Friday, 21 April 2017

Dagda (Fergus PC) RIP 13/2/4447

Dagda Killed by Stuhac on Three Sword Isle 13/2/47, buried there by Hakeem.
Half-Elf Tharbrian male Fighter (Champion)
Level: 11   PB+4
HP 114 (14+10x10)
AC 18 (14 Unarmoured Toughness +2 DEX +2 well-nibbled shield)

STR 18 (+4) (+2 ability score, +1 race modifier) JUMP 22' Remarkable Athlete
CON 18 (+4) (+4 ability score)
DEX 14 (+2)  (+1 race modifier)      INITIATIVE +4 Remarkable Athlete
INT 12 (+1)
WIS 8 (-1)
CHR 12 (+1) (+2 race modifier)

Extra Skills: Thieves' Tools, Nature Expertise, +2 riding

Weapons:
Garnoth's Cutlass ATT +8 dam 1d8+6  #ATT: 3
Tharbrian Warbow ATT +10 dam 1d8+4  #AT: 3

Unarmoured Toughness replaces Heavy Armour Proficiency. Second Wind bonus action  heal d10+level hp 1/SR. Action Surge extra action 1/SR. Crit on 19-20. 3 attacks per attack action. Remarkable Athlete +2 to STR/DEX checks. Reroll a saving throw that you fail 1/LR. 2 fighting styles. Fighting Styles: Dueling (+2 dmg 1-h) & Archery (+2 to hit w missiles)

Background: Highlander from hills near Thunderhold, a city of lawful Dwarves, Warwik is a city founded by exiles from the City State of the Invincible Overlord. To the west the Plateau of Bendigroth is roamed by wild Tharbrian (Celt) horse clans. Tharbrians are famous for their "Tharbrian Sabre", basically a big longsword/claymore. Tharbrians (inc half elf ones) get +2 on ride checks.



HALF ELF POWERS
Darkvision: Thanks to your elf blood, 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.
Fey Ancestry: You have advantage on saving throws against being Charmed, and magic can’t put you to sleep.
Skill Versatility: You gain proficiency in two skills of your choice.
Languages: You can speak, read, and write Common, Elvish, Tharbrian

Fighter

As a fighter, you gain the following Class Features.

Hit Points

Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

Starting Proficiencies

You are proficient with the following items, in addition to any proficiencies provided by your race or background.

Armor: Light Armor, Medium Armor, Heavy Armor, shields
Weapons: simple Weapons, martial Weapons
Tools: none
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Starting Equipment

You start with the following items, plus anything provided by your background.

• (a) Chain Mail or (b) leather, Longbow, and 20 Arrows
• (a) a martial weapon and a Shield or (b) two martial Weapons
• (a) a Light Crossbow and 20 bolts or (b) two handaxes
• (a) a Dungeoneer's Pack or (b) an Explorer's Pack

Alternatively, you may start with 5d4 x 10 gp to buy your own Equipment.

Table: The Fighter
Level Proficiency Bonus Bonus Features
1st +2 Fighting Style, Second Wind
2nd +2 Action Surge (one use)
3rd +2 Martial Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Ability Score Improvement
7th +3 Martial Archetype feature
8th +3 Ability Score Improvement or +1 Action Surge (max 2)
9th +4 Indomitable (one use)
10th +4 Martial Archetype feature
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement or +1 Action Surge (max 2)
13th +5 Indomitable (two uses)
14th +5 Ability Score Improvement or +1 Action Surge (max 2)
15th +5 Martial Archetype feature
16th +5 Ability Score Improvement or +1 Action Surge (max 2)
17th +6 Action Surge (+1 use, max 3), Indomitable (three uses)
18th +6 Martial Archetype feature
19th +6 Ability Score Improvement or Additional Fighting Style
20th +6 Extra Attack (3)

Fighting Style

You adopt a particular style of fighting as your specialty. Choose a fighting style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.
Archery

You gain a +2 bonus to Attack rolls you make with Ranged Weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.

Great Weapon Master

When you are wielding a non-Finesse weapon in two hands, you gain a +3 bonus to Damage Rolls with that weapon. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or Long Rest before you can use it again.

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.

Once you use this feature, you must finish a short or Long Rest before you can use it again. Starting at 17th level, you can use it one more time before a rest, but only once on the same turn.

Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your Combat styles and techniques, such as Champion. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
One of the level 8, 12, 14 or 16 Ability Score improvements may be replaced by an additional use of Action Surge (max 2 surges).
The level 19 ASI may be replaced by an additional Fighting Style.

Extra Attack

Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attackaction on Your Turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Indomitable

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Martial Archetypes

Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.

Champion

The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous Training with physical excellence to deal devastating blows.

Improved Critical

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Remarkable Athlete

Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

Superior Critical

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.

Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left.

You don’t gain this benefit if you have 0 hit points.

Attributes

Hit Dice d10
Saving Throws Strength, Constitution



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