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[5e] Spell & Crossbones
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<blockquote data-quote="Shayuri" data-source="post: 6435817" data-attributes="member: 4936"><p>Okay, first draft sheet, it's just the mechanics. Details of appearance, background, etc will go on the final draft. To sum it up, Nia is a support caster first, using her ranger abilities for primary offense. She's a good shot with her longbow, can use Shilleilegh and wild shape if things get up close and personal, and tends to save her spell slots for healing and debuffing enemies with Entangle and Faerie Fire. In situations where her bow doesn't cut it, she has Flaming Sphere (great for setting fire to enemy ships at close range) and Moonbeam (radiant damage is good vs undead, and it can expose shapeshifters, plus decent ongoing damage). In noncombat situations she can spam Guidence, and use Enhance Ability to give potent bonuses to ability checks; which she abuses heinously to inflate her skills as Sailing Master. Mirror Image offers good defense at any range, and Misty Step gives her a workaround for her lackluster Athletics bonus when boarding. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>On the ranger side, she has some pretty sweet bonuses; doubling her proficiency on any 'coast related' Int and Wis check, and gaining the Natural Explorer bennies on food gathering, navigation, etc.</p><p></p><p>Quickleaf, I haven't decided on the magic item thing yet, but I'm leaning towards the '2 unidentified' item idea, just because I'm curious to see what you come up with for that eclectic and odd mix of items. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>[sblock]<strong>Nia Steeleyes</strong></p><p><em>Neutral Good Human Druid 3/Ranger 1</em></p><p>Background: Sailor</p><p></p><p>Str 10 </p><p>Dex 16 (+1 race)</p><p>Con 14 </p><p>Int 10 </p><p>Wis 18 (+1 race, +1 feat)</p><p>Cha 14 </p><p></p><p>HP 32</p><p>AC 14 (11 + 3)</p><p>Prof Bonus +2</p><p>Init +3</p><p></p><p><strong>Race: Human</strong></p><p>+1 Dex, +1 Wis</p><p>Bonus Feat</p><p>Bonus Trained skill</p><p></p><p><strong>Class </strong></p><p>Druid</p><p>Druidic Language</p><p>Spellcasting</p><p>Ritual Casting</p><p>Wild Shape 2/short rest (up to CR 1/4)</p><p>Circle of the Land</p><p>- Coastal Terrain</p><p>- Bonus cantrip</p><p>- Spell Recovery (1/2 lvl in spell lvls/short rest)</p><p></p><p>Ranger</p><p>Favored Enemy (Adv on Wis checks to track and recall info, gain language)</p><p>- Aberrations </p><p>Natural Explorer (2x prof on Wis/Int checks related to terrain type, gain benefits when traveling through)</p><p>- Coast</p><p></p><p><strong>Proficiencies</strong></p><p>Armor: Light, Medium, shields (only nonmetal armor)</p><p>Weapons: All Simple, All Martial</p><p>Tools: Herbalism Kit, navigation tools, water vehicles</p><p>Saves: Intelligence and Wisdom</p><p></p><p><strong>Background</strong></p><p>Sailor</p><p>Skills: Athletics, Perception</p><p>Tools: Navigational tools, water vehicles</p><p>Equipment: Belaying pin, 50 ft silk rope, common clothes, 10 gp, trinket)</p><p>Feature: Shelter of the Faithful</p><p></p><p><strong>Skills</strong></p><p>Athletics +2</p><p>Nature +6</p><p>Survival +6</p><p>Perception +6</p><p>Stealth +5</p><p>Insight +6</p><p></p><p><strong>Languages</strong></p><p>English, Something, Abyssal</p><p></p><p><strong>Personality Trait:</strong> I do not suffer fools. I conserve magic, using theatrics to fake it when possible.</p><p><strong>Bond</strong>: I hunt the thing that destroyed what I love, and I will stop at nothing to find and destroy it.</p><p><strong>Ideal</strong>: What goes around, comes around.</p><p><strong>Flaw</strong>: I would risk too much, sacrifice too much, to accomplish my goal.</p><p></p><p><strong>Fortunes</strong>: </p><p>Mixed: Quicksilver eyes</p><p>Good: Voodoo rituals, Magic Trinkets</p><p>Ill: Haunted, Wastrel</p><p></p><p><strong>Feats</strong></p><p>- Observant (+1 Wis, +5 passive Perception and Investigation, read lips)</p><p></p><p><strong>Spellcasting </strong>(Save DC 14)</p><p>Slots 1 - 4, 2 - 2</p><p><strong>Cantrips</strong></p><p>- Guidence</p><p>- Shillelagh</p><p>- Druidcraft</p><p><strong>Prepared</strong></p><p>Cure Wounds, Healing Word, Entangle, Faerie Fire, Enhance Ability, Flaming Sphere, Moonbeam</p><p><strong>Circle</strong></p><p>Misty Step, Mirror Image</p><p></p><p><strong>Equipment</strong></p><p>Cash: </p><p></p><p>Weapons</p><p>Staff, +2, 1d6 (+6, 1d8+4 w/shillelagh)</p><p>Dagger, +5, 1d4+3</p><p>Longbow, +5, 1d8+3, 150/600 rng</p><p> </p><p>Armor </p><p>Pitch Jacket</p><p></p><p>Gear</p><p>3 belt pouches</p><p>Herbalism Kit</p><p>Trinkets</p><p>- Pirate recipe book</p><p>- Elaborate compass in scrimshaw case</p><p>- Piece of helm's wheel with loa name on it</p><p>- Sharkman necklace</p><p>- Loud conch shell[/sblock]</p></blockquote><p></p>
[QUOTE="Shayuri, post: 6435817, member: 4936"] Okay, first draft sheet, it's just the mechanics. Details of appearance, background, etc will go on the final draft. To sum it up, Nia is a support caster first, using her ranger abilities for primary offense. She's a good shot with her longbow, can use Shilleilegh and wild shape if things get up close and personal, and tends to save her spell slots for healing and debuffing enemies with Entangle and Faerie Fire. In situations where her bow doesn't cut it, she has Flaming Sphere (great for setting fire to enemy ships at close range) and Moonbeam (radiant damage is good vs undead, and it can expose shapeshifters, plus decent ongoing damage). In noncombat situations she can spam Guidence, and use Enhance Ability to give potent bonuses to ability checks; which she abuses heinously to inflate her skills as Sailing Master. Mirror Image offers good defense at any range, and Misty Step gives her a workaround for her lackluster Athletics bonus when boarding. :) On the ranger side, she has some pretty sweet bonuses; doubling her proficiency on any 'coast related' Int and Wis check, and gaining the Natural Explorer bennies on food gathering, navigation, etc. Quickleaf, I haven't decided on the magic item thing yet, but I'm leaning towards the '2 unidentified' item idea, just because I'm curious to see what you come up with for that eclectic and odd mix of items. :) [sblock][B]Nia Steeleyes[/B] [I]Neutral Good Human Druid 3/Ranger 1[/I] Background: Sailor Str 10 Dex 16 (+1 race) Con 14 Int 10 Wis 18 (+1 race, +1 feat) Cha 14 HP 32 AC 14 (11 + 3) Prof Bonus +2 Init +3 [B]Race: Human[/B] +1 Dex, +1 Wis Bonus Feat Bonus Trained skill [B]Class [/B] Druid Druidic Language Spellcasting Ritual Casting Wild Shape 2/short rest (up to CR 1/4) Circle of the Land - Coastal Terrain - Bonus cantrip - Spell Recovery (1/2 lvl in spell lvls/short rest) Ranger Favored Enemy (Adv on Wis checks to track and recall info, gain language) - Aberrations Natural Explorer (2x prof on Wis/Int checks related to terrain type, gain benefits when traveling through) - Coast [B]Proficiencies[/B] Armor: Light, Medium, shields (only nonmetal armor) Weapons: All Simple, All Martial Tools: Herbalism Kit, navigation tools, water vehicles Saves: Intelligence and Wisdom [B]Background[/B] Sailor Skills: Athletics, Perception Tools: Navigational tools, water vehicles Equipment: Belaying pin, 50 ft silk rope, common clothes, 10 gp, trinket) Feature: Shelter of the Faithful [B]Skills[/B] Athletics +2 Nature +6 Survival +6 Perception +6 Stealth +5 Insight +6 [B]Languages[/B] English, Something, Abyssal [B]Personality Trait:[/B] I do not suffer fools. I conserve magic, using theatrics to fake it when possible. [B]Bond[/B]: I hunt the thing that destroyed what I love, and I will stop at nothing to find and destroy it. [B]Ideal[/B]: What goes around, comes around. [B]Flaw[/B]: I would risk too much, sacrifice too much, to accomplish my goal. [B]Fortunes[/B]: Mixed: Quicksilver eyes Good: Voodoo rituals, Magic Trinkets Ill: Haunted, Wastrel [B]Feats[/B] - Observant (+1 Wis, +5 passive Perception and Investigation, read lips) [B]Spellcasting [/B](Save DC 14) Slots 1 - 4, 2 - 2 [B]Cantrips[/B] - Guidence - Shillelagh - Druidcraft [B]Prepared[/B] Cure Wounds, Healing Word, Entangle, Faerie Fire, Enhance Ability, Flaming Sphere, Moonbeam [B]Circle[/B] Misty Step, Mirror Image [B]Equipment[/B] Cash: Weapons Staff, +2, 1d6 (+6, 1d8+4 w/shillelagh) Dagger, +5, 1d4+3 Longbow, +5, 1d8+3, 150/600 rng Armor Pitch Jacket Gear 3 belt pouches Herbalism Kit Trinkets - Pirate recipe book - Elaborate compass in scrimshaw case - Piece of helm's wheel with loa name on it - Sharkman necklace - Loud conch shell[/sblock] [/QUOTE]
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