Difference between revisions of "Frick"

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(New page: {{DND5CharacterSheet |Image=center|350 px |CharacterName=Frick |Race=Shield Dwarf |Class=Barbarian |Background=Criminal |Alignment=Chaotic Neutral |Patron Deity=Lu...)
 
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|Hit Dice=3d12
 
|Hit Dice=3d12
 
|Personality=<br>
 
|Personality=<br>
• Gruff & nosey.<br>• Pipeweed helps keep the beast at bay.<br>• LOVES to read (out loud, slowly, often asking anyone in earshot what words mean).
+
• Gruff & nosey.<br>• Pipeweed and ''soothing jasmine tea'' make Frick a calm boy.<br>• LOVES to read (out loud, slowly, often asking anyone in earshot what words mean).
 
|Ideals=<br>
 
|Ideals=<br>
 
• If you allow adventure to guide you, you will always be exactly where you are meant to be.<br>• Never be a bystander.
 
• If you allow adventure to guide you, you will always be exactly where you are meant to be.<br>• Never be a bystander.
 
|Bonds=<br>
 
|Bonds=<br>
• companion name goes here.<br>• Lurae faithful & sentient animals. <br>• Harpers.<br>• Malar (enemy)<br>• "I don't want to be the bad guy anymore."
+
• companion name goes here (family).<br>• Lurae faithful & sentient animals (friendly). <br>• Harpers (ally).<br>• Malar (enemy)<br>• "I don't want to be the bad guy anymore."
 
|Flaws=<br>
 
|Flaws=<br>
 
• Temperamental.<br>• Short attention span.<br>• Forgetful.<br>• Fiscally naive.
 
• Temperamental.<br>• Short attention span.<br>• Forgetful.<br>• Fiscally naive.
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==Origin==
 
==Origin==
 
Words go here.
 
Words go here.
 
+
*given name: Sgaoileadh
 +
*from Moray Isle, Moonshae
 +
*family were Black Blood cultists, worshiping Malar & revering evil lycanthropes in hopes of becoming one
 +
*
  
 
==Traits==
 
==Traits==
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* '''Gems:''' x
 
* '''Gems:''' x
 
===Magic Items===
 
===Magic Items===
*TBD
+
*TBD (x)
 +
*Harper's Pin (attuned)
 +
**Wondrous Item, rare (attunement)<br>Wrought by certain finesmiths and enchanted by Harper magicians, the Harper pin provides a number of benefits to the attuned wearer. The wearer gains advantage on all saves against being charmed, and immunity against all magics that would read the wearer's thoughts. The pin itself cannot be detected by detect magic or any other spell, either - this does not extend to the wearer, but only to the pin. Finally, a Harper pin absorbs all magic missiles launched at the wearer, and grants the wearer resistance to lightning damage.
 
==Equipment==
 
==Equipment==
 
===Carried Equipment===
 
===Carried Equipment===
 
* '''In Hand:''' maul or warhammer & shield
 
* '''In Hand:''' maul or warhammer & shield
* '''Worn:''' 2x handaxe
+
* '''Worn:''' 2x handaxe, Harper's Pin
 
* '''Belt:''' beltpouch
 
* '''Belt:''' beltpouch
 
* '''Backpack:''' crowbar, thieves' tools, brewers kit, <gaming set>, explorers' pack
 
* '''Backpack:''' crowbar, thieves' tools, brewers kit, <gaming set>, explorers' pack

Revision as of 23:50, 2 January 2019

Frick
Frickdorf1.jpg
Race: Shield Dwarf, Class: Barbarian
Background: Criminal, Alignment: Chaotic Neutral
Patron Deity: Lurue
Factions: Harpers
Ability Scores
Strength 16 (+3), Dexterity 14 (+2), Constitution 17 (+3);
Intelligence 8 (-1), Wisdom 10 (+0), Charisma 10 (+0)
Proficiencies
Bonus: +2
Saving Throws: Strength & Constitution
Skills: Animal Handling (WIS) Athletics (STR), Deception (CHA), Stealth (DEX)
Tools: Brewer's Tools, Thieves' Tools, Gaming Set
Languages: Common, Dethek
Armor: Light, Medium & Shields
Weapons: Simple & Martial
Traits
Criminal Contact, Darkvision 60', Dwarven Resilience, Stonecunning, Rage, Unarmed Defense, Reckless Attack, Danger Sense, Primal Bath (Bear Totem), Spirit Seeker (Beast Sense & Speak with Animals), Totem Spirit: Bear
Feats
@4th: N/A
Combat
Attacks:
Armor Class: 17, Initiative: +2, Speed: 25
Hit Points: 45, Hit Dice: 3d12
Social
Personality Traits:

• Gruff & nosey.
• Pipeweed and soothing jasmine tea make Frick a calm boy.
• LOVES to read (out loud, slowly, often asking anyone in earshot what words mean).
Ideals:
• If you allow adventure to guide you, you will always be exactly where you are meant to be.
• Never be a bystander.
Bonds:
• companion name goes here (family).
• Lurae faithful & sentient animals (friendly).
• Harpers (ally).
• Malar (enemy)
• "I don't want to be the bad guy anymore."
Flaws:
• Temperamental.
• Short attention span.
• Forgetful.
• Fiscally naive.

"Not all who wander are lost." - J.R.R. Tolkien

Origin

Words go here.

  • given name: Sgaoileadh
  • from Moray Isle, Moonshae
  • family were Black Blood cultists, worshiping Malar & revering evil lycanthropes in hopes of becoming one

Traits

Racial Traits

  • Darkvision 60'
  • Dwarven Resilience
  • Stonecunning

Class Traits

  • Rage (3/long rest; +2 damage)
  • Unarmed Defense
  • Reckless Attack
  • Danger Sense
  • Primal Path: Bear Totem
    • Spirit Seeker
      • Beast Sense
      • Speak with Animals
    • Totem Spirit: Bear

Background Traits

  • Criminal Contact

Feats

Resources

  • Coins: x cp • x sp • x ep • x gp • x pp • Other coins: x
  • Gems: x

Magic Items

  • TBD (x)
  • Harper's Pin (attuned)
    • Wondrous Item, rare (attunement)
      Wrought by certain finesmiths and enchanted by Harper magicians, the Harper pin provides a number of benefits to the attuned wearer. The wearer gains advantage on all saves against being charmed, and immunity against all magics that would read the wearer's thoughts. The pin itself cannot be detected by detect magic or any other spell, either - this does not extend to the wearer, but only to the pin. Finally, a Harper pin absorbs all magic missiles launched at the wearer, and grants the wearer resistance to lightning damage.

Equipment

Carried Equipment

  • In Hand: maul or warhammer & shield
  • Worn: 2x handaxe, Harper's Pin
  • Belt: beltpouch
  • Backpack: crowbar, thieves' tools, brewers kit, <gaming set>, explorers' pack

Stored Equipment

  • x

Lifestyle

  • xxx: (x gp/day). x

Important Individuals