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09:13, 28th April 2024 (GMT+0)

gowkaiser96

Tark, Lv1 Half Orc Fighter
Alignment: Neutral Good
Experience: 0 / 300.

Initiative: +0   Speed: 30 Ft   Vision: Darkvision 60
HP: 13  Hit Dice: 1d10.
AC: 16(18) (Chainmail/Chain+Shield)
Prof Bonus: +2
Save Perks: STR(3+2=5), CON(3+2=5)
Melee Mod: 3+2= +5
Ranged Mod: 3+2= +5 Thrown, 0+2= +2 Projectile.
Maneuvers DC: [8+Prof+STR]=  Not until level 3.

Armor Prof: All Armor, Shields.
Weapon Prof: All Simple, All Military.
Tool Prof: Mason's Tools.  Cooking Utensils.
Trained Skills: Acrobatics(+2). Athletics(+5), Handle Animals(+2), Intimidation (+4/5) Survival(+2).
Languages: Common. Orc (Orc Written = Dwarven).

Base Stats.
STR 16(+3)  DEX 10(+0)  WIS 10(+0)
CON 16(+3)  INT  8(-1)  CHA 14(+2)


Racial Perks:

Relentless Endurance: When I am reduced to 0 HP but not outright killed, I can drop to 1 HP instead. Long Rest.
Savage Attack: On a Melee Crit, +1W DMG.

Fighter Perks:

Fighting Style (Lv1); Dueling: When wielding a melee weapon in one hand, and no other weapons, gain +2 to DMG Rolls with that weapon.

Second Wind (Lv1): With a Bonus Action, I can heal 1d10+Fighter LV HP. (1d10+1). Recharge on Short Rest.

Action Surge; Lv 2: Spend a bonus action, Get a standard action. Works with full amount of Fighter attacks.  (Gain a second Action surge at lv 17). Short rest recharge, can only use once a turn. Not until level 2.

BG: Outlander (Edited version):
Origin: Ex-Miner. (If the Dwarf foreman says to go in anyway without a helmet, don't listen).
Feature; Wanderer: Perfect Recall for Maps, Geography, terrain, etc.  Auto Forage for Myself and five other people once a day.
Skill Training: Survival, Animal Handling.
Tool Prof: Mason's Tools.  Cooking Utensils.

Traits: Pretty easy going when not having to crush enemies.  "Yes I know it's a trap, that collapsing bridge still should have had proper railings".
Ideals: Workplace Safety?
Bond: ???
Flaw: Never Gives His Word (Or, comedy option. Habit of Dungeon graffiti).

Attuned Magic Items: None.

Armor: Chain Mail (16 AC), Stealth Disadvantage.  Shield (+2 AC).

Weapons: Flail: 1d8, Blunt.
Javelin x12 (Two Quivers): 1d6, Pierce. Thrown 30/120 (6/24 Tile).
Dagger X2; 1d4 Pierce. Finesse, Light, Thrown 20/60 (4/12 Tile).
Net: NO DMG. Special, thrown 5/15. (1/3 tile) Large or smaller (not formless) hit by net are Restrained. DC10 STR, or 5 Slashing (Vs AC10) to break free. Can only attack with a net once a turn.

Equipment:
  Kits; Explorer's Kit; Backpack, Bedroll, Mess Kit, Tinderbox, Torches(10), Rations(10), Waterskin, Rope(50ft).
  Healer's Kit; 10 Charges, stabilize Dying without a skill check.
  Climber's Kit; Duh.

Containers; Case (Map/Scroll).
Pouch(2). Sack(2).
Vial. Flask(2). Bucket. Pot.

Lighting; Oil.

Tools; Mason's Tools. Cook's Utensils.
Hunting Trap.
Abacus. Crowbar. Pick, Miner's. Shovel. Hammer. Hammer(Sledge).
Grappling Hook. Spare Rope(50ft).
Portable Ram. Spikes(10).

Food; Spare Waterskin.  Fishing Tackle.

Misc; Blanket. Chalk.   Ink pen (yet no ink). Parchment(5). Soap. Tent. Whetstone.

Money: 10.11 Gold. (10 GP, 1 SP, 1 CP).

Days Of Downtime: ???

Assorted notes go here.