Sond of the Tickleberry Clan: Difference between revisions

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Tag: Manual revert
 
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'''Race''': Stout Halfling
'''Race''': Stout Halfling


'''Class(es)''': Wolf Totem Barbarian 7
'''Class(es)''': Wolf Totem Barbarian 8


{|width="600" border="0" style="border-collapse: collapse;"
{|width="600" border="0" style="border-collapse: collapse;"
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!colspan="17"|Attributes
!colspan="17"|Attributes
|-style="font-size: 36px; text-align: center; height: 36px;"
|-style="font-size: 36px; text-align: center; height: 36px;"
|colspan="2"| +3
|colspan="2"| +4
|style="width: 15px;"|
|style="width: 15px;"|
|colspan="2"| +4
|colspan="2"| +4
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|- style="text-align: center;"
|- style="text-align: center;"
|width="50"|STR
|width="50"|STR
|16
|18
|
|
|width="50"|DEX
|width="50"|DEX
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|-
|-
|-style="font-size: 36px; text-align: center; height: 36px;"
|-style="font-size: 36px; text-align: center; height: 36px;"
|colspan="2"| +6
|colspan="2"| +7
|style="width: 15px;"|
|style="width: 15px;"|
|colspan="2"| +4
|colspan="2"| +4
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!AC
!AC
!style="width: 15px;"|
!style="width: 15px;"|
!HP
!Max HP
!style="width: 15px;"|
!Current HP
!style="width: 15px;"|
!style="width: 15px;"|
!Speed
!Speed
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|17
|17
|
|
|75
|85
|
|85
|
|
|35'
|35'
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|
|
|Level 1: 12<br />Over Level 1: (7+Con)/Level
|Level 1: 12<br />Over Level 1: (7+Con)/Level
|
|
|
|
|Base speed
|Base speed
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|&#10003;
|&#10003;
|Athletics (Str)
|Athletics (Str)
| +6
| +7
| =
| =
| +3
| +3
| +3
| +4
|-style="text-align: center;"
|-style="text-align: center;"
|
|
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== Features ==
== Class Features ==


* Rage
* Rage
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: Advantage on initiative checks
: Advantage on initiative checks
: Can act normally on first turn, but must enter range
: Can act normally on first turn, but must enter range
== Feats ==
Magic Initiate (Druid)
* Casting Attribute: Wisdom
* Cantrips: Guidance, Druidcraft
* 1st Level Spell: Absorb Elements


== Armor and Weapons ==
== Armor and Weapons ==
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|Unarmed Strike
|Unarmed Strike
|Simple Melee Weapon
|Simple Melee Weapon
| +3
| +4
| 3
| 4
| 5'
| 5'
|
|
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| +1 Halfling Greatsword<br />(+1 Longsword)
| +1 Halfling Greatsword<br />(+1 Longsword)
|Martial Melee Weapon
|Martial Melee Weapon
| +7
| +8
| 1d8+5 S (1h)<br />1d10+5 S (2h)
| 1d8+5/7 S (1h)<br />1d10+5/7 S (2h)
| 5'
| 5'
| Versatile (1d10)
| Versatile (1d10)
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|Javelin
|Javelin
|Simple Melee Weapon
|Simple Melee Weapon
| +6
| +7
| 1d6+3 P
| 1d6+4 P
| 5'
| 5'
|Thrown (range 30/120)
|Thrown (range 30/120)
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|Handaxe
|Handaxe
|Simple Melee Weapon
|Simple Melee Weapon
| +6
| +7
| 1d6+3 S
| 1d6+4 S
| 5'
| 5'
|Thrown (range 20/60)
|Thrown (range 20/60)
|-
|-
|}
|}
== Background: Tickleberry Nomad ==
'''Feature: At Home in the Wild'''
The wilderness is your home and you are comfortable dwelling in it. You can find a place to hide, rest, or recuperate when out in the wild. This place of rest is secure enough to conceal you from most natural threats. Threats that are supernatural, magical, or are actively seeking you out might do so with difficulty depending on the nature of the threat (as determined by the DM). However, this feature doesn’t shield or conceal you from scrying, mental probing, nor from threats that don’t necessarily require the five senses to find you. Note: This feature is a variant of the Folk Hero feature.
'''Personality Trait'''
:Having walked among giants, I am fearless in the face of bigger creatures
'''Ideals'''
: One must expand their horizons by seeing the world and exploring
'''Bonds'''
: The dragon cultists that invaded my homeland stole away one of my tribe's people. I will not know rest until I've found them.
'''Flaws'''
:I have absolutely no patience for slowpokes and those who prove indecisive


== Blade the Mastiff ==
== Blade the Mastiff ==
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[[File:Blade the Mastiff.png|1000px]]
[[File:Blade the Mastiff.png|1000px]]
== Gear and Equipment ==
* 1,250 gp
* Greater Healing Potions: 5 (500)
* Healing Potions: 7 (250)


[[Category: D&D]]
[[Category: D&D]]

Latest revision as of 05:12, 17 December 2023

D&D: Ghosts of Saltmarsh
Saltmarsh-infobox.png
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 8

Attributes
+4 +4 +3 -1 -1 -1
STR 18 DEX 18 CON 16 INT 8 WIS 8 CHA 8
+7 +4 +6 -1 -1 -1
Saves


Proficiency
Bonus (PB)
Initiative AC Max HP Current HP Speed
+3 +4 17 85 85 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) +7 = +3 +4
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

Class 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

Feats

Magic Initiate (Druid)

  • Casting Attribute: Wisdom
  • Cantrips: Guidance, Druidcraft
  • 1st Level Spell: Absorb Elements

Armor and Weapons

Armor: Light armor, Medium Armor, Shields

Weapons: Simple Weapons, Martial Weapons

Tools: Herbalism Kit

Weapon Skill To Hit Damage Reach Attributes
Unarmed Strike Simple Melee Weapon +4 4 5'
+1 Halfling Greatsword
(+1 Longsword)
Martial Melee Weapon +8 1d8+5/7 S (1h)
1d10+5/7 S (2h)
5' Versatile (1d10)
Javelin Simple Melee Weapon +7 1d6+4 P 5' Thrown (range 30/120)
Handaxe Simple Melee Weapon +7 1d6+4 S 5' Thrown (range 20/60)

Background: Tickleberry Nomad

Feature: At Home in the Wild

The wilderness is your home and you are comfortable dwelling in it. You can find a place to hide, rest, or recuperate when out in the wild. This place of rest is secure enough to conceal you from most natural threats. Threats that are supernatural, magical, or are actively seeking you out might do so with difficulty depending on the nature of the threat (as determined by the DM). However, this feature doesn’t shield or conceal you from scrying, mental probing, nor from threats that don’t necessarily require the five senses to find you. Note: This feature is a variant of the Folk Hero feature.

Personality Trait

Having walked among giants, I am fearless in the face of bigger creatures

Ideals

One must expand their horizons by seeing the world and exploring

Bonds

The dragon cultists that invaded my homeland stole away one of my tribe's people. I will not know rest until I've found them.

Flaws

I have absolutely no patience for slowpokes and those who prove indecisive

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)

Blade the Mastiff.png

Gear and Equipment

  • 1,250 gp
  • Greater Healing Potions: 5 (500)
  • Healing Potions: 7 (250)