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09:53, 27th April 2024 (GMT+0)

Katy

Name: Katy Coloflower
Nickname: Kate,
Class: Mutant (Level 2)
Alignment: Chaotic Neutral
Age: 8 Height: 4'0" Weight: 68 lbs
Hair color: Blonde Eyes: Blue
Deity: None.

Luck Score: 15 (+2 Bonus)
Reputation Score: 10

Initiative: +3   Speed: 50'   Vision: Normal
Passive Perception: 14, Passive Investigation: 11

AC: 16 (Breastplate+Dex(max 2)) + 2 (Shield) + 1 (Freakish Deformity) + 1 (Frenetic Mutations) = 20
Save Proficiencies: CONSTITUTION (2+1): 3, CHARISMA (2-1): 1
 *Advantage v dehydration or starvation
 Immune: Disease

HP: 18 (hit dice: 2d10)
(10(LVL1)+2(CON*LVL)+6)
 Immune: Disease

STR: 13
CON: 12
DEX: 16 (15+1 human)
INT: 12
WIS: 14 (13+1 human)
CHA: 08

Proficiency Bonus: +2
Spell DC: 8+2(proficiency)+3(Dex) = 13
Spell Attack: 3(proficiency)+4(Wis)+1(Holy Symbol) = 8
 Firebolt (120'): 1d10 fire dmg

Melee Attack: 3(Prof)+2(Str) = 5
 Lawnmower Blade: 1d10+3 Slashing and Bludgeoning
 Hand Taser: 2d6 Lightning Damage (Finesse, Light, Shock) 2 lbs, 100gp.

Ranged Attack: 3(Prof)+2(Str) = 5
 Gun (30/120): 3d4+3 Bludgeoning and Piercing
 Auto-Sling (80/320): 3d4+3 Bludgeoning
 Sling: 1d4+3 Bludgeoning
 Beatup Shotgun (40/120): 2d6+3 Bludgeoning and Piercing
   cone, 4 of 4 restock (4), two-handed

Spells: [Known: 2 cantrips] Casting stat: Dex
Lv 0 (2 known): Control Flames, Firebolt


Class Features
Freakish Deformity
Starting at 1st level, the mutations triggered across your body cause your flesh to warp in unnatural ways. You gain a +1 natural armor bonus to AC.
While your skin or face are revealed, you suffer disadvantage on Charisma ability checks against humanoids that do not have a freakish deformity.
The only exception to this rule are Intimidation checks, which you always make with advantage.

Mutant Genesis
Beginning at 1st level, your mutation takes hold and transforms your body in one of three ways: bizarre, frenetic, or hulking. Your choice grants you features at 1st level and again at 5th, 10th, 15th, and 20th level

Frenetic Mutations
At 1st level, your speed increases by 10 feet per point of proficiency bonus and your AC increases by 1 per two points of proficiency bonus.

Hardened Organs (Level 2)
At 2nd level, you only require half as much food and water as normal, you have advantage when making saving throws against dehydration or starvation, and you gain immunity to disease.


Skills: (B=Background,C=Class,R=Race)
? Acrobatics (Dex): 2(prof)+3(Dex)=5
  Animal Handling (Wis): 0
  Arcana (Int): 1
C Athletics (Str): 2(prof)+1(Str)=3
  Deception (Cha): -1 (Disadvantage)
  History (Int): 1
  Insight (Wis): 2
C Intimidation (Cha): 2(prof)-1(Cha)=1 (Always Advantage)
  Investigation (Int): 1
  Medicine (Wis): 2
  Nature (Int): 1
? Perception (Wis): 2(prof)+1(Wis)=4
  Performance (Cha): -1 (Disadvantage)
  Persuasion (Cha): -1 (Disadvantage)
  Religion (Int): 1
  Sleight of Hand (Dex): 3
  Stealth (Dex): 3
? Survival (Wis): 2(prof)+2(Wis)=4
? Technology (Int): 2(prof)+1(Int)=3

Proficiencies:

Feats:
01) Hyper Item: Cantrip
04) Ability Increase: +2 to ?

16) Ability Increase: +2 to ?

Future Feats:
08)
12)
20)

Hyper Item
You gain a magical tool, weapon, shield, suit of armor, clothing, or other piece of equipment of a value equal to or less than your hyper score squared x 250gp. You may choose two of the following properties to apply to the item and the item requires attunement. You may choose the same option more than once. At the GM’s discretion, you may lose your Hyper Item and gain a new, different Hyper Item when you increase in Hyper Score.
You may take this hyper feat a second time to gain a second Hyper Item or to increase the potency of an existing Hyper Item.
• +1 bonus to attack and damage rolls.
• +1 bonus to AC.
• Choose an ability score. You gain advantage on saves using that ability.
• Choose a damage type. You gain resistance to that damage type.
• Choose a tool kit you are proficient with. You may double your proficiency bonus on rolls using that kit.
• Choose one 3rd-level spell. You may cast that spell once per long rest without the need for components.
If you choose this option a second time, you may either select an additional 3rd level spell or recover the use of your spell after a short rest. Choosing this property prohibits choosing any others.
• Choose two 2nd-level spells. You may cast each spell once per long rest without the need for components. If you choose this option a second time, you may either select two additional 2nd level spells or recover the use of your spells after a short rest. Choosing this property prohibits choosing any others.
• Choose three 1st-level spells. You may cast each spell once per long rest without the need for
components. If you choose this option a second time, you may either select three additional 1st level spells or recover the use of your spells after a short rest. Choosing this property prohibits choosing any others.
• Choose two cantrips. You may cast these cantrips at will without the need for components. Choosing this property prohibits choosing any others.

Can choose casting stat. (Chose Dex)


Languages: Common, ???

Background: Radiation Refugee
Start with 4x normal gear but no tools or langauges.
Luck Score starts at +4
No languages or tools.


Feature: ???


Traits:
-This world is dangerous, but I am more dangerous.
-I'm a lot smarter than I let on.
-Those who look down on me will quickly be level with my feet.
Ideals:
-Freedom. Tyrants must not be allowed to oppress the people. (Chaotic)
Bonds:
-I have no one left but those few who call me friend. (Neutral)
Flaws:
-I have a short temper and zero tolerance for antagonism.
-I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.
-When confronted with things that anger me, I lose the ability to be afraid.


-------------------------

EQUIPPED ITEMS: ( * = attuned )

Hand:
Hand:
Neck:
Body:
Belt:
Hip:
Back:
 Contents: Bedroll, Mess Kit, Tinderbox, Rope, Changes of clothes (Traveler's, Common, Fine),
Ring:
Feet:

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Human
+1 to two ability scores
Bonus Feat
Bonus skill