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06:40, 27th April 2024 (GMT+0)

Rocky

Rocky, Level 5(Envoy) Warforged Druid, Circle of Wildfire
Alignment: Neutral Good
Age: 7 years 'old' Height: 6' Weight: 258lbs

Rocky appears to be a slightly muscular humanoid with a body comprised of wood and stone. Rocky's body appears slightly masculine but looks lean and streamlined for his size. Rocky has blue crystalline eyes and a sigil in his forehead that seems to have several elements of runes for nature and the elements fused together.

Initiative: +4 (with advantage)    Speed: 30ft  Vision: Normal
HP: 43/43  Hit Dice: 5(1d8+3).
Base Stats:
STR 8(-1) DEX 14(+2) CON 16(+3) INT 10(+0) WIS 19(+4) CHA 10(+0)
AC: 19 Composite Plating and Sentinel Shield
Prof Bonus: +3
Save Proficiencies: Int (3+0=3), Wis(4+3=7),
Str Melee/Thrown Mod: 3-1= +2 (Assuming proficient)
Dex Finesse/Ranged Mod: 3+2= +5 (Assuming proficient)
Spell DC: [8+Proficiency+Wis+1(Firebird Feather)]=16
Spell Attack: [Proficiency+Wis+1(Firebird Feather)]=+8

Armor Proficiencies: Light Armor, Medium Armor, Shields (Will not wear armor or use shields made of metal if he can avoid it)
Weapon Proficiencies: Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears
Languages Spoken: Druidic, Common, Elven, Sylvan, (4 of 10 Workweeks i.e. 20 days of 50 days towards learning to speak Draconic)
Tool Proficiencies: Herbalism Kit, Thieves' Tools (Integrated so Expertise: +6 Prof), Land Vehicles
Feats: Lucky, War Caster, Prismari Initiate(Wisdom,Fire Bolt, Ray of Frost, Shield)
Trained Skills: Perception (Wis: +7 with Advantage, +9 if failing would result in being ambushed), Medicine (Wis: +7), Nature (Int: +3), Handle Animal (Wis: +7), Stealth (Dex: +5)

Racial Abilities
Warforged Resilience:
 * Rocky has Advantage on Saving Throws against being Poisoned and Resistance to Poison Damage.
 * Rocky is Immune to Disease.
 * Rocky doesn't need to eat, drink, or breathe.
 * Rocky doesn't need to sleep and doesn't suffer the effects of exhaustion due to lack of rest, and magic can't put Rocky to sleep.
Sentry's Rest: When Rocky takes a long rest, he must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.
Integrated Protection: Rocky's body has builtin defensive layers, which determines his armor class. Rocky gains no benefit from wearing armor, but if he is using a shield, he applies its bonus as normal.
Rocky can alter his body to enter different defensive modes each time he finishes a long rest he can choose between Darkwood Core (unarmored) or Composite Plating as he lacks the heavy armor proficiency to use Heavy Plating.
Specialized Design: Rocky gains 1 skill proficiency, tool proficiency, and fluency in one language of his choice.
Integrated Tool: Choose one tool Rocky is proficient with (Thieves' Tools). This tool is integrated into Rocky's body and he doubles his proficiency bonus for any ability checks made with it. Rocky must have his hands free to use this tool.

Druid Features:
Wild Shape, 2 per short/long rest, Action to use, Max CR 1/2, no creatures with a Flying speed. Duration 1 hour per two druid levels. (10 Hours total)
Can also use a Wild Shape charge to summon a Wildfire Spirit as an action for 1 hour, until it is reduced to zero hit points, or you use wild shape again. The spirit appears in an unoccupied square up to 30ft away from Rocky. Each creature other than Rocky within 10ft of the spirit when it appears must make a Dexterity save at Rocky's DC or suffer 2d6 fire damage.

Wildfire Spirit
Small elemental, any chaotic alignment
Armor Class 14 (natural armor with +1 from house rule)
Hit Points 31/31 (equal to the wildfire spirit’s Constitution modifier + your Wisdom modifier + five times your level in this class)
Speed 20 ft., fly 30 ft. (hover)
STR     DEX     CON     INT     WIS     CHA
10 (+0) 14 (+2) 14 (+2) 13 (+1) 15 (+2) 11 (+0)
Damage Immunities fire
Condition Immunities charmed, frightened, grappled, prone, restrained
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Proficiency Bonus Equals Rocky's proficiency bonus. (+3)
Actions (Requires Your Bonus Action or it defaults to Dodge)
Flame Seed. Rocky's Spell attack Modifier to hit: +8 to hit, range 60 ft., one target you can see. Hit: 1d6 + 3 (PB) fire damage.
Fiery Teleportation The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + 3 (PB) fire damage.

