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Ah, that's it. Thank you for your help. I am sure I'll have more.


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I'm a newbie who is trying to create four characters for my family to play. Between the rules and the pregens, I am figuring it all out.

However, I have a couple of questions about misc. mods. In skills, you give a +3 to any skill that you have added a rank to and that is also a class skill (has their pic in the skill description)...correct?

Conversely, I have no idea how you calculate misc. mods for Class Features, in section F. The pregen Wizard has a misc. mod for Fort Save, but I don't know why. Can someone help me with this one?

Thanks!


I appreciate the help provided in this thread. I couldn't figure out why the pregens had higher HPs, than the standard for first level. I assumed that the Con bonus was added, but didn't see it in the rules. The incorrect HPs for the pregen fighter confused me further.


Forgive me if I missed it, but what is the horned brute on the cover? Thanks!

Full Name

Rathbun Arrowyn

Race

Human Varient

Classes/Levels

| Battle Master Fighter 4 | Superiority Dice 4/4 | Maneuver DC: 14 | Action Surge unused | Second Wind used | HP: 34/36 | AC: 16 | Init +4 | Saves: S+1, D+4, Co+4, I+1, W+2, Ch0 | Pass Perc: 14 | Status: normal | Insp: 0

Gender

Male

Size

Medium

Age

32

Alignment

Neutral

Languages

Common and Undercommon

Occupation

Bounty Hunter

Strength 8
Dexterity 18
Constitution 14
Intelligence 12
Wisdom 14
Charisma 10

About "Rath"

Race: Human (variant)
Background: Bounty Hunter
Class: Fighter 4 (Battlemaster)
STR 8 (-1) DEX 18 (+4) CON 14 (+2) INT 12 (+1) WIS 14 (+2) CHA 10 (0)
HP 36 (HD: 4d10)
AC 16
Initiative +4
Speed: 30' Land
Proficiency +2
Alignment: Neutral

Proficiencies:
Saving Throws: Str (+1), Con (+2)
Skills: Insight +4, Investigation +3, Perception +4, Persuasion +2, Stealth +6, Survival +4
Weapons: Simple, Martial
Armor: Light armor, Medium Armor, Heavy Armor, Shields
Tools: Thieves Tools, Dice, and Fletchery +6
Languages: Common and Undercommon

Class and Race Abilities:
Racial Feat: Sharpshooter- Ignore all but full cover, and can take a -5 to hit for +10 damage on an attack.

Class:
Second Wind: 1/SR, regain 1d10+Fighter Level HP
Fighting Style: Archery Style, +2 to hit with bows
Action Surge: 1/SR, Gain an additional action
Battle Master Maneuvers: 4 Superiority Dice (d8)
Menacing Attack After an attack hits, add Superiority die to damage, and targets makes a DC: 14 Wisdom save of be frightened until the end of my next turn.
Push Attack After an attack hits, add Superiority die to damage, and Large or smaller targets makes a DC: 14 Strength save of be pushed back 15 feet.
Maneuvering AttackAfter an attack hits, add Superiority die to damage, and one friendly ally who can see or hear me may use their reaction to move half their speed without suffering opportunity attacks.
Fletchery proficiency

Inventory:

Coins & Gems:
GP 53
EP 0
SP 6
CP 7

Armor: Studded Leather Armor
Weapon:
Longbow (40 arrows): +8, 1d8+4
Rapier: +6, 1d8+4
Trinkets:
Other Items:
Explorer's Pack, crowbar, dice, thieves tools.

Background:
Bounty Hunter
Contact: I can deliver messages over great distances.
Personality Trait - Slow to trust, the fairest often have things to hide.
Ideal - Honor, I don't steal from others in the trade
Bond - I have a debt to repay
Flaw - Quick to run, I save my skin if things look bad.

Backstory:
To be added later

Notes:
PHB and SCAG
Faction: Zhentarim
Downtime: 10
Renown: 2
XP: 5600/6500
0 magic items
Lifestyle: Poor

Log:
Great Upheaval part 2
XP: 0 > 1800
Gold: 15 > 35
Downtime: 0 > 5
Renown: 0 > 1
Magic items: 0 > 0

Great Upheaval Part 3
XP: 1800 > 5600
Gold: 35 > 53.6.7
Downtime: 5 > 10
Renown: 1 > 2
Magic Items: 0 > 0