Elf Fighter

Xar-Nixx's page

33 posts. Alias of scranford.


Full Name

Xar-Nixx

Race

Ganjus (Wood Elf) LVL 1 (1/2)

Classes/Levels

Cleric (Arcane) / 1; PP 13, HP 10/10, AC 16, (S +1, D +3, C +0, I +1, W+4, Ch +3) {Advantage on Charm, Immune Sleep}

Gender

Male

Size

M

Age

121

Alignment

N

Deity

Belsameth

Languages

Common, Elven

Strength 12
Dexterity 16
Constitution 14
Intelligence 14
Wisdom 16
Charisma 13

About Xar-Nixx

Basic Profile

Spoiler:

Xar Nixx
Male Wood Elf Cleric 1
Medium humanoid, neutral

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Armor Class 16 (scale mail)
Hit Points 10 (1d8+2)
Speed 35 ft.
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STR 12 (+1), DEX 16 (+3), CON 14 (+2), INT 13 (+1), WIS 15 (+2), CHA 13 (+1)
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Saving Throws Wis +4, Cha +3
Skills Arcana +3, Athletics +3, Insight +4, Perception +4, Persuasion +3, Religion +3, Stealth +5
Proficiencies Navigator's Tools (+2), Tattooist's Tools (+2)
Senses darkvision 60 ft., passive Perception 14
Languages Common, Elvish

Actions
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Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d4 piercing damage.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d6+3 piercing damage.

Unarmed Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
Hit: 2 bludgeoning damage.

Equipment Dagger, Mace, scale mail, Shortsword, backpack, bedroll, holy symbol (amulet), mess kit, rations (10), rope, hempen (50 feet), tinderbox, torch (10), waterskin

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Racial Features - Ganjus Elf

Spoiler:


  • Keen Senses: You have proficiency in the Perception skill.
  • Elven Poise: When you select skill proficiencies from your class during character creation, add Acrobatics and Persuasion to your list of choices.
  • Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
  • Meditation: Elves need no sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you remain aware of your surroundings but also drift in a state of reverie, so you have disadvantage on Wisdom (Perception) checks. After meditating, you benefit as if you had 8 hours of sleep. You can then undertake other light activity while finishing a long rest.
  • Tattoo Mystic: You have proficiency with tattooist’s supplies (see Chapter 5). You can activate one magic tattoo you possess one extra time per day without completing a rest, provided that tattoo can be used again after you complete a short or long rest.
  • Ability Score Increase: Your Wisdom score increases by 1.
  • Speed: Your base walking speed increases to 35 feet.
  • Darkvision (30 ft.): Ganjus elves are accustomed to living in shadowy forests, as well as working and playing at night. You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Ganjus Combat Training: You have proficiency with the longbow, quarterstaff, shortbow, and spear.
  • Natural Stealth: You have proficiency in the Stealth skill. In addition, you can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Spellcasting

Spoiler:

Cleric - