[SIZE=+ 2]PathGuy's character generator is improving. But what would you do with this B.M.?
Norcoril the Half-Elf[/SIZE]Male Half-Elf Guide Fighter 13
Chaotic Neutral
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[/TD] [/TR] [/TABLE] Maximum Hit Points: 147Speed: 30 feetInspiration:
Armor Class: 20 = 10 + 8 [plate] + 2 [steel shield]
[TD="align: right"]+5[/TD]
[TD="align: right"]+ 3[/TD]
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[TD="align: right"]+ 3[/TD]
[TD="align: right"]+ 10[/TD]
[TD="align: right"]+ 2[/TD]
[TD="align: right"]+ 1[/TD]
[TD="align: right"]+ 1[/TD]
[TD="align: right"]11[/TD]
[TD="align: right"]11[/TD] Carry: 300 lb maximum
Unarmed strike [+10 to hit; 1+5 bludgeoning]Short Bow [+8 to hit; 1d6+3 piercing, 2 lb, ammunition (range 80, 320), two-handed]Longsword [+10 to hit; 1d8+5 slashing, 4 lb, versatile (1d10 slashing)]You have enough silver to apply to two hand-held weapons or twenty projectiles. Make a note of which weapons are silvered.Plate mail [heavy; + 8 AC; max dex + 0; stealth disadvantage; 65 lb.]Steel Shield [+2 AC; 6 lb.]Feats:
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[TD="align: right"]1 =[/TD] At fighter level 13, as a battle master, Norcoril knows 5 maneuvers.
Check his chosen maneuvers here.
Second Ability Score Improvement: +2 constitution
Third Ability Score Improvement: +2 dexterity
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[TD="align: center"]6[/TD] [TABLE="width: 100%"] [TR] [TD="align: center"]
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[/TD] [/TR] [/TABLE] Death Saving Throws:
Norcoril's Personality Traits:Norcoril's Ideal(s):Norcoril's Bond(s):Norcoril's Flaw(s):More about Norcoril:
Norcoril the Half-Elf[/SIZE]Male Half-Elf Guide Fighter 13
Chaotic Neutral
[TABLE="width: 100%"] [TR] [TD="width: 50%"]
| Strength | (+5) |
| Dexterity | (+3) |
| Constitution | (+5) |
| Intelligence | (+2) |
| Wisdom | (+1) |
| Charisma | (+1) |
| Size: | Medium |
| Height: | --- |
| Weight: | --- lb |
| Skin: | |
| Eyes: | |
| Hair: |
| Proficiency bonus: | |
| Initiative modifier: | = + 3 [dexterity] |
| Attack (handheld / thrown): | = + 5 [proficiency] + 5 [strength] |
| Attack (missile / finesse): | = + 5 [proficiency] + 3 [dexterity] |
| Strength save: | = + 5 [proficiency] + 5 [strength] |
| Dexterity save: | = + 3 [dexterity] |
| Constitution save: | = + 5 [proficiency] + 5 [constitution] |
| Intelligence save: | = + 2 [intelligence] |
| Wisdom save: | = + 1 [wisdom] |
| Charisma save: | = + 1 [charisma] |
| Insight (passive): | (16 with advantage) |
| Perception (passive): | (16 with advantage) |
- [SIZE=-1]For groups using the optional encumberance rules:
- If carrying more than 100 lb, encumbered -- -10 on speedIf carrying more than 200 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity
| Languages: | Common Elvish (? 1 more) |
| Skill Name | Key Ability | Skill Modifier | Ability Modifier | Trained? | Misc. Modifier |
| Acrobatics | Dex | +3 | |||
| Animal Handling | Wis | +1 | |||
| Arcana | Int | +2 | |||
| Athletics | Str | +5 | |||
| Deception | Cha | +1 | |||
| History | Int | +2 | |||
| Insight | Wis | +1 | |||
| Intimidation | Cha | +1 | |||
| Investigation | Int | +2 | |||
| Medicine | Wis | +1 | |||
| Nature | Int | +2 | |||
| Perception | Wis | +1 | |||
| Performance | Cha | +1 | |||
| Persuasion | Cha | +1 | |||
| Religion | Int | +2 | |||
| Sleight of Hand | Dex | +3 | |||
| Stealth | Dex | +3 | |||
| Survival | Wis | +1 |
Check his chosen maneuvers here.
