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Gerdrum Stromnek


WolfBirch

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Gerdrum Stromnek

WIP


1993371685_dwarfrogue(2).jpg.cc959486292ed81a4128bd21a082b523.jpg


 

 
        
PALADIN 4/ROGUE 4 (GESTALT)

Medium humanoid female (Hill Dwarf), chaotic good


Armor Class 19

Hit Points -
Speed 35' ft.


Senses Darkvision 60'

Languages Common, Dwarvish

Proficiency Bonus +2

 

ABILITIES & SKILLS 

Proficiency Bonus: +2

Strength 14 (+2)
Save +2
Athletics +4


Dexterity 18 (+4) 
Save +6
Acrobatics +6 | Sleight of Hand +4 | Stealth +8*


Constitution 17 (+3)
Save +3
No skills associated.


Intelligence 14 (+2)
Save +4
Arcana +2 | History +2 | Investigation +6* | Nature +6* | Religion +2


Wisdom 12 (+1)
Save +1
Animal Handling +1 | Insight +21| Medicine +1 | Perception +3 | Survival +5*


Charisma 16 (+3) 
Save +3
Deception +5 | Intimidation +3 | Performance +3 | Persuasion +5

* denotes expertise. / Bold denotes proficiency.

 
PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools Vehicles (Land), Gaming Set (Cards)
  • Instruments 
  • Weapons Simple weapons, martial weapons
  • Armors Light armor, medium armor, shields

PALADIN CLASS ABILITIES
Proficiencies Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution
Skills: Perception, Survival
 | RageIn battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
 | Unarmored DefenseWhile you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. | Danger SenseAt 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated. | Reckless AttackStarting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. | Primal PathWild Magic | Magic AwarenessWhen you choose this path at 3rd level, as an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
 | Wild SurgeAlso at 3rd level, the magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

Wild Surge
d8 Effect
1 Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain temporary hit points equal to 1d12 plus your barbarian level.
2 You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
3 An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.
4 Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.
5 Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution.
6 Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.
7 Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.
8 A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
 | Primal KnowledgeWhen you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level. (Animal Handling) 


ROGUE CLASS ABILITIES

ProficienciesSaving Throws: Charisma
Skills: Intimidation
 | SpellcastingAn 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.

For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

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. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

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 OriginWild Magic | Wild Magic SurgeStarting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration. | Tides of ChaosStarting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.
 | Font of MagicAt 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

Sorcery Points. You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.
Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.
Creating Spell Slots
Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
 | MetamagicAt 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

TBD
 | ASI+2 Str, +1 Con, War Caster Feat


ASI+2 Con, +1 Dex | DarkvisionAccustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. | Dwarven ResilienceYou have advantage on saving throws against poison, and you have resistance against poison damage. | Dwarven Combat TrainingReplaced by Durable Feat | Tool ProficiencyTBD | StonecunningWhenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. | LanguagesYou can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. | Dwarven ToughnessYour hit point maximum increases by 1, and it increases by 1 every time you gain a level.


FEATS

Medium Armor MasterNo disadvantage to Stealth checks wearing medium armor and Dexterity bonus max to +3 instead of +2. | Dual Wielder+1 to AC if you're wielding a melee weapon in each hand, two-weapon fighting with non-light weapon, draw two weapons. | Mobile Your speed increase by 10 ft, you can Dash on difficult terrain without malus, and don't provoke opportunity attacks in melee.

 

WEAPONS

WEAPONS

  • wip

 

SPELLS

SPELL SLOTS -/- (1st), )

  • Sorcerer - Spell Save DC: - | Spell Attack Mod: - | Spells Known: -

CANTRIPS (Sorcerer)

 


FIRST LEVEL (Sorcerer)

 


SECOND LEVEL (Sorcerer)

 

* Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

EQUIPMENT & ENCUMBERANCE

TOTAL ENCUMBERANCE ()

  • Weight:  lbs. /  lbs. max. (15 x STR Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH ()

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

( Coins x .02 lbs. = . lbs. Total Weight)


EQUIPEMENT READIED ()

Equipped items can be retrieved with a manipulate item interaction.

  • Armor () 
  • Weapons () 
  • Readied Items () 

EQUIPMENT STORED ()

Stored items can be retrieved with an action.

  • In Backpack () 
  • Strapped to Backpack () 

EQUIPMENT NOT CARRIED (--)

  • At Home

* Denotes magic item (see below)

 

MAGIC ITEMS

NON-ATTUNED

 


ATTUNED (0/3)

 

 

DESCRIPTION

Age -  | Height -  | Weight -  | Hair | Eyes | Complexion 


wip

 

PERSONALITY
  • Personality Traits:
  • Ideals: 
  • Bonds: 
  • Flaws:

 

wip

 

BACKGROUND

Mercenary Veteran
Source SCAG


Background Feature: 


BACKSTORY

 

 


dwarf rogue.jpg

Edited by WolfBirch (see edit history)
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Working thoughts:  I misunderstood the dice code.  Will go with the first roll

 

STR: 14

DEX: 14 +4 = 18

CON: 15 +2 = 17

INT: 14

WIS: 12

CHR: 16

 

I think that I will go paladin-rogue

 

Medium armor master

dual wielder

-defensive fighting style

 

Mobile as extra feat for weapons

 

Scale Mail AC19 2 rapiers longbow

 

Rogue-Scout / Paladin-Glory with spy background

Edited by WolfBirch (see edit history)
Name
STR
14,14,15,14,12,16
repeat(drop(reroll(4d6,2,below),lowest,1),6) 3,4,2,2,6,1,4,5,5,4,4,1,6,3,5,1,1,4,1,2,4,1,3,1,6,4,3,4,3,1,5,2,5,1,5,5,6
DEX
16,15,15,12,11,14
repeat(drop(reroll(4d6,2,below),lowest,1),6) 4,6,6,4,6,3,1,5,4,4,6,1,3,5,3,3,4,1,5,2,4,3,4,3,4,1,1,6,4,1,4
CON
15,16,15,14,16,14
repeat(drop(reroll(4d6,2,below),lowest,1),6) 2,3,6,6,3,6,6,4,4,6,4,4,1,5,4,2,3,4,6,6,1,4,4,2,6,4,6,2,1,4,2,4
INT
16,17,12,16,10,11
repeat(drop(reroll(4d6,2,below),lowest,1),6) 2,6,6,2,2,4,3,4,2,5,6,6,1,2,3,3,5,1,4,6,5,4,1,5,4,2,3,2,2,3,3,3,2,3,2,2,5,3
WIS
18,15,12,14,13,17
repeat(drop(reroll(4d6,2,below),lowest,1),6) 6,1,6,6,6,5,6,3,1,2,4,4,4,3,4,2,3,3,2,1,1,5,6,2,6,1,1,2,3,3,4,3,1,2,1,1,1,6,5,1,1,2,1,6
CHR
17,12,14,14,13,12
repeat(drop(reroll(4d6,2,below),lowest,1),6) 5,5,6,1,6,5,2,1,4,3,3,2,3,5,5,4,3,5,4,5,3,3,4,1,1,2,2,2,1,6,5,2,1,2,3,2,4,3
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