Marigold Banks

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Headline text

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D&D 5th Edition
D&D on White.png
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 1q

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 with his armor off.


Marigold Banks in her customary armor, shield and sword.

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

The daughter of the village baker’ she followed after Sir Elric

Character Statistics

Basic Statistics

Passive Skills: Insight: 12
Perception: 12

Speed: 30 feet
Maximum Hit Points: 26/44
Armor Class: 19

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

  • Strength
  • Constitution

Proficient Weapons & Armor

  • Simple Weapons
  • Martial Weapons
  • Light Armor
  • Medium Armor
  • Heavy Armor

Proficient Skills

  • Animal Handling
  • History
  • Intimidation
  • Persuasion

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

  • Longsword {10 sp, 3lb}

[1d8/1d10, Versatile]

  • Lance {20 sp, 5 lb]

[1d12, Reach, Two-Handed*]

  • Light Crossbow {10 sp, 3lb}

[1d8, Reload,]

  • Dagger {50 sp, 2lb}

[1d4, Light, Thrown]

Armor

  • Chain Mail {500 sp, 45lb}

[16 AC, Stealth Penalty]

  • Kite Shield

[+1 AC]

Gear

  • Backpack {20 sp, 5lb} loaded with silver and copper treasure
  • Bedroll {10 sp, 7lb}
  • Fine Clothes {20 sp, 4lb}
  • Scroll of Pedigree {250 sp, 2lb}
  • Bracers
  • Signet Ring {0.2 sp, 1lb}
  • Torches {50 sp, 3lb}
  • Two-person Tent {50 sp, 0lb}
  • Mess kit {2 sp, 1lb}
  • Dragonchess Set
  • Whetstone
  • Tinderbox {5 sp, 1lb}
  • Waterskin (Full) x2 {4 sp, 10lb}
  • Rations (10 day) {50 sp 20lb}
  • Rope (50 feet) {10 sp, 10lb}
  • Deed to a piece of land
  • Purse (186 gp, 114 sp, 9 cp) {3lb}

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.