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<blockquote data-quote="Neurotic" data-source="post: 9689291" data-attributes="member: 24380"><p><strong><span style="color: rgb(71, 85, 119)">Havoc Ironskin</span></strong></p><p><em>Fighter 2</em></p><p><strong>Race:</strong> Dwarf</p><p><strong>Background:</strong> Sailor</p><p><strong>Alignment:</strong> Neutral</p><p><strong>Languages:</strong> Common, Dwarf</p><p></p><p><strong>Proficiency Bonus:</strong> +2</p><p><strong>Speed:</strong> 30 ft</p><p><strong>Hit Points:</strong> 22 (10 +6x1 + 2x2 CON + 2x1 Dwarf)</p><p><strong>Armor Class:</strong> 16 (armor + DEX)</p><p><strong>Initiative:</strong> +2</p><p></p><p><strong>Ability Scores (Elite Array):</strong></p><p>[code]</p><p>STR 16 (+3) 14+2 (racial)</p><p>DEX 14 (+2) 13+1 (racial)</p><p>CON 14 (+2)</p><p>INT 10 (+0)</p><p>WIS 12 (+1)</p><p>CHA 8 (-1)</p><p>[/code]</p><p></p><p><strong>Saving Throws:</strong> Str +5, Con +5, Dex +2, Int +0, Wis +1, Cha -1</p><p><strong>Skills:</strong> Acrobatics (sailor) +4, Animal Handling (fighter) +3, Athletics (fighter) +5, Perception (sailor) +3</p><p></p><p><strong>Weapons:</strong></p><p>Unarmed: +5 / 1d8+3 (re-roll 1)</p><p>Dagger: +5 / 1d4+3 (can be thrown)</p><p>Bow: +4 / 1d8+2</p><p></p><p><strong>Equipment:</strong></p><p>Dagger x2</p><p>Navigator's tools</p><p>Belaying pin (club)</p><p>Metal gauntlets</p><p>Scale mail (50gp)</p><p>Long bow + 20 arrows (50gp)</p><p>Dungeoneering pack (12gp)</p><p>Ornate brooch of dwarven design (trinket)</p><p>43gp</p><p></p><p></p><p></p><p>[spoiler=Dwarf features]</p><ul> <li data-xf-list-type="ul"><strong>Darkvision:</strong> 120 ft</li> <li data-xf-list-type="ul"><strong>Dwarven resilience:</strong> Poison resistance, advantage on saves to avoid or end Poisoned condition</li> <li data-xf-list-type="ul"><strong>Dwarven toughness:</strong> +1HP/level</li> <li data-xf-list-type="ul"><strong>Stonecunning:</strong> Bonus action: Tremorsense, range 60' for 10 minutes when touching stone surface 2 (proficiency) / day</li> </ul><p>[/spoiler]</p><p></p><p>[spoiler=Fighter features]</p><ul> <li data-xf-list-type="ul"><strong>Fighting style:</strong> Unarmed: 1d6 or 1d8 (if not using weapons or shield)+Str; deal 1d4 damage at the start of the turn on grappled creature</li> <li data-xf-list-type="ul"><strong>Second wind:</strong> Bonus action: recover 1d10+2 (fighter) HP, 2(proficiency) / day (recover 1 on short rest)</li> <li data-xf-list-type="ul"><strong>Weapon mastery:</strong>Nick, Sap, Slow</li> <li data-xf-list-type="ul"><strong>Action surge:</strong> 1/short rest take another action</li> </ul><p>[/spoiler]</p><p></p><p>[spoiler=Sailor background]</p><p><strong>Feat: Tavern brawler</strong> - Enhanced unarmed strike 1d4+Str, re-roll 1, push 5' 1/turn</p><p><strong>Skill Proficiencies:</strong> Acrobatics, Perceptions</p><p><strong>Tool Proficiencies:</strong> Navigator's tools</p><p><strong>Equipment:</strong> Dagger, Navigator's tools, Rope, Traveler's clothes, 20gp</p><p>[/spoiler]</p><p></p><p>[spoiler=Appearance]</p><p>Tough old soldier/sailor, full of scars from school of hard knocks in life. Gruff, with parts of beard regularly chopped short by a lucky knife swing or simply pulled out in a scuffle, he still gives more than he receives. Working clothes are old, but maintained. And when he goes ashore, he wears armor and gauntlets. Just in case.</p><p>[ATTACH=full]409304[/ATTACH]</p><p>[/spoiler]</p><p></p><p>[spoiler=History]</p><p>In his long and violent life he was a lot of things. A craftsman. A merchant. When he learned about surface, he disliked the chaos of human cities, the dirt and smell. There was a minor skirmish with clans, dwarves versus orcs with some human army involved. He didn't follow all the reasons or politics behind it. Typical, really, but he wanted change from human bustle and signed in. As all dwarves, even not trained as a soldier, he was formiddable in a phalanx.</p><p></p><p>Everything changed after that one, when he became a mercenary and one job required him to travel in a ship. The freedom. The quiet of the wind and waves. The dangerous, but closely knit group of sailors that literally depended for their lives on one another...he learned. The learning was tough, more often than not, it involved fists, whips, clubs or knives.