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12:35, 27th April 2024 (GMT+0)

Joe Misc

Joe Darkthorne (Misc lv3 Start), Lv3 Human(Variant) Fighter (Battle Master)
Alignment: Neutral Good

Initiative: +3   Speed: 30 Ft   Vision: Normal.
HP: 28  Hit Dice: 3/3 1d10+2(CON)
AC: 16 (Breastplate)
Prof Bonus: +2
Save Perks: STR(1+2= +3), CON(2+2= +4)
Melee Mod:  3+2= +5 To-Hit, +3 DMG (Finesse)
Ranged Mod: 3+2= +5 Ranged/Finesse To-Hit, +3 DMG.
  1+2= +3 Heavy thrown, +1 DMG.
Maneuvers DC: [8+Prof(2)+DEX(3)+0]= 13
Superiority Dice: 4/4 1D8, recharge on Short Rest.

Armor Prof: All Armor, Shields.
Weapon Prof: All Simple, All Military.
Tool Prof: Cartography Tools.  Cooking Utensils. Thief Tools.. Carpentry(B Master).
Trained Skills(6): Acrobatics(+5). Athletics(+5)EX, Perception(+4), Stealth(+5), Survival (+4), Slight Of Hand(+5). [Insight would be more useful, but this is more funny]
Languages: Common, Elvish, Dwarven.

Base Stats.
STR: 12(+1)  DEX: 16(+3)  WIS: 14(+2)
CON: 14(+2)  INT: 10(+0)  CHA: 08(-1)


Original Lv 1 Stats.
STR: 12(+1)  DEX: 15+1=16(+3)  WIS: 14(+2)
CON: 13+1=14(+2)  INT: 10(+0)  CHA: 08(-1)


Fighter Perks:

Fighting Style (Lv1); Two Weapon Fighting: Allowed to use stat mods for damage, for dual wielding attacks.

Second Wind (Lv1): With a Bonus Action, I can heal 1d10+Fighter LV HP. (1d10+3). Recharge on Short Rest.

Action Surge; Lv 2: Basically an action point, (two at lv 17). Short rest recharge, can only use once a turn. (This means ALL possible attacks from an action, not a single swing for a more rare than spells resource. But that won't even matter until level 5).

Indomitable; Lv 9: Reroll a Save throw, must take second roll. 1 per LONG Rest. (2/3 per, at lv 13/17).

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.
  Known Maneuvers: Everything burns 1 Superiority Die to use. Everything grants 1D Sup Die bonus damage unless otherwise stated. They can stack, though that costs more and can't break action economy. (Example: If Feint misses, you can use precision, and if that hits you can use trip. One was a pre-buff, one was a retcon roller, one was an On-Hit.)

  Precision Attack: No action. Before OR After I make a weapon attack roll and see the result (But before any effects of the attack are applied), I can add Sup Die to the hit roll.

  Riposte: Reaction. When I am missed by a Melee attack, I make a single melee attack vs attacker.

  Trip Attack: On Hit.  Target also makes Save vs STR against being knocked prone. Target must be Large or Smaller to work(Bonus DMG regardless).

BG: Vanilla PHB Rules Custom:
Feature; Wanderer: Perfect Recall for Maps, Geography, terrain, etc.  Auto Forage for Myself and five other people once a day.

Feats:
Human; Prodigy: +1 Skill, +1 Language, +1 Tool prof, +1 Expertise (Athletics chosen).
Campaign Freebie; Sharpshooter: No long range penalty. Ranged weapon attacks ignore 3/4 cover (AKA Best possible cover before it becomes 'behind a wall, in another room' grade). Before proficient ranged weapon attack roll, can declare -5 to hit for +10 DMG.

In Layman's terms. This means "Either I have a perfect shot, or a shot is so impossible a Wizard isn't allowed to aim a magic missile or fireball at the target either." Describing it in those terms has proven to be a real time saver. Otherwise it's nonstop "You want to use your Ignores Cover feat to fire an arrow through the arrow slot at the people shooting arrows at you through the arrow slot? BUT THEY HAVE COVER!!! (and the wording didn't literally say 3/4 it says -# penalty so-)" derails.

