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09:30, 27th April 2024 (GMT+0)

Toothix

TOOTHIX, Lv1 Human Fighter
Alignment: Neutral

Initiative: +0   Speed: 30 Ft   Vision: Normal.
HP: 12  Hit Dice: 1d10.
AC: 19(20) (Plate Armor, Dual Wielder, Ring of Protection)
Prof Bonus: +2
+1 to Saves due to Ring of Protection
Save Perks: STR(4+2=6), CON(2+2=4)
Melee Mod: 4+2= +6
Ranged Mod: 4+2= +6 Thrown, 0+2= +2 Projectile.

Battleaxe: +5; 1d8+3 slash damage.

Maneuvers DC: [8+Prof+STR] 13

Armor Prof: All Armor, Shields.
Weapon Prof: All Simple, All Military.
Tool Prof: Herbalism Kit.  Bagpipes.
Trained Skills: Acrobatics(+2), Athletics(+5), Insight(+4), Perception(+4), Survival(+4).

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


Fighter Perks:

Fighting Style (Lv1); Two Weapon Fighting: When you use two weapon fighting, you are allowed to add your Stat Mod to DMG.

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

Action Surge; Lv 2: Basically an action point, (two at lv 17). Short rest recharge, can only use once a turn.

BG: Soldier (Modified):
BF Feature: Military Rank; You have a military rank/Former rank in good standing (unsaid how high). Allowed to pull rank to requisition simple supplies (simple gear, Borrowing a horse), or entry into friendly forts.
BG skill 1: Insight
BG skill 2: Survival
Tool 1: Bagpipes.
Tool 2: Herbalism kit.

Traits: Tries to keep words to a minimum.
Ideals: Team survival is the ultimate good.
Bond: Grew up with goblins.
Flaw: Negativity.
Trinket: #97. Tiny clockwork crab, that moves when nobody is watching.

Feats: Dual Wielder(Human); +1 AC while wielding a separate melee weapon in each hand.  You can use two weapon fighting, even when the one handed weapons you are wielding are not Light.  You can draw or stow two one handed weapons when you would normally be able to with only one.

Armor: Plate Armor (18 AC), Stealth Disadvantage.

Weapons: x2 Battleaxe: 1d8 slash (1d10 Versatile).
Hand Axe x2: 1d6 Slash. Light. Thrown 20/60.
Javelin x6: 1d6, Pierce. Thrown 30/120.
Net x2: 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:
Kits;
  Adventurer's Kit: Backpack, Bedroll, Mess Kit, Tinderbox, Torches(10), Rations(10), Waterskin, Rope(50ft).
  Climber's Kit: Boot tips, gloves, harness, pitons. As an action you can anchor yourself, meaning when you fall you only fall up to 25 feet from the anchor. You can't climb more than 25ft away from anchor, without undoing it.
  Healer's Kit: As an action, you can use kit to automatically stabilize dying, with no skill check. Uses a charge (comes with 10).
  Herbalism Kit: When trained, Add prof bonus to identifying or applying herbs. Prof with kit allows crafting of "Antitoxin" and "Potion of healing".

Containers; Pouch(2). Sack(2)

Lighting; Lamp, Oil(2).

Tools; Bagpipes. Spare Rope(50Ft). Grappling Hook. Fishing tackle.

Food;

Misc; Clothes(Common)x2. Chalk. Whetstone. Soap.

Money: 9.42 Gold.  (9 GP, 4 SP, 2 CP).

Languages: Common, Goblin.