</p><p></p><p>His natural resilience and stocky build meant advantage, but still, when he went ashore he would take his old armor and put it on. Thus, ironskin. And when the sun disapeared, the crew, superstitious lot they were, rushed to their various temples to pray or to taverns to drink before the world ends. Which left Havoc strangely alone. So he joined the procession.</p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="Neurotic, post: 9689291, member: 24380"] [B][COLOR=rgb(71, 85, 119)]Havoc Ironskin[/COLOR][/B] [I]Fighter 2[/I] [B]Race:[/B] Dwarf [B]Background:[/B] Sailor [B]Alignment:[/B] Neutral [B]Languages:[/B] Common, Dwarf [B]Proficiency Bonus:[/B] +2 [B]Speed:[/B] 30 ft [B]Hit Points:[/B] 22 (10 +6x1 + 2x2 CON + 2x1 Dwarf) [B]Armor Class:[/B] 16 (armor + DEX) [B]Initiative:[/B] +2 [B]Ability Scores (Elite Array):[/B] [code] STR 16 (+3) 14+2 (racial) DEX 14 (+2) 13+1 (racial) CON 14 (+2) INT 10 (+0) WIS 12 (+1) CHA 8 (-1) [/code] [B]Saving Throws:[/B] Str +5, Con +5, Dex +2, Int +0, Wis +1, Cha -1 [B]Skills:[/B] Acrobatics (sailor) +4, Animal Handling (fighter) +3, Athletics (fighter) +5, Perception (sailor) +3 [B]Weapons:[/B] Unarmed: +5 / 1d8+3 (re-roll 1) Dagger: +5 / 1d4+3 (can be thrown) Bow: +4 / 1d8+2 [B]Equipment:[/B] Dagger x2 Navigator's tools Belaying pin (club) Metal gauntlets Scale mail (50gp) Long bow + 20 arrows (50gp) Dungeoneering pack (12gp) Ornate brooch of dwarven design (trinket) 43gp [spoiler=Dwarf features] [LIST] [*][B]Darkvision:[/B] 120 ft [*][B]Dwarven resilience:[/B] Poison resistance, advantage on saves to avoid or end Poisoned condition [*][B]Dwarven toughness:[/B] +1HP/level [*][B]Stonecunning:[/B] Bonus action: Tremorsense, range 60' for 10 minutes when touching stone surface 2 (proficiency) / day [/LIST] [/spoiler] [spoiler=Fighter features] [LIST] [*][B]Fighting style:[/B] Unarmed: 1d6 or 1d8 (if not using weapons or shield)+Str; deal 1d4 damage at the start of the turn on grappled creature [*][B]Second wind:[/B] Bonus action: recover 1d10+2 (fighter) HP, 2(proficiency) / day (recover 1 on short rest) [*][B]Weapon mastery:[/B]Nick, Sap, Slow [*][B]Action surge:[/B] 1/short rest take another action [/LIST] [/spoiler] [spoiler=Sailor background] [B]Feat: Tavern brawler[/B] - Enhanced unarmed strike 1d4+Str, re-roll 1, push 5' 1/turn [B]Skill Proficiencies:[/B] Acrobatics, Perceptions [B]Tool Proficiencies:[/B] Navigator's tools [B]Equipment:[/B] Dagger, Navigator's tools, Rope, Traveler's clothes, 20gp [/spoiler] [spoiler=Appearance] Tough old soldier/sailor, full of scars from school of hard knocks in life. Gruff, with parts of beard regularly chopped short by a lucky knife swing or simply pulled out in a scuffle, he still gives more than he receives. Working clothes are old, but maintained. And when he goes ashore, he wears armor and gauntlets. Just in case. [ATTACH type="full" alt="Havoc Ironskin.png"]409304[/ATTACH] [/spoiler] [spoiler=History] In his long and violent life he was a lot of things. A craftsman. A merchant. When he learned about surface, he disliked the chaos of human cities, the dirt and smell. There was a minor skirmish with clans, dwarves versus orcs with some human army involved. He didn't follow all the reasons or politics behind it. Typical, really, but he wanted change from human bustle and signed in. As all dwarves, even not trained as a soldier, he was formiddable in a phalanx. Everything changed after that one, when he became a mercenary and one job required him to travel in a ship. The freedom. The quiet of the wind and waves. The dangerous, but closely knit group of sailors that literally depended for their lives on one another...he learned. The learning was tough, more often than not, it involved fists, whips, clubs or knives. His natural resilience and stocky build meant advantage, but still, when he went ashore he would take his old armor and put it on. Thus, ironskin. And when the sun disapeared, the crew, superstitious lot they were, rushed to their various temples to pray or to taverns to drink before the world ends. Which left Havoc strangely alone. So he joined the procession. [/spoiler] [/QUOTE]
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