Dante Nix
From OakthorneWiki
Revision as of 00:21, 13 May 2016 by UnlikelyRedcap (talk | contribs)
Dante Nix
|
Race: Aasimar, Class: Mystic/Fighter (Gunslinger) Background: Artisan & Reluctant Criminal, Alignment: Chaotic Good Patron Deity: DEITY Factions: {{{Factions}}} |
Ability Scores
|
Strength 10 (+0), Dexterity 15 (+2), Constitution 12 (+1); Intelligence 15 (+2), Wisdom 12 (+1), Charisma 10 (+0) |
Proficiencies
|
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
|
City Secrets, Darkvision, Celestial Resistance, Celestial Legacy, Fighting Style: Archery, Second Wind, Action Surge, Martial Archetype: Gunslinger, Gunsmith |
Feats
|
FEATS |
Combat
|
Attacks: • xxx: +x, xdx+x, TRAITS Armor Class: AC, Initiative: +INIT, Speed: 30 ft Hit Points: XXX, Hit Dice: xdx |
Social
|
Personality Traits: PERSONALITY Ideals: IDEALS Bonds: BONDS Flaws: FLAWS |
words -Attribution
Origin
xxx
Appearance
xxx
Traits
Racial Traits
- Darkvision
- Celestial Resistance
- Celestial Legacy
Class Traits
- Fighting Style: Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
- Second Wind: You have a limited well of stamina that you can draw on to protect yourself from harm. 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: Starting at 2nd level, you can push yourself beyond your normal limits for a moment. 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
Martial Archetype Traits
- Gunsmith: Starting at 3rd level, the Gunslinger gains proficiency with Tinker’s Tools, able to use them to craft ammunition, repair damaged firearms, or even draft and create new ones.
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
Other Important Individuals
- x
Projects, Goals and/or Downtime
- x
Experience Points
Total: x
- 0.0.2016: x