Druidic Magic:
Cantrips Known: (Unlimited Use)
Prismari Initiate: Firebolt, Ray of Frost
1 Guidance
2 Thorn Whip (Melee Spell Attack for +8 to hit, 30ft range, 2d6+1 Magical Piercing damage and pull target a large or smaller creature up to 10 feet closer to Rocky.)
3 Create Bonfire (You create a bonfire on the ground that you can see within the 60ft range. Until the spell ends, the bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 2d8+1 fire damage. A creature must also make the saving throw when it enters the bonfire’s space for the first time on a turn or ends its turn there. {Houseruled extra cantrip known for a spellcasting druid circle -replaces UA version's Firebolt cantrip})
4. Druidcraft
Spells Prepared: (Wisdom Modifier+Druid Level) 9 Spells prepared, that can be switched out after a Long Rest and may Ritually cast prepared spells with the Ritual tag.
[4 - 1st level, 3 - 2nd level, and 2 - 3rd level spell slots.]
Prismari Initiate: (Free once per Long rest, slots afterwards Shield (1st level)
 (Spells may be able to cast with a higher level slot for greater effect)
1st Level
1. Speak with Animals (Ritual)
2. Healing Word
3. Faerie Fire
2nd Level
4. Heat Metal
5. Pass without Trace
6. Spike Growth
3rd Level
7. Aura of Vitality
8. Summon Fey
9. Erupting Earth
Circle of Wildfire Spells (Always readied without counting against the spells prepared each day.)
Druid Character Level - Spells
2nd - Burning Hands, Cure Wounds
3rd - Flaming Sphere, Scorching Ray
5th - Plant Growth, Revivify
7th - Aura of Life, Fire Shield
9th - Flame Strike, Mass Cure Wounds


Background: Rocky's first memories were those of being found by the druid that became his mentor in the woods. Rocky's mentor raised Rocky as his own and trained him to be a Druid.
Specialty: Forest Dweller
Feature: Forester - Spending an hour searching lets you find a campsite safe from non-magical threats, less than extreme weather, and firewood for the night

Guiding Aspect: As demonstrated by the actions of the wolf, an individual's strength is nothing compared to the power of the pack.

Traits: "Rocky is fiercely protective of anyone he considers a friend." "I may be alone in the forest, but I am only ever lonely in cities."
Ideals: "The forest does not lie. The beasts do not create war. Equity in all things is the way of nature." (Balance)
Bond: "The druid who raised me and taught me the ways of the forest is the most important person in my life."
Flaw: "I won't harm a beast without just cause or provocation."

Armor: Integrated Protection Mode: Composite Plating plus Shield = AC 19
Composite Plating (AC 13+Dexterity Modifier (Max 2) + 1/2 Proficiency Bonus (Roundup) => 13+2(Dex)+2(Half Prof, round up.)= 17
Sentinel Shield with Guardian minor property (+2 AC, 6lbs, advantage on Init checks and Perception checks. Also +2 init and on perception checks that if failed would result in being ambushed. (100gp version of Guardian))

Attacks:
Scimitar (+5, 1d6+2 slashing dmg; 3lb)
Dagger (+5, 1d4+2 piercing dmg; Throw Range 20/60; 1lb)
Sling (+5, 1d4+2 bludgeoning dmg; Ammunition, Range 30/120; -lb)
  20 Sling Bullets in Pouch 4

Equipment: (Weight Carried: 37.5/120lbs)

Items being Worn
Firebird Feather (-lb)
Backpack (5/30lb capacity, 5lb)
  5 Torches (1lb each)
Silk Rope, 50ft (5lbs) (Affixed to outside of backpack)
4 Pouches (6lb capacity each, 2lbs combined weight)
Pouch 1 (6/6 lb capacity)
  Herbalism Kit (3lb)
  Healer's Kit (3lb) [Crafted by Rocky with Herbalism kit]
Pouch 2 (3/6 lb capacity)
  2 Healing Potions (0.5lb each) [Crafted by Rocky with Herbalism kit]
  Sprig of Mistletoe
  Motelight (1lb, Page 120 of Comprehensive equipment Manual. When uncovered it sheds bright light in a 10ft radius and dim light for an additional 10ft. Light is extinguished permanently if the vial is broken or opened.)
  2 Beastbane (0.5lb each, Page 123 of Comprehensive Equipment Manual, can burn for an hour, and while burning animals must pass a DC 10 Con save or be unable to approach within 20ft of the Beastbane. Beasts with an Int of 4 or more may repeat the save each round. Wind of 10+ MPH temporarily negates the effect.) [Crafted by Rocky with Herbalism kit]
Pouch 3 (0/6 lb capacity)
  Nature's Draught (-lb, Page 124 of Comprehensive Equipment Manual, grants advantage on handle animal checks for an hour) [Crafted by Rocky with Herbalism kit]
  4 Restful Candles (-lb, Page 123 of Comprehensive Equipment Manual, burns for 1 hour, Healing Die rolls of 1 count as 2 for everyone within 10 ft while candle burns) [Crafted by Rocky with Herbalism kit]
  2 Clearsense Powder (-lb, Page 123 of Comprehensive Equipment Manual, If inhaled as an action grants an extra immediate save to end blindness or deafness if a save can end it. {This is in addition to any periodic saving throws to end the effect})
Pouch 4 (1.5/6 lb capacity)
  20 Sling Bullets
  Sling (when not in use)

Bag of Holding (Can carry up to 500lbs, weights 15lbs.)
Donkey with a cart

Money:  See the Margreve Narrator's Character Description (Starting cash left over 5gp, 3sp, 1cp)