About Gauis Marcus Arvitus-------------------------------------------------------
---===Statistics===---:
-------------------------------=DEFENSE=------------------------------- AC: 19 (17 armor, +2 Shield,), HP: 11+8+8+8+8* {+d8,{5}+3Con}/lvl Constitution +5,{+3Base,+2C}
-------------------------------=OFFENSE=-------------------------------
Base Atk: +3
--Melee:+6 --Ranged:+ -------------------------------=STATISTICS=-------------------------------
-------------------------=Traits=---------------------- Feature: Researcher
Specialty: Researcher
Trait: I'm used to helping out those who aren't as smart as I am, and I patiently explain anything and everything to others. Ideal: Knowledge. The path to power and self-improvement is through knowledge. Bond: I've been searching my whole life for the answer to a certain question. Flaw: Most people scream and run when they see a demon. I stop and take notes on its anatomy. ----------------=Drawbacks=-----------------
Normal Speed --------------=Feats=----------------- Feat: Fey Touched Learn Misty Step and Bless. 1/day and can cast regularly.
Observant
---------------=Skills=- (0 points; 0 class, 0 INT)--------------- Saving Throws: Constitution, Intelligence
Tools: Thieves’ tools, tinker’s tools, smith's tools ACP -=Non-Standard Skill Bonuses=- -=Languages=- Common and Orc, Draconic. ---===Special Abilities===---:
Prof: Light armor, medium armor, shields Simple weapons, hand crossbows, heavy crossbows Magical Tinkering
The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
You can give the magic of this feature to multiple objects, touching one object each time you use the feature, and a single object can bear only one of the properties at a time. The maximum number of objects you can affect with the feature at one time is equal to your Intelligence modifier {4}. ******************** -------------------------------=SPECIAL/CLASS ABILITIES=------------------------------- Infusions {4/2}
The bonus increases to +2 when you reach 10th level in this class. Replicate Magic Item:
+Armor of Strength
Enhanced Weapon ---===Spells===---:
-------------------------------=Spells=------------------------------- -----------------------------=0th (at will){2}=--------------------------------
------------------------------=1st (3/day)=------------------------------
2nd())
-Spider Climb {C, 1 hour, 1 action, 1 touch} -Protection from Poison 3rd() -------------------------------=GEAR/POSSESSIONS=-------------------------- ----- dagger
Splint Mail Power Armor {AC 17, +0 Dex}
design notes:
Guardian You design your armor to be in the frontline of conflict. It has the following features: Thunder Gauntlets. Your armored fists each count as a simple melee weapon, and each deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else. Defensive Field. You gain a bonus action that you can use on each of your turns to gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. Infiltrator
Lightning Launcher. A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target. Powered Steps. Your walking speed increases by 5 feet. Second Skin. The armor’s weight is negligible, and it becomes formfitting and wearable under clothing. If the armor normally imposes disadvantage on Dexterity (Stealth) checks, the power armor doesn’t. Extra Attack
A small knife, a map of the city you grew up in,
Dungeoneer's pack:
1 lantern, Hodded, (1lb)
2 healers kit
thieves’ tools
[35lb] [total=54 lbs] -=Carrying Capacity=-
-=Money=- 0 PP 115 GP 5 SP 5 CP
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