Difference between revisions of "Ander Stormwind"
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|Background= | |Background= | ||
|Alignment=Chaotic Good | |Alignment=Chaotic Good | ||
− | |Patron Deity= | + | |Patron Deity=Lathander |
|Ability Scores=Strength 20 (+5), Dexterity 18 (+4), Constitution 17 (+3);<br> Intelligence 10 (+0), Wisdom 14 (+2), Charisma 8 (-1) | |Ability Scores=Strength 20 (+5), Dexterity 18 (+4), Constitution 17 (+3);<br> Intelligence 10 (+0), Wisdom 14 (+2), Charisma 8 (-1) | ||
|Bonus=+2 | |Bonus=+2 |
Revision as of 20:09, 8 October 2014
Ander Stormwind
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Race: Human, Class: Fighter (Champion) Background: , Alignment: Chaotic Good Patron Deity: Lathander Factions: {{{Factions}}} |
Ability Scores
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Strength 20 (+5), Dexterity 18 (+4), Constitution 17 (+3); Intelligence 10 (+0), Wisdom 14 (+2), Charisma 8 (-1) |
Proficiencies
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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
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Feats
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Athlete, Alert |
Combat
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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
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Personality Traits: {{{Personality}}} Ideals: Bonds: Flaws: |
Contents
Origin
Appearance
Traits
Background Traits
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