About FaehildSymbols > Single Action (◆), Double Action (◆◆), Triple Action (◆◆◆), Free Action (◇), Reaction (↺) Faehild Botting:
Will usually raise shield and then position in order to Flurry. [dice=Tusks]d20 +14[/dice]
When attacking bags of bones
[dice=Hatchet]d20+13[/dice]
[dice=Hatchet, MAP, Sweep]d20+13-4+1[/dice] Must attack different creature
thrown weapons [dice=Hatchet]d20+14[/dice] Range 10’
[dice=Shurikan]d20+14[/dice] Range 20’, reload 0
↺ Shield Block if it would not break the shield
Female Winter Orc Monk 5
Melee
Hatchet +13‡ (2d6+3 S) Agile, Monk, sweep, thrown 10 ft.
Ranged
† includes +1 Striking Handwraps of Mighty Blows
Reactions ↺ Orc Ferocity
Specialization effects:
Tusks, Fists: Brawling
Bloody Blows: Crit with lethal unarmed does 1d4 persistent bleed ————
Skills Acrobatics E +13
Languages: Common, Orcish, Ulfen, TBD
Averaka
Size: small town
The town of Averaka is located on the southeastern coast of the island of Flintyreach in the Linnorm Kingdom of the Ironbound Islands and is predominantly populated by dromaars.
Steel Shield
Consumables:
Invested items:
————
Flurry of Blows [one-action]
Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As a flourish ability, you can use Flurry of Blows only once per turn. Powerful Fist
Incredible Movement +10’ 3rd
Mystic Strikes 3rd
Monastic Weaponry Feat 1
You have trained with the weaponry of your monastery or school. You gain access to uncommon weapons with the monk trait and become trained in simple and martial monk weapons. When your proficiency for unarmed attacks increases to expert or master, your proficiency rank for these weapons increases to expert or master as well. If you have familiarity with an agile or finesse weapon (such as from the Catfolk Weapon Familiarity feat), that weapon also gains the monk trait for you. You can use melee monk weapons with any of your monk feats or monk abilities that normally require unarmed attacks, though not if the feat or ability requires you to use a single specific type of attack, such as Crane Stance. If you gain the critical specialization benefit for unarmed attacks—with the expert strikes class feature, for example— you also gain it with monk weapons. Viking Dedication Feat 2
Vikings spend long periods of time at sea, only to leap from their boats at a moment's notice, charge through the surf, and take their enemies by storm. You gain the Additional Lore general feat for Sailing Lore and Warfare Lore. When using your land Speed, you ignore difficult terrain from shallow water, such as in bogs or on beaches. In addition, if you roll a success on an Athletics check to Swim, you get a critical success instead. Viking Weapon Familiarity Feat 4
From childhood, you have been exposed to traditional viking combat techniques, and you soon learned to handle axe, sword, and shield in battle. Now, you can raid proudly alongside your fellows. You gain the Shield Block reaction. Additionally, you have familiarity with the battle axe, hatchet, longsword, shield boss, shield spikes, and shortsword—for the purposes of proficiency, you treat any of these weapons as simple weapons. At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect. ————
Hobnobber Feat 1
You are skilled at learning information through conversation. The Gather Information exploration activity takes you half as long as normal (typically reducing the time to 1 hour). If you're a master in Diplomacy and roll a critical failure to Gather Information, you get a failure instead. There is still no guarantee that a rumor you learn with Gather Information is accurate. Quick Jump Feat 1
You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don't perform the initial Stride (nor do you fail if you don't Stride 10 feet). Underwater Marauder Feat 1
You've learned to fight underwater. You are not off-guard while in water, and you don't take the usual penalties for using a bludgeoning or slashing melee weapon in water. Ancestral Paragon Feat 3
Whether through instinct, study, or magic, you feel a deeper connection to your ancestry. You gain a 1st-level ancestry feat. ————
Winter Orc
Temperature Effects
* Adjust temperatures down by 15 º in areas of high humidity. Environmental Damage
Gossip
Everyone has a nosy auntie, a talkative uncle, or a gossiping relative. Just like them, you don't mind the chatter from the eternal grapevine. Whether you seek out gossip or just happen to be at the right place at the right time, you heard rumors of greater exploits away from the comforts of home. Word gets by, and so should you, so why not give adventuring a try? Choose two attribute boosts. One must be to Charisma or Intelligence, and one is a free attribute boost. You're trained in Diplomacy and a Lore skill of your choice. You gain the Hobnobber skill feat. Tusks Feat 1
You have particularly long, jagged tusks perfect for tearing meat from bone. You gain a tusks unarmed attack that deals 1d6 piercing damage. Your tusks are in the brawling group and have the finesse and unarmed traits. Special You can take this feat only at 1st level, and you can't retrain into this feat. You can retrain out of this feat only through drastic measures, such as breaking, filing, or extracting your tusks. Orc Ferocity ↺ Feat 1
Frequency once per day Trigger You would be reduced to 0 Hit Points but not immediately killed. Fierceness in battle runs through your blood, and you refuse to fall from your injuries no matter how terrible they may be. You avoid being knocked out and remain at 1 Hit Point, and your wounded condition increases by 1. Bloody Blows Feat 5
Your lethal unarmed attacks leave bloody gouges or cause severe internal bleeding. When you critically hit with a Strike using an unarmed attack that isn't nonlethal, the target takes 1d4 persistent bleed damage. This can be because you're taking the penalty to use a fist for a lethal attack or because you have an unarmed attack without the nonlethal trait due to Tusks or a similar ability. Character creation:
———— Character Creation ———— Chose Hatchet over Shortsword from Viking Weaponry because it gives me a thrown weapon that works with monastic weaponry. Axe: Choose one creature adjacent to the initial target and within reach. If its AC is lower than your attack roll result for the critical hit, you deal damage to that creature equal to the result of the weapon damage die you rolled (including extra dice for its striking rune, if any). This amount isn't doubled, and no bonuses or other additional dice apply to this damage. Feats to look at: Hurling Charge 4 Water Step 6 Monk Quick Shield Block 10 Faehild Str +3 AF5
Ancestry: Winter Orc
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