Marigold Banks
D&D 5th Edition | |
---|---|
GM | |
Mark | |
Milestone | |
Level 13 | |
Characters | |
Sir Elric, Human Champion Marigold Banks, Halfling Attendent Gleeman Alastar, Tiefling Harald Lady Aldreda, Half-Elf Schemer Gion of Velen, Human Mystery Sir Farin Quarrymeade Dwarf Noble |
Marigold Banks "The Organized"
Female Stout Halfling Noble Fighter 5
Lawful Neutral
Strength 16 (+3)
Dexterity 16 (+3)
Constitution 14 (+2)
Intelligence 14 (+2)
Wisdom 16 (+3)
Charisma 12 (+1)
Size: Small
Height: 3' 2"
Weight: 35 lb
Skin: Light
Eyes: Green
Hair: Blonde Wavy
Maximum Hit Points: 48
Speed: 25 feet
Inspiration:
Armor Class: 17 = 10 + 6 [chain mail] + 1 [buckler]
Proficiency bonus: +2
Initiative modifier: + 3 = + 3 [dexterity]
Attack (handheld / thrown): + 6 = + 3 [strength] + 2 [proficiency]
Attack (missile / finesse): + 5 = + 3 [dexterity] + 2 [proficiency]
Strength save: + 5 = + 3 [strength] + 2 [proficiency]
Dexterity save: + 3 = + 3 [dexterity]
Constitution save: + 4 = + 2 [constitution] + 2 [proficiency]
Intelligence save: + 2 = + 2 [intelligence]
Wisdom save: + 3 = + 3 [wisdom]
Charisma save: + 1 = + 1 [charisma]
Insight (passive): 13 (18 with advantage)
Investigation (passive): 12 (17 with advantage)
Perception (passive): 15 (20 with advantage)
Carry: 240 lb maximum
For groups using the optional encumberance rules: If carrying more than 80 lb, encumbered -- -10 on speed If carrying more than 160 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity
Languages: Common Draconic Halfling
Unarmed strike [+5 to hit; 1+3 bludgeoning]
2 Hand axes [+5 to hit; 1d6+3 slashing, 3 lb, light, thrown (range 20/60)]
2 Spears [+5 to hit; 1d6+3 piercing, 4 lb, thrown (range 20/60), versatile (1d8)]
Sling [+5 to hit; 1d6+3 bludgeoning, 1 lb, ammunition (range 30/120)]
Longsword [+5 to hit; 1d8+3 slashing, 4 lb, versatile (1d10 slashing)]
2 Short Swords [+5 to hit; 1d6+3 piercing, 2 lb, finesse, light]
Blowgun [+5 to hit; 1+3 piercing, 2 lb, ammunition (range 25/100), loading, special ]
Chain mail [heavy; + 6 AC; max dex + 0; stealth disadvantage; 28 lb.]
Buckler [+1 AC; 3 lb.]
Feats:
Skill Name Key Ability Skill Modifier Ability Modifier Trained? Misc. Modifier Acrobatics Dex 5 = +3/ + 2 Animal Handling Wis 3 = +3 Arcana Int 2 = +2 Athletics Str 3 = +3 Deception Cha 1 = +1 History Int 4 = +2 + 2 Insight Wis 3 = +3 Intimidation Cha 1 = +1 Investigation Int 2 = +2 Medicine Wis 3 = +3 Nature Int 2 = +2 Perception Wis 5 = +3 + 2 Performance Cha 1 = +1 Persuasion Cha 1 = +1 Religion Int 2 = +2 Sleight of Hand Dex 3 = +3 Stealth Dex 3 = +3 Survival Wis 5 = +3 + 2 At fighter level 4, as a battle master, Marigold Banks knows 3 maneuvers. Check her chosen maneuvers here.
Commander Strike Disarming Attack Distracting Strike
Evasive Footwork
Feinting Attack Goading Attack Lunging Attack Maneuvering Attack Menacing Attack
Parry
Precision Attack
Pushing Attack Rally Riposte Sweeping Attack Trip Attack
Superiority Dice d8
Regain after any long or short rest
Marigold Banks is proficient with at least 1 artisan tool set(s). Check any artisan tools with which Marigold Banks is proficient:
Brewer's supplies
Check any instruments with which Marigold Banks is proficient:
Dulcimer
Marigold Banks is proficient with at least 1 game(s). Check any games with which Marigold Banks is proficient:
Dragon Chess
Check any other tools with which Marigold Banks is proficient:
Climber's kit Disguise kit Drive a truck Fly a plane Forgery kit Healer's kit Herbalism kit Navigator tools Ride a mount Sail a ship Poisoner kit Thieves' tools
Halfling
+ 2 dexterity (already included)
Lucky: Halflings can reroll a natural 1 on any attack roll, ability check or saving throw.
Brave: Halflings have advantage on saves against being frightened.
Halfling Nimbleness: Halflings can move through the space of any larger creature.
Stout Halfling (subrace)
Stout Halflings receive +1 constitution (already included).
Stout Halflings have advantage on saves against poison, and resistance to poison damage.
Noble
You are from a prominent family, or perhaps a knight. Rank has some privileges.
You are proficient in riding a horse.
One extra language of your choice (already included).
You are proficient with at least one kind of gaming set. Consider bringing one.
Fighter
Most fighters are proficient in riding a mount.
This fighter selected the two-weapon fighting style, and can add the ability modifier to the damage of the second attack.
Second Wind: As an action, regain hit points equal to 1d10 + your fighter level. Once per period between short rests.
Level 2: Action surge -- use it to take an extra action on a turn. Must take a short rest before using again.
Level 5: Extra attack on any round that includes an attack.
Level 9: Indomitable -- once between long rests, can reroll a failed saving throw.
