Ander Stormwind

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Ander Stormwind
Nophoto.gif
Race: Human, Class: Fighter (Champion)
Background: , Alignment: Chaotic Good
Patron Deity: Lathander
Factions: {{{Factions}}}
Ability Scores
Strength 20 (+5), Dexterity 18 (+4), Constitution 17 (+3);
Intelligence 10 (+0), Wisdom 14 (+2), Charisma 8 (-1)
Proficiencies
Bonus: +2
Saving Throws: Strength & Constitution
Skills: Athletics, Acrobatics, Perception
Tools: None
Languages: Common, Dwarvish
Armor: Light armor, medium armor, Heavy Armor, shields
Weapons: Simple weapons, martial weapons
Traits
Feats
Athlete, Alert
Combat
Attacks:Greatsword: +7 to hit, 2d6 +5 Slashing Damage (Heavy, Two-Handed) • War Hammer: +7 to Hit, 1d8 +5 Bludgeoning Damage (Versatile, 1d10) • Handaxe: +7 to Hit, 1d6 +5 Slashing Damage (Light, Thrown, 20/60) • Longbow +6 to Hit, 1d8 +4 Piercing Damage (Ammunition, Heavy, two-handed, 150/600)
Armor Class: 16, Initiative: 9, Speed: 30 ft
Hit Points: 37, Hit Dice: 3d10
Social
Personality Traits: {{{Personality}}}
Ideals:
Bonds:
Flaws:

Origin

Appearance

Traits

Background Traits

  • Bounty Hunter Contacts:
    • You have a reliable and trustworthy contact who acts as your liaison to a network of other bounty hunters. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Fighter Traits

  • Fighting Style
    • Great Weapon Fighting - When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Second Wind - On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
  • Action Surge
  • Martial Archetype
    • Champion

Feats

  • Athlete: +1 Strength • Stand from prone costs 5' movement • Climbing doesn't halve speed • Running jumps after 5' of movement instead of 10'
  • Alert: • You gain a +5 bonus to initiative • You can’t be surprised while you are conscious. • Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.
  • Future:

Resources

  • Moneys: 0 pp, 0 gp
  • Carried Equipment:
  • Stored Equipment: None
  • Lifestyle:
  • Typical Downtime:

Locations

Important Individuals

Projects, Goals and/or Downtime

  • x

Experience Points

Total: 900 xp

  • 0.0.2014: x