(RG) Fitz's Folly

Hades#2

Explorer
Yassah
Fighter 2/Rogue 4 (Swashbuckler)

Name: Yassah
Race: Yuan-ti Malison
Class: Fighter 2/Rogue 4
Male
Alignment: Chaotic Neutral
Height: 5’ 7”
Weight: 165 lbs
Scale coloring: Green

Abilities:
Str 10; Dex 18; Con 16; Int 12; Wis 8; Cha 13
HP: 54 (1d10/1d8 HD)
AC: 15

Attacks:
Scimitar +7, damage: 1d6+4 slashing
Club: +3, damage: 1d4 bludgeoning
Longbow +7, damage 1d8+4 piercing
Handaxe +3, damage 1d6 slashing
Sneak attack 2d6

Racial abilities:
Speed. 30 feet.
Darkvision. 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 discern colors in that darkness only as shades of gray.
Magic Resistance. You have advantage on saving throws against spells.
Poison Resilience. You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.
Serpentine Spellcasting.
Poison spray cantrip.

Animal friendship an un-limited number of times with this trait, but you can target only snakes with it.

Starting at 3rd level, cast suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. You can also cast it using any spell slots you have of 2nd level or higher.
Charisma is your spell-casting ability for these spells when you cast them with this trait.

Special Ability: Wild shape into a Giant Constrictor Snake

Proficiencies:
Saves: Strength, Constitution
Str: 3, Dex: 4, Con: 6, Int: 1, Wis: -1, Cha: 1

Skills:
7 Acrobatics *
-1 Animal handling
1 Arcana
6 Athletics *
1 Deception
1 History
2 Insight *
1 Intimidation
1 Investigation
-1 Medicine
1 Nature
5 Perception *
1 Performance
1 Persuasion
1 Religion
4 Sleight of Hand
7 Stealth *
-1 Survival

Note: * indicates proficient skills

Tools: Thieves tools, Navigator’s tools, Vehicles (water)
Languages: Common, Draconic
Armour: All armor and shields
Weapons: Simple and martial weapons

Background: Pirate

Class abilities:

Fighter:
Fighting style: 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: Use a bonus action to regain hit points equal to 1d10 + your fighter level.

Action surge: Take 1 additional action once per short or long rest.

Rogue:
Sneak attack: Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

Expertise : Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. Note: chose Athletics and Perception.

Thieves’ cant:

Cunning action: Use bonus action to Dash, Disengage, or Hide.

Roguish archetype: Swashbuckler

Fancy Footwork
When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.

Rakish Audacity
Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.

You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

Equipment:
Explorer’s Pack: Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin, and 50 feet of hempen rope.
Club (Belaying pin)
Scimitar, shield,
50 feet of silk rope
Trinket: A black pirate flag adorned with a dragon's skull and crossbones
Leather armor
Longbow, and 20 arrows
2 Scimitars
2 Handaxes
10gp


Background:

Yassah has always been a disappointment to his family den. He was always weaker and less intelligent than his many brothers and sisters. As he grew, he tried and failed in several pursuits including mage training, clerical training, and military training. While still a young adult, his family forced his from their home. Yassah wandered until reluctantly joining the crew of a sailing vessel. The captain was a harsh taskmaster with great hatred for the young Yuan-ti. Nonetheless, Yassah worked hard and endured the treatment from the officers and other crew.

One day the ship was attacked and captured by pirates. The pirate captain, a grizzled Dwarf, offered to spare Yassah’s life if he accepted a position on his ship. Yassah looked at the motley group of pirates. Males and females of several races stood upon the deck. Yassah had always been taught that all except Yuan-ti were inferior. Yet, here was an opportunity to prove his worth. Perhaps this was a way to prove to his family and the others back home that he was not useless. Yassah accepted the offer.

During the next few years he worked and fought alongside the other pirates attacked ships, marauding towns along the coast, sometimes taking prisoners for ransom and other times just kill the other crews. Yassah learned many skills and felt at home among this bunch of cutthroats. He appreciated the honor shown amongst the officers and crew. Yassah dreamt of one day owing his own ship and plundering the seas.