Level 11: Two extra attacks per round.
Level 13: Indomitable -- twice between long rests, can reroll a failed saving throw.
Level 17: Two action surges between rests, but not on the same turn.
Level 17: Indomitable -- three times between long rests, can reroll a failed saving throw.
Level 20: Three extra attacks per round.
Battle Master Fighter (martial archetype)
Level 3: Combat superiority -- four d8 dice, three maneuvers.
Level 3: Student of war -- proficiency with artisan tools of your choice.
Level 7: Combat superiority -- five dice; two more maneuvers
Level 7: Know your enemy -- referee will give you information about opponent abilities
Level 10: Combat superiority -- dice are d10s, two more maneuvers
Level 15: Combat superiority -- six dice, two more maneuvers; if have no more superiority dice, regain one when you roll initiative.
Level 18: Combat superiority -- dice are d12s.
Level 19: Relentless -- if you start a turn with no superiority dice, regain two at the end.
First Ability Score Improvement: +1 charisma; +1 intelligence;
Class HP rolled Level 1: Fighter 10 Level 2: Fighter 7 Level 3: Fighter 8 Level 4: Fighter 8
Hit Dice For Healing Regain half with each long rest. Use as needed during long or short rests.
Death Saving Throws:
Successes Failures Marigold Banks's Equipment:
56 lb
1 lb 3 lb 15 lb
5 lb
2 lb
2 lb
1 lb
2 lb
1 lb
4 lb
2 lb
5 lb
4 lb
0.5 lb 3 lb
5 lb
2 lb
1 lb 2 lb
3 lb 1 lb 5 lb 10 lb 1 lb
1 lb
5 lb
10 lb
1 lb 1 lb
9 lb 1 lb 3 lb 10 lb 3 lb 2 lb Weapons / Armor / Shield (from above)
Blowgun needles (group of 50) x 1 Crossbow bolts (quiver of 20) x 2 Sling bullets (group of 10) x 3
Antitoxin vials x 1 Backpack Ball bearings (bag of 1000) Bedroll Blanket, winter x 1 Caltrops (bag of 20) Chain (10 feet) x 1 Clothing change x 2 Clothing change (fine) x 1 Crowbar Fishing gear Flint and steel Gaming set (Dragon Chess) (proficient) Hammer Ink pen Ink vial Iron spikes (10) x 1 Knife, small Lantern (hooded) Magnifying glass Mess kit Oil flasks x 2 Perfume bottle Pitons (bag of 4) x 10 Potions of healing x 2 Rations (1 day) x 10 Rope (50', hempen) x 1 Sacks x 1 Sealing wax Sewing needle Signet ring String, ten feet x1 Tinderbox Tome Torches x 10
Waterskins x 1 Whetstone
Brewer supplies Climber's kit Herbalist kit Dulcimer Reference book x 1 Tools (miscellaneous) x 1 _____ 183 lb Total
Also...
Donkey and Cart Marigold Banks's Personality Traits: Tidies up after Sir Elric Marigold Banks's Ideal(s):
Marigold Banks's Bond(s): Sir Elric
Marigold Banks's Flaw(s):
More about Marigold Banks:
Ser Elric is a lawful good level 4 Human fighter.
Description
Under construction.
Marigold Banks "The Organized" is fluent in Common, Draconic and Hobbit.
History
Under construction
Character Statistics
Basic Statistics
Passive Skills:
Insight: 12 |
Speed: 30 feet |
Attributes
Strength | 18 (+4) | Dexterity | 13 (+1) | Constitution | 19 (+4) | ||
Intelligence | 16 (+3) | Wisdom | 14 (+2) | Charisma | 17 (+3) |
Proficiency
Proficiency bonus: +2
Proficient Saves
|
Proficient Weapons & Armor
|
Proficient Skills
|
Background Points
- Noble Bearing: Anyone can look at me and immediately tell that I am of the nobility by looking upon my regal bearing.
- Blood runs thicker than water. (Duty to family)
- My house's alliance with the Dwarves of the Iron Mountains must be kept at all costs.
- I have an instiable desire for carnal pleasures
Special Rules
Position of Privelege: Ser Elric is the third son of Baron Elric, and other Nobles will recognize Ser Elric as one of their own.(Background)
Second Wind: Once per combat, Ser Elric may exhaust an action to heal himself 1d10+fighter levels in hit points. Exhausted after use, replenishes after a short or long rest. May only be used once per day.
Fighting Style: Defensive: Ser Elric is accustomed to wearing heavy armor in combat and knows how to turn it to his advantage. +1 AC when wearing heavy armor.
Action Surge: Exhaust to gain one immediate additional action while in combat once per day. Refreshed after a short or long rest.
Martial Archetype: Champion
- Improved Critical: Crit on 19s and 20s
Feats
Heavy Armor Master
Mounted Combatant
Equipment
Encumbrance: 100lb (Light, -10); 200lb (Heavy, -20); 300lb (Maximum)
Carried: 66lb on person, +60 Personal, +135 Pack. )
Weapons
[1d8/1d10, Versatile]
[1d12, Reach, Two-Handed*]
[1d8, Reload,] |
[1d4, Light, Thrown] |
Armor
- Chain Mail {500 sp, 45lb}
[16 AC, Stealth Penalty]
- Kite Shield
[+1 AC]
Gear
|
|
|
|
Palen
War Horse (Palen):
- Riding Horse {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 60 ft. )
Armor Class 15)
Hit Points 24 (3d10+3) )
Strength | 18 (+4) | Dexterity | 12 (+1) | Constitution | 13 (+1) | ||
Intelligence | 2 (-4) | Wisdom | 12 (+1) | Charisma | 7 (-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.