Animate Dream Shopkeep

Heiren's page

No posts. Organized Play character for Chris Marsh.


Race

| HP 28/28 AC: xx | F: +6 R: +6, W: +7 | Perc: +7 (LLV)

Classes/Levels

Class Abilities:
  • Gender

    Gender, Alignment, Ancestry (Heritage)

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

    About Heiren

    Name:
    Agent Number: 1824-2025
    Ancestry (Heritage) and Background: Human (Nephilim) Ozem Experience
    Level: 2, XP: Tracker
    Alignment: LG
    Age: 24 Gender: Male
    Progression and Wealth
    Languages: Taldane, Draconic, Dwarven, Elven, Fey, Jotun, Orcish

    --------------------------
    SENSES
    --------------------------
    Perception: +7 (E)

  • Low-Light Vision

    --------------------------
    DEFENSE
    --------------------------
    AC:
    Fortitude: + (T) Reflex: + (E) Will: + (E)
    Shield: +x, Hardness: , BT: , Current HP:
    [b]Special:

    Defense Proficiencies:

    AC:
    FORT: Trained
    REF: Expert
    WILL: Expert
    Light Armor: Trained
    Medium Armor: Trained
    Heavy Armor: Trained
    AC:

    --------------------------
    OFFENSE
    --------------------------
    Melee: + (DMG) (Traits)
    Ranged: + (DMG) (Traits)

    Offense Proficiencies:

    Simple Weapons: Trained
    Martial Weapons: Trained
    Special Proficiencies:

    --------------------------
    REACTIONS
    --------------------------

  • Shield Block

    --------------------------
    CLASS ABILITIES & FOCUS SPELLS
    --------------------------
    ↻, ◇, ◆, ◆◆, or ◆◆◆

  • Plant Banner ◆:Plant your banner in a corner of your square. Each ally within a 30-foot burst centered on your banner immediately gains 4 temporary Hit Points, plus an additional 4 temporary Hit Points at 4th level and every 4 levels thereafter. These temporary Hit Points last for 1 round; each time an ally starts their turn within the burst, their temporary Hit Points are renewed for another round. While your banner is planted, you must signal your tactics abilities using only auditory signals. If your banner is attached to a weapon, you cannot wield that weapon while your banner is planted. While your banner is planted, any effects that normally happen in an emanation around your banner instead happen in a burst that is 10 feet larger (so a 30-foot emanation becomes a 40-foot burst). Use this action to retrieve.
  • Drilled Reactions: ◇ Your time spent training your allies allows them to respond quickly and instinctively to your commands. Once per round when you use a tactic, you can grant one ally of your choice benefiting from that tactic an extra reaction. This reaction has to be used for that tactic and is lost if not used.
  • Rapid Assessment: When rolling Initiative ◇ You quickly evaluate your enemies. Attempt a check to Recall Knowledge against one creature you are observing.

    --------------------------
    TACTICS FOLIO
    --------------------------
    Mobility

  • Defensive Retreat: [Brandish] ◆◆ You call for a careful retreat. Signal all squadmates within the aura of your banner; each can immediately Step up to three times as a free action. Each Step must take them farther away from at least one hostile creature they are observing and can only take them closer to a hostile creature if doing so is the only way for them to move toward safety (such as if they’re surrounded).
  • Mountaineering Training: ◆ Your instructions make it easier for you and your allies to scale dangerous surfaces. Signal all squadmates; until the end of your next turn, you and each ally gain a climb Speed of 20 feet. (If you have this tactic prepared, you can use Warfare Lore in place of Athletics for checks you make to Climb.)

    Offense

  • Pincer Attack: ◆ You call for an aggressive formation designed for exploiting enemies’ vulnerabilities. Signal all squadmates; each can Step as a reaction. If any of your allies ends this movement adjacent to an opponent, that opponent is off-guard to melee attacks from you and all other squadmates who responded to Pincer Attack until the start of your next turn.
  • Strike Hard: [Brandish] ◆◆You command an ally to attack. Signal a squadmate within the aura of your commander’s banner. That ally immediately attempts a Strike as a reaction.
  • Tactical Takedown: ◆ You direct a coordinated maneuver that sends an enemy tumbling down. Signal up to two squadmates within the aura of your commander’s banner. Each of those allies can Stride up to half their Speed as a reaction. If they both end this movement adjacent to an enemy, that enemy must succeed at a Reflex save against your class DC or fall prone.
    --------------------------
    SKILLS
    --------------------------
    Skill: +Mod (Proficiency)
    Acrobatics: +4 (T)
    Arcana: ()
    Athletics: +6 (T)
    Crafting: ()
    Deception: +0 (T)
    Diplomacy: +4 (T)
    Intimidation: +4 (T)
    -Intimidating Glare
    -Terrifying Resistance
    Lore (Warfare): +8 (T)
    Lore (Scouting): +8 (T)
    Medicine: +5 (T)
    Nature: ()
    Occultism: ()
    Performance: ()
    Religion: +5 (T)
    Society: +8 (T)
    -Courtly Graces
    Stealth: ()
    Survival: +5 (T)
    Thievery: ()

    --------------------------
    FEATS
    --------------------------

  • Level 1 - Ancestry: Battle-Blooded
  • Level 1 - Battle-Blooded:Intimidating Glare
  • Level 1 - Background: Courtly Graces
  • Level 1 - Class: Plant Banner
  • Level 1 - Class: Shield Block
  • Level 2 - Class: Rapid Assessment
  • Level 2 - Skill: Terrifying Resistance

    --------------------------
    EQUIPMENT
    --------------------------
    Bulk: (Encumbered:, Maximum: )
    Invested: x/10

  • BACKPACK: (Bulk: 1/4, 0L First 2 don't count)

  • Bedroll (L)
  • Chalk x10 (-)
  • Flint and Steel (-)
  • Rope, 50' (L)
  • Rations, 14 Days (1L per 7 days)
  • Soap (-)
  • Torch x5 (1L per torch)
  • Waterskin (1L)