[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
Maximum Hit Points: 147Speed: 30 feetInspiration:
Armor Class: 20 = 10 + 8 [plate] + 2 [steel shield]
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:
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
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
|
|
Proficiency bonus: | +5 | |
Initiative modifier: | + 3 | = + 3 [dexterity] |
Attack (handheld / thrown): | + 10 | = + 5 [proficiency] + 5 [strength] |
Attack (missile / finesse): | + 8 | = + 5 [proficiency] + 3 [dexterity] |
Strength save: | + 10 | = + 5 [proficiency] + 5 [strength] |
Dexterity save: | + 3 | = + 3 [dexterity] |
Constitution save: | + 10 | = + 5 [proficiency] + 5 [constitution] |
Intelligence save: | + 2 | = + 2 [intelligence] |
Wisdom save: | + 1 | = + 1 [wisdom] |
Charisma save: | + 1 | = + 1 [charisma] |
Insight (passive): | 11 | (16 with advantage) |
Perception (passive): | 11 | (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 = | +3 | ||
Animal Handling | Wis | 1 = | +1 | ||
Arcana | Int | 2 = | +2 | ||
Athletics | Str | 5 = | +5 | ||
Deception | Cha | 1 = | +1 | ||
History | Int | 2 = | +2 | ||
Insight | Wis | 1 = | +1 | ||
Intimidation | Cha | 1 = | +1 | ||
Investigation | Int | 2 = | +2 | ||
Medicine | Wis | 1 = | +1 | ||
Nature | Int | 2 = | +2 | ||
Perception | Wis | 1 = | +1 | ||
Performance | Cha | 1 = | +1 | ||
Persuasion | Cha | 1 = | +1 | ||
Religion | Int | 2 = | +2 | ||
Sleight of Hand | Dex | 3 = | +3 | ||
Stealth | Dex | 3 = | +3 | ||
Survival | Wis | 1 = | +1 |
Check his chosen maneuvers here.
- [SIZE=-1]
[/SIZE]
[SIZE=-1]
[/SIZE]
[SIZE=-1]
[/SIZE]
[SIZE=-1]
[/SIZE]
[SIZE=-1]
[/SIZE]
[SIZE=-1]
[/SIZE]
[SIZE=-1]
[/SIZE]
[SIZE=-1]
[/SIZE]
[SIZE=-1]
[/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 | 10 | |
Level 2: | Fighter | 6 | |
Level 3: | Fighter | 6 | |
Level 4: | Fighter | 6 | |
Level 5: | Fighter | 6 | |
Level 6: | Fighter | 6 | |
Level 7: | Fighter | 6 | |
Level 8: | Fighter | 6 | |
Level 9: | Fighter | 6 | |
Level 10: | Fighter | 6 | |
Level 11: | Fighter | 6 | |
Level 12: | Fighter | 6 | |
Level 13: | Fighter | 6 |
77 lb
1 lb
Weapons / Armor / Shield (from above)
Arrows (quiver of 20) x 1
_____
78 lb
Total