Eventually he returned to the land and was recruited to travel with others of his kind on a secret mission of vital importance. Yassah, hiding out from the authorities, accepted and hid his disdain of his fellow Yuan-ti. He felt it best to bide his time among them until it was decided if they should live or die by his hand. The leader was someone named Ussal, a metal armor encased snake bodied halfblood. Yassah was uncertain how much of the armor contained a living being and how much was for show. In his travels he had heard of men encasing themselves in crude giant sized mechanisms. Was this a more advanced version or an abomination? Even his mannerisms were foreign compared to his own. Yassah had learned not to automatically look upon all other races as inferior. In his experience, some proved to be adept fighters and excellent crewmembers. Yet, this Ussal treated others almost as equals. He even treated the lowly broodguards better than they deserved. This Ussal needed to be watched closely. Thus far he had shown to be quite useful in a fight. Yassah had learned patience while traveling on the seas. He would wait until the mission was over before making a final decision about this Ussal.
 

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Hades#2

Explorer
Name: Grrol (Rockmoss)
Race: Tabaxi
Class: Fighter 4\Warlock 2 (Hexblade)
Male
Alignment: Chaotic Good
Height: 6 fft. Weight: 185 lbs
Fur coloring: Orange tabby
Eyes: Green

Abilities:
Base: Str 10 (2pts), Dex 14 (7 pts), Con 16 (11 pts), Int 10 (2 pts), Wis 8 (0 pts), Cha 13 (5 pts)
Racial bonus +2 Dex, +1 Cha
Ability boost at 4th level: +2 Dex
Str 10; Dex 18; Con 16; Int 10; Wis 8; Cha 14

H:p (1d10HD) 56 (13@1st, 2nd-4th 9 per level, 5th & 6th 8 per level )
AC: 17 with mage armor
Initiative: 4

Attacks:
Konda (+1 magic) +8, damage: 1d8+7 piercing, Special: Slay Undead (additional 1d6 damage to undead)
Shortbow +7, damage 1d6+4 piercing
Claws +3, damage 1d6 slashing
Spell attack +5

Racial abilities:
Speed. 30 feet, Climb 30 feet

Cat's Claws: You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

Cat's Talent: You have proficiency in the Perception and Stealth skills.

Darkvision: 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 discern colors in that darkness only as shades of gray.

Feline Agility: Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.

Proficiencies:
Saves: Strength, Constitution
Str: 3, Dex: 4, Con: 6, Int: 0, Wis: -1, Cha: 2

Skills:
7 Acrobatics *
0 Arcana
3 Athletics *
2 Insight *
2 Perception *
2 Performance
4 Sleight of Hand
7 Stealth *
2 Survival*
Note: * indicates proficient skills

Tools: Musical instrument: Ocarina
Languages: Tabax, Chultan, Draconic
Armour: All armor and shields
Weapons: Simple and martial weapons

Background: Outlander

Class abilities:
Fighter:

Fighting style: 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.
Second wind: Use a bonus action to regain hit points equal to 1d10 + your fighter level.
Action surge: Take 1 additional action once per short or long rest.

Martial archetype: Battle Master

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.

At 3rd level, you gain proficiency with one type of artisan's tools of your choice.

Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Brace: When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.

Disarming Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Maneuver save DC: 15

Warlock:
Patron: Hexblade

Hexblade's Curse

Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
You can’t use this feature again until you finish a short or long rest.

Hex Warrior
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.

Warlock Spells known: 2 cantrips, 3-1st level

Cantrips: Booming Blade, Eldritch Blast
1st level: Hellish Rebuke, Protection From Good and Evil, Wrathful Smite
Spell slots: 2-1st level (renew after short or long rest)
Spell attack: 5, Spell save: 13

Invocations:
Agonizing Blast: When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
Armor of Shadows: You can cast mage armor on yourself at will, without expending a spell slot or material components.

Equipment:
Explorer’s Pack: Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin, and 50 feet of hempen rope.
Trinket: A tiny silver icon of a raven
Leather armor
Konda
Shortbow, and 20 arrows
10gp
Ocarina

Background:
 

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