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[D&D 5E] Dominions
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<blockquote data-quote="TDeiblerjr" data-source="post: 6630517" data-attributes="member: 41281"><p>Heres Kerric </p><p>Name: Kerric Oreshield </p><p>Sex: Male</p><p>Race: Dwarf (Mountain)</p><p>Class/Level: Barbarian 1</p><p>Alignment: Chaotic Good</p><p>Size: Medium</p><p>Type: Humanoid</p><p>Speed: 25ft.</p><p>Init: +1</p><p>Senses: Darkvision, 60 feet</p><p>Passive Perception: 12</p><p></p><p>DEFENSE</p><p>AC: 14</p><p>HP: 15</p><p>Saves: Strength, Constitution</p><p>Special: Dwarven Resilience advantage on saves versus poison and resistance against poison damage.</p><p>OFFENSE</p><p>Melee: Greataxe +5; 1d12+3 Slashing,Heavy, two handed</p><p>Ranged: Javelin +5; 1d6+3 Piercing; thrown (range 30/120)</p><p>Special: </p><p>STATISTICS</p><p>Str 17 (+3, Dex 13 (+1) , Con 16 (+3), Int 12 (+1), Wis 10 (+0), Cha 8 (-1)</p><p></p><p>RACIAL FEATURES & PROFICIENCIES</p><p>Skill Proficiencies: Perception</p><p>Weapon Proficiencies: Battle axe, Handaxe, Throwing hammer, and warhammer</p><p>Stonecunning:add double profiencency on knowledge(history)on any stonework</p><p>Tool Proficiency: Brewers supplies</p><p></p><p>Languages: Common, Dwarven, Goblin</p><p>BACKGROUND FEATURES & PROFICIENCIES</p><p>Hermit</p><p>Skill Proficiencies: Medicine, Religion</p><p>Tool Proficiencies: Herbalism kit</p><p>Feature: Discovery</p><p>Personality Traits: I've been isolated so long that i rarely speak preferring gestures and the occasional grunt.</p><p>I'm oblivious to etiquette and socil expectations.</p><p>Ideal: Free thinking Inguiry and curiousity are the pillars of progress.</p><p>Bond: Should my discovery come to light it would bring ruin to the world.</p><p>Flaw: I am dogmatic in my thoughts and philosophy.</p><p>CLASS FEATURES & PROFICIENCIES</p><p>Armor Proficiencies: Light armor, medium armor, shields</p><p>Weapons Proficiencies: Simple weapons, Martial weapons</p><p>Tools Proficiencies: none</p><p>Skill Proficiencies: Perception, Survival</p><p>Barbarian Rage(2/day) Enter (or end)a rage as a bonus action gaining the following benifitsif not wearing heavy armor.</p><p>Advantage on strength checks and strength saving throws</p><p>when making a melee weapon attack using strength gain +2 to damage</p><p>resistance to piercing, bludgeoning and slashing damage</p><p>Rage lasts 1min ends if unconsiousor havent attacked a hostile creaturesince last turn or taken damage since then</p><p>Unarmored Ac 13</p><p>SKILLS (Proficient in bold)</p><p>+1 (dex) Acrobatics</p><p>+0 (wis) Animal Handling</p><p>+1 (int) Arcana</p><p>+3 (str) Athletics</p><p>-1 (cha) Deception</p><p>+1 (int) History</p><p>+0 (wis) Insight</p><p>-1 (cha) Intimidation</p><p>+1 (int) Investigation</p><p>+2 (wis) Medicine</p><p>+1 (int) Nature</p><p>+2 (wis) Perception</p><p>-1 (cha) Performance</p><p>-1 (cha) Persuasion</p><p>+3 (int) Religion</p><p>+1 (dex) Sleight of Hand</p><p>+1 (dex) Stealth</p><p>+2 (wis) Survival</p><p></p><p>COMBAT GEAR</p><p>Greataxe</p><p>Javelin</p><p></p><p>OTHER GEAR</p><p>Herbalism kit</p><p>Explorers pack</p><p>Scroll case with notes</p><p>winter blanket</p><p>clothes </p><p>Brewing supplies</p></blockquote><p></p>
[QUOTE="TDeiblerjr, post: 6630517, member: 41281"] Heres Kerric Name: Kerric Oreshield Sex: Male Race: Dwarf (Mountain) Class/Level: Barbarian 1 Alignment: Chaotic Good Size: Medium Type: Humanoid Speed: 25ft. Init: +1 Senses: Darkvision, 60 feet Passive Perception: 12 DEFENSE AC: 14 HP: 15 Saves: Strength, Constitution Special: Dwarven Resilience advantage on saves versus poison and resistance against poison damage. OFFENSE Melee: Greataxe +5; 1d12+3 Slashing,Heavy, two handed Ranged: Javelin +5; 1d6+3 Piercing; thrown (range 30/120) Special: STATISTICS Str 17 (+3, Dex 13 (+1) , Con 16 (+3), Int 12 (+1), Wis 10 (+0), Cha 8 (-1) RACIAL FEATURES & PROFICIENCIES Skill Proficiencies: Perception Weapon Proficiencies: Battle axe, Handaxe, Throwing hammer, and warhammer Stonecunning:add double profiencency on knowledge(history)on any stonework Tool Proficiency: Brewers supplies Languages: Common, Dwarven, Goblin BACKGROUND FEATURES & PROFICIENCIES Hermit Skill Proficiencies: Medicine, Religion Tool Proficiencies: Herbalism kit Feature: Discovery Personality Traits: I've been isolated so long that i rarely speak preferring gestures and the occasional grunt. I'm oblivious to etiquette and socil expectations. Ideal: Free thinking Inguiry and curiousity are the pillars of progress. Bond: Should my discovery come to light it would bring ruin to the world. Flaw: I am dogmatic in my thoughts and philosophy. CLASS FEATURES & PROFICIENCIES Armor Proficiencies: Light armor, medium armor, shields Weapons Proficiencies: Simple weapons, Martial weapons Tools Proficiencies: none Skill Proficiencies: Perception, Survival Barbarian Rage(2/day) Enter (or end)a rage as a bonus action gaining the following benifitsif not wearing heavy armor. Advantage on strength checks and strength saving throws when making a melee weapon attack using strength gain +2 to damage resistance to piercing, bludgeoning and slashing damage Rage lasts 1min ends if unconsiousor havent attacked a hostile creaturesince last turn or taken damage since then Unarmored Ac 13 SKILLS (Proficient in bold) +1 (dex) Acrobatics +0 (wis) Animal Handling +1 (int) Arcana +3 (str) Athletics -1 (cha) Deception +1 (int) History +0 (wis) Insight -1 (cha) Intimidation +1 (int) Investigation +2 (wis) Medicine +1 (int) Nature +2 (wis) Perception -1 (cha) Performance -1 (cha) Persuasion +3 (int) Religion +1 (dex) Sleight of Hand +1 (dex) Stealth +2 (wis) Survival COMBAT GEAR Greataxe Javelin OTHER GEAR Herbalism kit Explorers pack Scroll case with notes winter blanket clothes Brewing supplies [/QUOTE]
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