Dante Nix
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Dante Nix
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Race: Aasimar, Class: Fighter (Gunslinger) 3/Mystic (Awakened) 3 Background: Artisan & Reluctant Criminal, Alignment: Chaotic Good Patron Deity: Factions: {{{Factions}}} |
Ability Scores
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Strength 10 (+0), Dexterity 15 (+2), Constitution 12 (+1); Intelligence 15 (+2), Wisdom 12 (+1), Charisma 10 (+0) |
Proficiencies
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Bonus: +3 Saving Throws: Constitution, Intelligence, Strength, Wisdom Skills: Acrobatics (Dex), History (Int), Insight (Wis), Intimidation (Cha), Investigation (Int), Perception (Wis), Persuasion (Cha), Stealth (Dex) Tools: Artisan's Tools, Thieves' Tools, Tinker's Tools Languages: Common, Celestial Armor: All armor & shields Weapons: Firearms, Simple Weapons, Martial Weapons |
Traits
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City Secrets, Darkvision, Celestial Resistance, Celestial Legacy, Fighting Style: Archery, Second Wind, Action Surge, Martial Archetype: Gunslinger, Gunsmith, Mystic Recovery, Mind Mastery, Awakened Expertise, Psionic Investigation |
Feats
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FEATS |
Combat
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Attacks: • xxx: +x, xdx+x, TRAITS Armor Class: AC, Initiative: +INIT, Speed: 30 ft Hit Points: 41, Hit Dice: 3d10 + 3d8 |
Social
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Personality Traits: PERSONALITY Ideals: IDEALS Bonds: BONDS Flaws: FLAWS |
High explosives are applicable where truth and logic fail. -Unknown
Appearance
Dante looks human except for her silvery blond hair and metallic eyes. Her right eye is gunmetal gray; her left, the color of forged steel. She is 32 years old (or 2524, depending on how you count it), but appears significantly younger due to her celestial blood.
Traits
Aasimar Traits
- Darkvision: You can 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.
- Celestial Resistance: You have resistance to necrotic and radiant damage.
- Celestial Legacy: You know the light cantrip. Once you reach 3rd level, you can cast the lesser restoration spell once with this trait, and you regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the daylight spell once with this trait as a 3rd-level spell, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Fighter Traits
- Fighting Style: Close Quarters Shooter: When making a ranged attack while you are within 5 ft of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 ft of you. Finally, you have a +1 bonus to attack rolls on ranged attacks.
- Second Wind: On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
- Action Surge: On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
- Martial Archetype: Gunslinger
Gunslinger Traits
- Gunsmith: You gain proficiency with Tinker’s Tools, able to use them to craft ammunition, repair damaged firearms, or even draft and create new ones.
- Grit: You gain a number of Grit points equal to your Wisdom Modifier. You regain all spent Grit points after finishing a long or short rest. You can also regain Grit points in the following ways:
- Critical Hit with a Firearm: Each time you score a Critical Hit with a Firearm attack while in the heat of combat, regain 1 Grit point.
- Killing Blow with a Firearm: When you reduce a creature to 0 or fewer hit points with a Firearm attack, regain 1 Grit point.
- Deadeye: You can spend 1 Grit point to gain Advantage on the next Attack roll you make this round. You must spend the Grit point before making the attack roll.
Mystic Traits
- Psionics
- Mystical Recovery
- Psionic Investigation: You can focus your mind to read the psionic imprint left on an object.
Order of the Awakened Traits
- Mind Mastery
- Awakened Expertise: You gain proficiency in two skills of your choice. In addition, choose one skill you are proficient in. Your proficiency bonus is doubled for any ability check you make that uses that skill.
Background Traits
- Feature: City Secrets: You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.
Feats
x
Resources
- Moneys:
- Carried Equipment: xxx
- Stored Equipment: xxxx
- Lifestyle: xxx
Origin
- Dante Nix was born in the year 16,884, fourteen minutes ahead of her twin brother Tegan.
- They were just days old when they were brought to a foundlings' home in Nakaltia by a cleric of Loki, who left them with the orphanage's custodians without a word of explanation other than adamant instructions that they not be separated.
- Dante and Tegan were not fraternal twins, but mirror twins—identical in every respect except for their eyes.
- Dante's right eye is gunmetal gray; her left, the color of forged steel. Tegan’s eyes are the opposite.
- She and her brother switch sex spontaneously, unpredictably, and uncontrollably. It happens when they sleep; they never know which body they’ll wake up in.
- They have a stronger than usual form of “twin telepathy.” They don't seem to know what the other is thinking; they actually know what the other is thinking.
- At age thirteen, Dante was apprenticed to a gnomish watchmaker and gunsmith. Tegan began training with a human minstrel and luthier.
- By age twenty-three, Dante was established as one of the premier artisans of Nakaltia. Tegan’s skill as a bard was in high demand all over the area.
- Around that same time, Tegan developed a taste for games of chance. He got himself deep in debt to a half-orc crimelord. He tried to keep his sister out of his troubles, but the half-orc forced him to contact her when he couldn’t pay his debt in full.
- Dante spent the next three years buying back Tegan's gambling markers, partly in coin and partly by supplying weapons to the half-orc. She spent more time creating weapons than she ever wanted to and became uncomfortably skilled in violence and thievery.
- As soon as Tegan’s debt was paid, he and Dante fled Nakaltia and moved to Katrica. They were just establishing their careers and reputations again when they came to the attention of Katrina Moonsinger.
- Katrina recognized their twin telepathy as a weak psionic ability. She wanted a way to eliminate psionic abilities in Manix’s population, so she captured the twins to use as test subjects.
- Her initial experiments actually made the Nix twins “worse,” causing their twin telepathy to bloom into full-fledged psionics. She didn’t consider this a tremendous setback. After all, sometimes you have to culture a disease before you can cure it.
- Katrina’s experiments on the twins were eventually sidetracked. She put them in suspended animation until she could continue her work on them. She never did.
- Dante and Tegan were finally freed from their imprisonment by Novak Griffin, 2492 years later.
- Tegan has found the transition easier to deal with than Dante. Music never goes out of style, and bards are welcome everywhere. Dante’s skills are regarded a bit more dubiously.