Ben Baker

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Ben Baker is a Unaligned level 7 Human Rogue with the Scout archetype.

Description

TBD

History

TBD

Character Statistics

Basic Statistics

Passive Skills: Insight: 12
Perception: 12

Speed: 30 feet
Maximum Hit Points: 86
Armor Class: 21

Attributes

Strength 19 (+4)   Dexterity 13 (+1)   Constitution 20 (+5)
Intelligence 16 (+3)   Wisdom 14 (+2)   Charisma 17 (+3)

Proficiency

Proficiency bonus: +3

Proficient Saves

  • Dexterity
  • Intelligence

Proficient Weapons & Armor

  • Simple Weapons
  • Hand Crossbows
  • Longswords
  • Rapiers
  • Short Swords
  • Light Armor

Proficient Skills

  • Athletics
  • Deception
  • Insight (E)
  • Intimidation
  • Nature (E)
  • Perception (E)
  • Survival (E)
  • Stealth (E)

Proficient Tools

  • Thieves Tools (E)

Background Points

  • I have a crude sense of humor.

“Have you heard the one of Tommy Trollfucker?”

  • When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)

“The claim of you were just following orders only serves to expose your lack of morality.”

  • Those who fight beside me are the ones worth dying for.

“Let he who stand with me be my brother.”

  • I made a terrible mistake in battle that cost many lives – and I would do anything to keep that mistake secret.

“...and that's how our asshole commander got shot. Turned out that was a mistake, because he was a competent one who was replaced by an absolute moron.”

Special Rules

Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. (Background)
Expertise: At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Sneak Attack 4d6: 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.
Thieves Cant: During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
Cunning Action: Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Steady Aim: At 3rd level, as a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
Uncanny Dodge: Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Evasion: Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Roguish Archetype: Scout

  • Skirmisher: Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.
  • Survivalist: When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Feats

  • Sharpshooter: You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
    • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
    • Your ranged weapon attacks ignore half and three-quarters cover.
    • Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage.
  • Gunner: You have a quick hand and keen eye when employing firearms, granting you the following benefits:
    • Increase your Dexterity score by 1, to a maximum of 20.
    • You gain proficiency with firearms (see “Firearms” in the Dungeon Master’s Guide).
    • You ignore the loading property of firearms.
    • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.

Equipment

Encumbrance: 100lb (Light, -10); 200lb (Heavy, -20); 300lb (Maximum)
Carried: 66lb on person, +60 Personal, +135 Pack. )

Weapons

  • Musket {500 gp, 10lb}

[1d12, Range 40/120, Loading, Two-Handed]

  • Pistol {250 gp, 3 lb]

[1d10, Range 30/90, Loading]

  • Magic Double-Barrel Pistol +1 {10 sp, 3lb}

[1d10+2, Range 30/90, Reload, Special]

  • Magic Kukri +2 {50 sp, 2lb}

[1d4, Light, Thrown]

Armor

  • Studded Leather {45 gp, 13lb}

[12+Dex, Stealth Penalty]

Gear

  • Backpack {20 sp, 5lb}
  • Bedroll {10 sp, 7lb}
  • Common Clothes {20 sp, 4lb}
  • Rank Insignia {250 sp, 2lb}
  • War Trophy (Piece of Banner) {0.2 sp, 1lb}
  • Torches {50 sp, 3lb}
  • Two-person Tent {50 sp, 0lb}
  • Mess kit {2 sp, 1lb}
  • Thieves Tools
  • Whetstone
  • Tinderbox {5 sp, 1lb}
  • Waterskin (Full) x2 {4 sp, 10lb}
  • Rations (10 day) {50 sp 20lb}
  • Rope (50 feet) {10 sp, 10lb}
  • Deck of Cards
  • Purse (186 gp, 114 sp, 9 cp) {3lb}

That Bastard

Riding Wyvern (Name):

  • Riding Wyvern {100 sp, 0lb}
  • Military Saddle {50 sp, 25lb}
  • Saddlebags {4 sp, 8 lb}
  • Bit and Bridle {5 sp. 100 lb}
  • Scale Barding
Statistics

Large beast, unaligned
Speed 20 ft. (80 ft. Flying)
Armor Class 13
Hit Points 110

Strength 19 (+4)   Dexterity 10 (+0)   Constitution 16 (+3)
Intelligence 5 (-3)   Wisdom 12 (+1)   Charisma 6 (-2)

Perception (passive) 11)
Encumbrance: 180lb. (Light -10ft), 360lb. (Heavy -20ft), 540lb. (Maximum) )
Kick: Melee Attack +4, 2d6+4 damage, Reach 5 ft. )
Sure Footed: Palen has advantage on Strength and Dexterity saving throws made against effects that would knock him prone.
Trampling Charge: If the horse moves at least 20 feet straight toward a creature right before hitting it with a hooves attack, the target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can take a bonus action to make another attack with its hooves against the target.

Musical Inspiration

O'er the Hills and Far Away