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22:56, 27th April 2024 (GMT+0)

James Hill

James Hill, Lv1 Human Fighter
Alignment: Neutral Good
Experience: ???

Initiative: +2   Speed: 30 Ft   Vision: Normal.
HP: 13  Hit Dice: 1 d10+3(CON)
AC: 18(20) (Plate/Plate+Shield)
Passive Perc/Insight: 15/15.
Prof Bonus: +2
Save Perks: STR(4+2=6), CON(3+2=5)
Melee Mod: 4+2= +6
Ranged Mod: 4+2= +6 Thrown, 2+2= +4 Projectile.
Maneuvers DC: [8+Prof(2)+STR(4)]=  14

RESISTS: 3 Mundane DMG (Slash/Pierce/Blunt)

Armor Prof: All Armor, Shields.
Weapon Prof: All Simple, All Military.
Tool Prof: Cooking Utensils.
Trained Skills: Acrobatics(+4). Athletics(+6), Handle Animals(+5), Insight(+5), Perc(+5).
Languages: Common. Elvish.

Base Stats.
STR 18(+4)  DEX 14(+2)  WIS 16(+3)
CON 16(+3)  INT 10(+0)  CHA 11(+0)


Racial Perks: +1 Feat. +1 Skill. +1/+1 Stat.

Fighter Perks:

Fighting Style (Lv1); Great Weapon Fighter: When wielding a weapon with two hands, and considered Heavy or Versatile.  I may reroll all DMG Dice of 1 or 2 (Once per die, must take second roll).

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.

Battle Master: Learn 3/5/7/9 Maneuvers at level 3/7/10/15.  4/5/6 Superiority Dice at Level 3/7/15.  D8,D10,D12 at Lv 3/10/18. (I also gain an Artisan's tool proficiency; Picked Mason's tools).
  Known Maneuvers: Everything burns 1 Superiority Die to use. Bonus DMG = Sup Die size.

  Feinting Attack: Bonus action.  Choose one target within 5.  I get Advantage for my next attack vs target, and bonus DMG on hit.

  Riposte: Reaction. When I am missed by a Melee attack, I make a melee attack vs attacker. Bonus DMG on hit.

  Trip Attack: On Weapon Hit. Add bonus DMG.  Target also makes Save vs STR against being knocked prone. Target must be Large or Smaller to work.


Know Your Enemy; Lv 7: If I spend at least 1 Minute observing or interacting outside of combat, I learn information compared to my own.
DM must tells me if Creature is Equal, Superior, Or inferior to me in regard to two of the following.
STR. DEX. CON. AC. Current HP. Total Class Lv(if any). Total Fighter Lv(If any).

Relentless; Lv 15: If I roll initiative and have no Superiority dice, I regain 1 Sup Die.

BG: Outlander (Edited version):
Origin: Fill This In.
Feature; Wanderer: Perfect Recall for Maps, Geography, terrain, etc.  Auto Forage for Myself and five other people once a day.
Skill Training: Insight, Animal Handling.
Tool Prof/Language: Elvish, Cooking Utensils.

Attuned Magic Items: None

Magic Items: +1 Maul of Caber Tossing.

Armor: Full Plate (18 AC), Stealth Disadvantage.  Shield (+2 AC).

Weapons: Basics are +6 To-Hit, +4 DMG rolls. (+7/+5 Maul)
Maul: +6 to-hit, 2d6+5 (Thrown 12 Tiles), Blunt. Two Hand, Heavy. Thrown.

Javelins: 1d6+4, Pierce. Thrown 30/120 (6/24 Tile)
Pike: 1d10+4, Pierce. Two Hand, Reach, Heavy.
Battleaxe: 1d8+4 slash (1d10+3 Versatile).
Net: NO DMG. Special, thrown 5/15. 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:
Mundane stuff! like campe gear and rations and healer's kits etc.
  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."

  Etc etc obsessive list of Mundane objects I'll sort later.

Money: Sorting.

Days Of Downtime: ???

Assorted notes go here.


Quick Combat Reference block for Roll20 Token.

James Hill: Level 1 Fighter.

Initiative: +2   Speed: 30 Ft   Vision: Normal.
HP: 13  Hit Dice: 1 d10+3(CON)
AC: 18(20) (Plate/Plate+Shield)
Passive Perc/Insight: 15/15.
Prof Bonus: +2
Save Perks: STR(4+2=6), CON(3+2=5)
Melee Mod: 4+2= +6
Ranged Mod: 4+2= +6 Thrown, 2+2= +4 Projectile.
Maneuvers DC: [8+Prof(2)+STR(4)]=  14

RESISTS: 3 Mundane DMG (Slash/Pierce/Blunt)

STR 18(+4)  DEX 14(+2)  WIS 16(+3)
CON 16(+3)  INT 10(+0)  CHA 11(+0)

Weapons: Basics are +6 To-Hit, +4 DMG rolls. (+7/+5 Maul)
Maul: +6 to-hit, 2d6+5 (Thrown 12 Tiles), Blunt. Two Hand, Heavy. Thrown.

Javelins: 1d6+4, Pierce. Thrown 30/120 (6/24 Tile)
Pike: 1d10+4, Pierce. Two Hand, Reach, Heavy.
Battleaxe: 1d8+4 slash (1d10+3 Versatile).
Net: NO DMG. Special, thrown 5/15. 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.