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The odd job[Ooc]
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<blockquote data-quote="jonathonhawke" data-source="post: 6977363" data-attributes="member: 6810779"><p>And here's my character:</p><p></p><p>Name: Galdar Zhakan</p><p>Race: Minotaur</p><p>Class & Level: Rogue 1</p><p>Background Pirate</p><p>Alignment: Lawful Neutral</p><p>Experience: 0</p><p></p><p>Strength: 15 (+2)</p><p>Dexterity: 17 (+3)</p><p>Constitution: 14 (+2)</p><p>Intelligence: 9 (-1)</p><p>Wisdom: 13 (+1)</p><p>Charisma: 10 (+0)</p><p></p><p>HP: 10</p><p>AC: 15</p><p></p><p>Initiative: +3</p><p>Passive Perception: 13</p><p></p><p>[sblock=Skills and Stuff]Languages: Common, Thieves' Cant</p><p>Skills (e=expertise): Athletics (+6)(e), Acrobatics (+5), Stealth (+7)(e), Insight (+3), Perception (+3), Intimidation (+2)</p><p>Saves: Intelligence (+1), Dexterity: (+5)</p><p>Tools: Thieves' tools, Navigator's Tools, Vehicles (water), Dice set, Gloon (horn)</p><p>Background feature: Bad Reputation[/sblock]</p><p>[sblock=Racial abilities]Horns: You are never unarmed. You are proficient with your horns, which are a melee weapon that deals </p><p>1d10 piercing damage. Your horns grant you advantage on all checks made to shove a creature, but not</p><p>to avoid being shoved yourself.</p><p>Goring Rush: When you use the Dash action during your turn, you can make a melee attack with your </p><p>horns as a bonus action.</p><p>Hammering Horns: When you use the Attack action during your turn to make a melee attack, you can </p><p>attempt to shove a creature with your horns as a bonus action. You cannot use this shove attempt to </p><p>knock a creature prone.</p><p>Labyrinthine Recall: You can perfectly recall any path you have traveled.[/sblock]</p><p>[sblock=Class features]Sneak Attack: Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once</p><p>per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage</p><p>on the attack roll. The attack must use a finesse or a ranged weapon.</p><p>You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy</p><p>isn't incapacitated, and you don't have disadvantage on the attack roll.</p><p>The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack</p><p>column of the Rogue table.[/sblock]</p><p>[sblock=Weapons]Short sword: +5, 1d6+3 (P) (Finesse, Light)</p><p>Dagger: +5, 1d4+3 (P) (Finesse, Light, Thrown 20/60)</p><p>Club: +4, (1d4+2 (B) (Light)</p><p>Shortbow: +5, 1d6+3 (P) (Ammunition 80/320)</p><p>Horns: +4, 1d10+2 (P)</p><p>Horns (shove): +6 (advantage on roll), opposed by Athletics or Acrobatics, push 5' or knock prone[/sblock]</p><p>[sblock=Equipment]Shortsword (2)</p><p>Shortbow</p><p>Quiver</p><p>Arrows (20)</p><p>Explorer's pack</p><p>Leather armor</p><p>Dagger (2)</p><p>thieves' tools</p><p>Club (belaying pin)</p><p>Silk rope (50 feet)</p><p>Lucky charm (whistle made from golden wood)</p><p>Common clothes</p><p>Pouch[/sblock]</p></blockquote><p></p>
[QUOTE="jonathonhawke, post: 6977363, member: 6810779"] And here's my character: Name: Galdar Zhakan Race: Minotaur Class & Level: Rogue 1 Background Pirate Alignment: Lawful Neutral Experience: 0 Strength: 15 (+2) Dexterity: 17 (+3) Constitution: 14 (+2) Intelligence: 9 (-1) Wisdom: 13 (+1) Charisma: 10 (+0) HP: 10 AC: 15 Initiative: +3 Passive Perception: 13 [sblock=Skills and Stuff]Languages: Common, Thieves' Cant Skills (e=expertise): Athletics (+6)(e), Acrobatics (+5), Stealth (+7)(e), Insight (+3), Perception (+3), Intimidation (+2) Saves: Intelligence (+1), Dexterity: (+5) Tools: Thieves' tools, Navigator's Tools, Vehicles (water), Dice set, Gloon (horn) Background feature: Bad Reputation[/sblock] [sblock=Racial abilities]Horns: You are never unarmed. You are proficient with your horns, which are a melee weapon that deals 1d10 piercing damage. Your horns grant you advantage on all checks made to shove a creature, but not to avoid being shoved yourself. Goring Rush: When you use the Dash action during your turn, you can make a melee attack with your horns as a bonus action. Hammering Horns: When you use the Attack action during your turn to make a melee attack, you can attempt to shove a creature with your horns as a bonus action. You cannot use this shove attempt to knock a creature prone. Labyrinthine Recall: You can perfectly recall any path you have traveled.[/sblock] [sblock=Class features]Sneak Attack: Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.[/sblock] [sblock=Weapons]Short sword: +5, 1d6+3 (P) (Finesse, Light) Dagger: +5, 1d4+3 (P) (Finesse, Light, Thrown 20/60) Club: +4, (1d4+2 (B) (Light) Shortbow: +5, 1d6+3 (P) (Ammunition 80/320) Horns: +4, 1d10+2 (P) Horns (shove): +6 (advantage on roll), opposed by Athletics or Acrobatics, push 5' or knock prone[/sblock] [sblock=Equipment]Shortsword (2) Shortbow Quiver Arrows (20) Explorer's pack Leather armor Dagger (2) thieves' tools Club (belaying pin) Silk rope (50 feet) Lucky charm (whistle made from golden wood) Common clothes Pouch[/sblock] [/QUOTE]
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