Post by opiumcoffee on May 6, 2019 10:11:46 GMT
Height : 2.7 Meters - 9 Feet
Weight : 158 Kilograms - 350 Pounds
Character Name | Hawke | /Null/ |
Character Age | 12 | /Null/ |
Race | Lizardmen | |
Armor Class | 16+3 (19) | +0 |
Health Points | 20 (20) | +0 |
Speed | 40 | +0 |
Attributes | Value | Modifier |
Strength | 9 ( 9 ) | +3 |
Dexterity | 6 ( 6 ) | +2 |
Constituon | 10 ( 10 ) | +3 |
Intelligence | 3 ( 3 ) | +1 |
Wisdom | 6 ( 6 ) | +2 |
Charisma | 4 ( 4 ) | +1 |
Abilities | Value | Tagged Bonus (You may add a +2 to three abilities) |
Acrobatics (Dex) | 6 | |
Arcana (Int) | 3 | |
Atheletics (Str) | 15 | * |
Deception (Cha) | 4 | |
History (Int) | 3 | |
Insight (wis) | 6 | |
Intimidation (Cha) | 12 | * |
Investigation (Int) | 3 | |
Medicine (Wis) | 6 | |
Nature (Int) | 5 | |
Perception (Wis) | 12 | * |
Performance (Cha) | 3 | |
Religion (Int) | 3 | |
Sleight of Hand (Dex) | 6 | |
Stealth (Dex) | 6 | |
Survival (Wis) | 11 |
Feats
- Educated: Grant yourself 5 skill points.
- Fey Blessing:
You can enthral a minor being for 3 turns, during these three turns, you can control them as you wish, however, you cannot make them kill themselves.
In order to enthral a minor being (something like an animal, of lesser intelligence than humans), you will do an attack roll based upon Wisdom, and they roll wisdom save, if their wisdom is under your roll, the minor being is enthralled.
Trapping - Trapmaking - +2 to AC (and success) when making any traps
Fighting Styles-Masteries - Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Lizardfolk Traits - Natural 14 AC without armor.
- Bite - 1d6+2 damage.
- Large - 2x2 square large token.
You have Disadvantage Stealth rolls - Advantage Intimidation rolls
+4 to grapple, disarming and tripping due to your large size.
When people attempt to grapple, disarm or trip you, they roll with -4 to their roll (plus athletics) and you roll +4 (plus athletics) on your roll.
This is only if they're medium-sized - If they're small and you're attacking, you get a -4 to your grapple roll.
Equipment
Armor
- Tribalistic Scale Mail (Large Size) | Reinforced with Chitin and Bone, easily replacable if damaged. 16 AC + Dex | +2 to Intimidation
- Tribalistic Bone Helmet (Large Size) | +1 AC
Miscellaneous - Hunting Permit
- Storm drake claw climbing hook
- 10 Feet of Hemp rope.
Weapons - 2 Bronze Javelins | 5 sp 1d6 piercing 2 lb. Thrown (range 30/120)
- Bronze Spear | 1d6 piercing 3 lbs Thrown (range 20/60), Versatile (1d8)
- Silver Dagger | 1d4 -1 (+4 against vampires)
- Steel Great Axe | 1d12+2, Heavy, Two-Handed
- Obsidian Brutal Pike | 5gp 2d6 piercing, 18 lb. Heavy, reach, two-handed. bleeding 1d6 (2 rounds)
- Light Crossbow | Light 25 gp 1d8 piercing 5 lbs Ammunition, Loading, (Range 80/320), Two-Handed
Hunting Loot - Alligator | 22 teeth.
- Big Venomous Spider | 1 vials of poiosn (one time use on a weapon) that deals extra 1d8 poison damage extracted from each spider fang poison sack, 7 KG of feral meat
Small Cart (Pulled by himself) - Two packed Light Ballista
Tools
- Primitive Butcher Kit (Used for skinning and meat gathering)
- Primitive Fire Starter ( Used to start any sort of fire)
Spells
- (Empty)