Difference between revisions of "Balaam"
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*Second Wind | *Second Wind | ||
*Action Surge | *Action Surge | ||
− | *Martial Archtype | + | *Martial Archtype - Champion |
− | ** | + | **Improved Critical |
===Specialization Traits=== | ===Specialization Traits=== |
Revision as of 19:44, 13 September 2017
Balaam
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Race: Ocaithe, Class: Fighter (3nd), Champion Background: Folk Hero, Alignment: Neutral Good Patron Deity: Factions: None |
Ability Scores
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Strength 16 (+3), Dexterity 16 (+3), Constitution 12 (+1); Intelligence 10 (+0), Wisdom 12 (+1), Charisma 9 (-1) |
Proficiencies
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Bonus: +2 Saving Throws: Strength, Constitution Skills: Animal Handling, Athletics, Perception, Acrobatics, Survival Tools: Smith's Tools Languages: Common Armor: All armor, shields Weapons: Simple weapons, martial weapons |
Traits
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Darkvision 60', Camouflage, Rustic Hospitality |
Feats
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None |
Combat
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Attacks: •Spear +5, 1d6+5,thrown 20/60, Versatile (1d8) •Longbow +5, 1d8+3, Ammunition (range 150/600), heavy, two-handed |
Social
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Personality Traits: Ideals: "Me against my brother, my brother and I against the Tribe. The Tribe and I against the World." "We have awoken to Pursue Perfection." |
Traits
Racial Traits
- Fleet Footed: Speed 35
- Predator's Senses: You have darkvision allowing you to see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Additionally, you have proficiency in the Perception skill.
- Born Hunter: Proficiency in short bow and long bow
- Camouflage: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Class Traits
- Second Wind
- Action Surge
- Martial Archtype - Champion
- Improved Critical
Specialization Traits
None
Background Traits
- Feature: Rustic Hospitality Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
Feats
x
Resources
Magic Items
x
Worn/Carried Possessions
x