Ajasz: Difference between revisions
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==Description== | ==Description== | ||
===General=== | |||
*Class: Rogue | |||
*Race: Lizardfolk | |||
===Characteristics=== | ===Characteristics=== |
Revision as of 03:37, 9 May 2020
D&D: Ghosts of Saltmarsh | |
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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 |
Description
General
- Class: Rogue
- Race: Lizardfolk
Characteristics
Personality Trait:
I don’t understand how metaphors work, but that doesn’t stop me from using them at every opportunity.
Ideal:
Nature. The natural world is more important than all the constructs of civilization.
Bond:
I am the last of my tribe, and it is up to me to ensure that their names enter legend.
Flaw:
I am slow to trust members of other races, tribes and societies.
Character Statistics
Attributes
Strength | 13 (+1) | Dexterity | 15 (+2) | Constitution | 16 (+3) | ||
Intelligence | 10 (+0) | Wisdom | 13 (+1) | Charisma | 8 (-1) |
Armor Class
15
HP
11
Proficiency
Proficiency bonus: +2
- Initiative modifier: + 3 = +3 [dexterity]
- Attack (handheld / thrown): +2 = +0 [strength] + 2 [proficiency]
- Attack (missile / finesse): +5 = +3 [dexterity] + 2 [proficiency]
- Spell Save DC: 13 = 8 + 2 [proficiency] + 3 [INT bonus]
- Spell Attack: 10 = +2 [proficiency] + 3 [INT bonus]
Weapons and Armor
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Armor
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Tools
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Languages
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Proficient Skills
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Proficient Saves
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Current Saves
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Abilities
- Speed: 30 feet surface, 30 feet underwater
- Hold Breath: 15 minutes
- Bite: Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
- Hungry Jaws: In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can’t use this trait again until you finish a short or long rest.
- Natural Armor: You have tough, scaly skin. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
- Cunning Artisan: As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan’s tools, such as leatherworker’s tools.
- Expertise: Perception, Insight
- Sneak Attack: +1d6
- Thieves Cant
Special Rules
Wanderer: I have an excellent memory for maps and geography, and I can always recall the general layout of terrain, settlements and other features around me. In addition, I can find food and fresh water for myself and up to five other individuals each day, provided that the land offers berries, small game, water and so forth.
Feats / Increases
- N/A
Equipment
Weapons & Armor
- Staff
- Machete (Short Swords)
- Shortbow, quiver with 20 arrows
- Daggers, x2
Gear
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Magical Items
None
Trinket
A glass orb filled with water, in which swims a clockwork goldfish
Horse
None