Armor: Breastplate (14+2=16 capped AC), NO Stealth Disadvantage.

Weapons: Mundane +5 To-Hit, +3 DMG.
Longbow: 1d8+3 DMG, 150/600ft, 30/120 tiles (I get max range). Heavy, Two Handed.
Shortswords(2): 1d6+3 DMG. Light, Finesse.
Dagger x4: 1d4+3 DMG. 20/60ft, 5/12 tile. Light, Finesse, Thrown.
Sling: 1d4+3 DMG. 30/120 ft, 6/24 tiles.
[Again, I get max range]

Ammo Busywork: x140 "Arrows", Pierce or slash as needed.  I'm not touching supplement moon logic for mundane arrows.
X40 Official Sling Stones.

Magic Combat Gear: None.
Attune: 0/3.

Other Magic Gear: None.

Equipment: Non magical gear not often kept up to date. Because sometimes I'm lazy too
Update eventually:
Dark Sun Disclaimer: Joe's gear is "Who needs metal?" as often as possible.

  Kits; Adventurer's Kit; Backpack, Bedroll, Mess Kit, Tinderbox, Torches(10), Rations(10), Waterskin, Rope(50ft).
  Healer's Kit(1); 10 Charges, stabilize Dying without a skill check.
  Mess Kit: Came with the Adventurer's kit. "A kit, INSIDE a Kit."

Containers; I'm not itemizing misc containers this time around.

Lighting; Oil x5. Lantern, Hooded.

Tools; Cook's Utensils.
Crowbar. Hammer. Saw. Shovel. Pickaxe.
Grappling Hook. Spare Rope(50+150ft).
Portable Ram. Spikes(10).

Food; Spare Waterskins (1+4).  Fishing Tackle.

Misc; Blanket. Map (Area, ???). Swim Bladder. Tent(two person). Whetstone.

Money: Chargen leftover ; 20 Gold, 8 Silver, 1 Copper.
SPEND THE REST. GM treating it as handwave chargen money. (Cash checks out so far, So what to do with 20 gold and change?).

Update eventually:

Campaign custom spells: Slots and total = highest mental modifier. In this case WIS 14(2).

I THINK I took-
Dream Forge
Dream Dive




Quick sheet for tile.

Hit Dice: 3/3
Surge: 1/1
Sup Dice: 4/4

Joe, Lv3 Human Fighter (Battle Master)
Alignment: Neutral Good

Initiative: +3  Speed: 30 Ft  Vision: Normal
HP: 28 Hit Dice: 3/3 1d10+2(CON)
AC: 16 (Breastplate, No Stealth penalty)
Prof Bonus: +2
Save Perks: STR(1+2)= +3, CON(2+2)= +4
Melee Mod:  3+2= +5 To-Hit, +3 DMG   (STR: +3, +1 DMG)
Ranged Mod: 3+2= +5 To-Hit, +3 DMG.  (STR: +3, +1 DMG)
Maneuvers DC: [8+Prof(2)+DEX(3)+0]= 13
Superiority Dice: 4/4 1D8, recharge on Short Rest.
Second Wind: 1d10+LV(3).

Base Stats:
STR 12(+1) DEX 16(+3) WIS 14(+2)
CON 14(+2) INT 10(+0) CHA 08(-1)

Skill Profs(6, 1 Expertise):
Acrobatics(+5). Athletics(+5)EX, Perception(+4), Stealth(+5), Survival (+4), Slight Of Hand(+5).

Tool Profs(3+1 Artisan): Cartography, Cooking, Carpentry(BMaster), Thief Tools.

Weapons:

Mundane: +5 To-Hit, +3 DMG.
Longbow: 1d8+3 DMG, 150/600ft, 30/120 tiles (I get max range). Heavy, Two Handed.
Shortswords(2): 1d6+3 DMG. Light, Finesse.
Dagger: 1d4+3 DMG. 20/60ft, 5/12 tile. Light, Finesse, Thrown.
Darts: 1d4+3 DMG. 20/60ft, 5/12 tile. Finesse, Thrown.
Sling: 1d4+3 DMG. 30/120 ft, 6/24 tiles.
[Again, I get max range]