Sond of the Tickleberry Clan
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D&D: Ghosts of Saltmarsh | |
---|---|
GM | |
Mark | |
Milestone | |
Level 8 | |
Characters | |
Ajasz, lizardfolk scout Arkis "Elric", kobold paladin of Tiamat Chimalli, tortle barbarian Elora, elven bladesinger Ayida Ginen, half-elf undying warlock Sond, halfling barbarian | |
Party Gear | |
The Sea Ghost Saltmarsh Gear | |
Saltmarsh Region | |
The Town of Saltmarsh Saltmarsh Region | |
NPCs | |
Saltmarsh NPCs | |
Resources | |
House Rules |
Statistics
Race: Stout Halfling
Class(es): Wolf Totem Barbarian 7
Attributes | ||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
+3 | +4 | +3 | -1 | -1 | -1 | |||||||||||
STR | 16 | DEX | 18 | CON | 16 | INT | 8 | WIS | 8 | CHA | 8 | |||||
+6 | +4 | +6 | -1 | -1 | -1 | |||||||||||
Saves |
Proficiency Bonus (PB) |
Initiative | AC | HP | Speed | |||||
---|---|---|---|---|---|---|---|---|---|
+3 | +4 | 17 | 75 | 35' | |||||
By Tier | Dex | 10+Dex+Con | Level 1: 12 Over Level 1: (7+Con)/Level |
Base speed |
Skills
✓ | Skill | Total | = | Prof. + | Attribute |
---|---|---|---|---|---|
Acrobatics (Dex) | +4 | = | +4 | ||
✓ | Animal Handling (Wis) | +2 | = | +3 | -1 |
Arcana (Int) | -1 | = | -1 | ||
✓ | Athletics (Str) | +6 | = | +3 | +3 |
Deception (Cha) | -1 | = | -1 | ||
History (Int) | -1 | = | -1 | ||
Insight (Wis) | -1 | = | -1 | ||
Intimidation (Cha) | -1 | = | -1 | ||
Investigation (Int) | -1 | = | -1 | ||
Medicine (Wis) | -1 | = | -1 | ||
✓ | Nature (Int) | +2 | = | +3 | -1 |
Perception (Wis) | -1 | = | -1 | ||
Performance (Cha) | -1 | = | -1 | ||
Persuasion (Cha) | -1 | = | -1 | ||
Religion (Int) | -1 | = | -1 | ||
Sleight of Hand (Dex) | +4 | = | +4 | ||
Stealth (Dex) | +4 | = | +4 | ||
✓ | Survival (Wis) | +2 | = | +3 | -1 |
Features
- Rage
- Bonus Action
- Advantage on Strength checks and Strength saving throws
- Gain +2 to damage (+3 at 9th, +4 at 16th)
- Resistance to bludgeoning, piercing, slashing damage
- 2x at 1st, 3x at 3rd, 4x at 6th, 5x at 12th, 6x at 17th
- Unarmed Defense
- While not wearing armor, AC is 10 + Dex + Con
- Reckless Attack
- Gain advantage to attack rolls using Strength, but attack rolls against me have advantage until next turn
- Danger Sense
- Advantage on Dex saves against effects you can see such as traps and spells
- Cannot be blinded, deafened, or incapacitated
- Totem Spirit: Wolf
- While raging, friends have advnntage on melee attack rolls against creatures within 5' that are hostile to me
- Fast Movement
- Increase speed by 10 feet while not wearing heavy armor
- Aspects of the Beast: Eagle
- Gain eyesight of eagle, see up to 1 mile away without difficulty
- Discern details up to 100 feet away
- Dim light doesn't impose disadvantage to Wisdom (Perception)
- Feral Instinct
- Advantage on initiative checks
- Can act normally on first turn, but must enter range
Armor and Weapons
Armor: Light armor, Medium Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Weapon | Skill | To Hit | Damage | Reach | Attributes |
Unarmed Strike | Simple Melee Weapon | +3 | 3 | 5' | |
+1 Halfling Greatsword (+1 Longsword) |
Martial Melee Weapon | +7 | 1d8+5 S (1h) 1d10+5 S (2h) |
5' | Versatile (1d10) |
Javelin | Simple Melee Weapon | +6 | 1d6+3 P | 5' | Thrown (range 30/120) |
Handaxe | Simple Melee Weapon | +6 | 1d6+3 S | 5' | Thrown (range 20/60) |
Blade the Mastiff
Blade serves as Sond's mount.
Blade's gear:
- Bit and bridle
- Saddle, Military
- Saddlebags
- Studded Leather Armor Barding (AC 12+Dex)