- [SIZE=-1]Commander Strike
Disarming Attack
Distracting Strike
Evasive Footwork
Feinting Attack
Goading Attack
Lunging Attack
Maneuvering Attack
Menacing Attack
Parry
Precision Attack
Pushing Attack
Rally
Riposte
Sweeping Attack
Trip Attack
[/SIZE]
[SIZE=-1] Alchemist's supplies
Boyer / fletcher tools
Brewer's supplies
Calligrapher's supplies
Carpenter's tools
Cartographer's tools
Cobbler's tools
Cook's utensils
Glassblower's tools
Goldsmith / silversmith's tools
Jeweler's tools
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[SIZE=-1] Leatherworker's tools
Mason's tools
Painter's supplies
Potter's tools
Smith's tools
Tinker's tools
Weaver's tools
Woodcarver's tools
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[SIZE=-1] Bagpipes
Drum
Dulcimer
Flute
Lute
Lyre
[/SIZE]
[SIZE=-1] Horn
Pan flute
Shawm
Viol
[/SIZE]
[SIZE=-1] Dragon Chess
Three Dragon Ante
Board Game:
Card Game:
[/SIZE]
[SIZE=-1] Dice game:
[/SIZE]
[SIZE=-1] Climber's kit
Disguise kit
Drive a truck
Fly a plane
Forgery kit
Healer's kit
[/SIZE]
[SIZE=-1] Herbalism kit
Navigator tools
Ride a mount
Sail a ship
Poisoner kit
Thieves' tools
[/SIZE]
- All Half-Elves get +2 on charisma (already included).
- This Half-Elf chose +1 on strength (already included).
- This Half-Elf chose +1 on constitution (already included).
- Darkvision (see 60 feet black-and-white in pitch-dark)
- Advantage on saves against being charmed; immune to magical sleep.
- One extra language (already included).
- Two extra skill proficiencies (already included).
- This is a background from playtesting that I thought people might want to continue to use.
- Wanderer -- you can live off the land and help others to do so.
- Consider bringing navigator tools. You probably own your tent, backpack, bedroll and rope.
- You know how to use climbing gear and navigator tools.
- You know how to ride a horse.
- Most fighters are proficient in riding a mount.
- This fighter selected the protection fighting style, which allows a fighter to impose disadvantage on an enemy attacking an ally within five feet, if you are using a shield.
- Second Wind: As an action, regain hit points equal to 1d10 + your fighter level. Once per period between short rests.
- Level 2: Action surge -- use it to take an extra action on a turn. Must take a short rest before using again.
- Level 5: Extra attack on any round that includes an attack.
- Level 9: Indomitable -- once between long rests, can reroll a failed saving throw.
- Level 11: Two extra attacks per round.
- Level 13: Indomitable -- twice between long rests, can reroll a failed saving throw.
- Level 17: Two action surges between rests, but not on the same turn.
- Level 17: Indomitable -- three times between long rests, can reroll a failed saving throw.
- Level 20: Three extra attacks per round.
- Level 3: Combat superiority -- four d8 dice, three maneuvers.
- Level 3: Student of war -- proficiency with artisan tools of your choice.
- Level 7: Combat superiority -- five dice; two more maneuvers
- Level 7: Know your enemy -- referee will give you information about opponent abilities
- Level 10: Combat superiority -- dice are d10s, two more maneuvers
- Level 15: Combat superiority -- six dice, two more maneuvers; if have no more superiority dice, regain one when you roll initiative.
- Level 18: Combat superiority -- dice are d12s.
- Level 19: Relentless -- if you start a turn with no superiority dice, regain two at the end.
Second Ability Score Improvement: +2 constitution
Third Ability Score Improvement: +2 dexterity
| Class | HP rolled | ||
| Level 1: | Fighter | ||
| Level 2: | Fighter | ||
| Level 3: | Fighter | ||
| Level 4: | Fighter | ||
| Level 5: | Fighter | ||
| Level 6: | Fighter | ||
| Level 7: | Fighter | ||
| Level 8: | Fighter | ||
| Level 9: | Fighter | ||
| Level 10: | Fighter | ||
| Level 11: | Fighter | ||
| Level 12: | Fighter | ||
| Level 13: | Fighter |
Successes
Failures
[TD="align: right"]77 lbWeapons / Armor / Shield (from above)
Arrows (quiver of 20) x 1
Total
1 lb
[/TD] [TD="align: right"]_____
78 lb[/TD]