,2,5,6,3,3,6,4,4,6,3
signature
7
1d8 7
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