RolePlay onLine RPoL Logo

Welcome to Mittens' Dungeon

16:11, 27th April 2024 (GMT+0)

Joe Margreve

Joe Darkthorne (Margreve), Lv5 Human(Variant) Fighter (Battle Master)
Alignment: Neutral Good

Initiative: +3   Speed: 30 Ft   Vision: Normal.
HP: 44  Hit Dice: 5/5 1d10+2(CON), 6+CON(2)=8 per lv.
Second Wind: 1d10+Fighter(5)= 1d10+5
AC: 18 (Style Studded+cloak)
Prof Bonus: +3
Save Perks: STR(1+2= +3), CON(2+2= +4)
Melee Mod:  3+4= +7 To-Hit, +4 DMG (Finesse)
Ranged Mod: 3+4= +7 Ranged/Finesse To-Hit, +4 DMG.
  1+3= +4 Heavy thrown, +1 DMG.
Maneuvers DC: [8+Prof(3)+DEX(4)+0/1]= 15( 16 bow).
Superiority Dice: 4/4 1D8, recharge on Short Rest.

Armor Prof: All Armor, Shields.
Weapon Prof: All Simple, All Military.
Tool Prof(2): Cartography Tools.  Cooking Utensils. Carpentry.
Trained Skills(6): Acrobatics(+7). Athletics(+7)EX, Perception(+5), Stealth(+7), Survival (+5), Slight of Hand(7).
Languages(C+3): Common, Goblin(Written, Dwarvish), Elvish, Sylvan.

Base Stats.
STR: 12(+1)  DEX: 18(+4)  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.
FEAT: Defense style. +1 AC wearing armor.

Second Wind (Lv1): With a Bonus Action, I can heal 1d10+Fighter LV HP. (1d10+4). 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.

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 gets bonus DMG = Sup die.

  Precision Attack: No action. Before OR After I make a weapon attack roll (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 melee attack vs attacker.

  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.

BG: Outlander (Edit):
Feature; Wanderer: Perfect Recall for Maps, Geography, terrain, etc.  Auto Forage for Myself and five other people once a day.
Tool/Lang split: Cartography, Sylvan.

Feats and Stats:
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. Before proficient ranged weapon attack roll, can declare -5 to hit for +10 DMG.
  Lv4 Stat: +2 DEX, 16+2= 18 Dex.
  Lv4 Feat: Fighting Initiate. Defense Style, +1 AC wearing armor.


Dark Sun Disclaimer: Joe's gear is "Who needs metal?" as often as possible.

Armor: Style Studded, Cloak of protection. DEX(4)+Armor(2)+Style(1)+Cloak(1)= 18 AC.

Weapons: Mundane +7 To-Hit, +4 DMG.
Longbow: 1d8+4 DMG, 150/600ft, 30/120 tiles (I get max range). Heavy, Two Handed.
"Balanced Double Shortsword": 1d6+4 DMG. Light, Finesse.
Dagger x20 (yes): 1d4+4 DMG. 20/60ft, 5/12 tile. Light, Finesse, Thrown.
Sling: 1d4+4 DMG

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: 1/3.

1: Cloak of protection (uncommon). +1 AC and Save Throws. Attune.

2: +1 Magic Longbow. +8 To-Hit, 1d8+5 (1 damage is Acid). 600ft/120 tile.

A +1 Longbow that creates its own ammunition. This magically created ammo vanishes the instant after it hits or misses a target. It has the Etching quirk and sweats acid onto any ammunition it fires which inflicts 1 point of acid damage to any target the ammunition hits. This weapon is claimed by Joe. Also with the Etching quirk, the wielder can use the touch of this weapon to etch thin lines or writing onto a variety of surfaces.
NOT Attune.


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; 10 Charges, stabilize Dying without a skill check.
  Mess kit: A kit, INSIDE a Kit. huh.

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, Margreve). Swim Bladder. Tent(two person). Whetstone.

Money: Chargen leftover ; 25 Gold, 8 Silver, 1 Copper.

Update eventually:






Quick sheet for tile.

link to another game

Hit Dice: 5/5
Surge: 1/1
Sup dice: 4/4, 1d8

Joe, Lv5 WIP Human Fighter (Battle Master)
Alignment: Neutral Good

Initiative: +4  Speed: 30 Ft  Vision: Normal
HP: 44 Hit Dice: 5/5 1d10+2(CON)
AC: 18 (Style Studded+Cloak)
Prof Bonus: +3
Save Perks: STR(1+3+1= +5), CON(2+3+1= +6)
Melee Mod:  3+4= +7 To-Hit, +4 DMG   (STR: +4, +1 DMG)
Ranged Mod: 3+4= +7 To-Hit, +4 DMG.  (STR: +4, +1 DMG)
Maneuvers DC: [8+Prof(3)+DEX(4)+0/1]= 15 (16 Bow)
Superiority Dice: 4/4 1D8, recharge on Short Rest.
Second Wind: 1d10+LV(5).

Base Stats:
STR 12(+1) DEX 18(+4) WIS 14(+2)
CON 14(+2) INT 10(+0) CHA 08(-1)

Skill Profs(6):
Acrobatics(+7). Athletics(+7)EX, Perception(+5), Stealth(+7), Survival (+5), Slight(+7).
Languages(C+3): Common, Goblin(Written, Dwarvish), Elvish, Sylvan.

Weapons:

Mundane: +7 To-Hit, +4 DMG.
+1 Longbow: +8 To-Hit, 1d8+5 (1 Damage is Acid). "Etching" 600ft /120 tile range. Heavy, Two-Handed.
Longbow: 1d8+4 DMG, 150/600ft, 30/120 tiles (I get max range). Heavy, Two Handed.
"Balance Double Shortsword": 1d6+4 DMG. Light, Finesse.
Dagger: 1d4+4 DMG. 20/60ft, 5/12 tile. Light, Finesse, Thrown.
Darts: 1d4+4 DMG. 20/60ft, 5/12 tile. Finesse, Thrown.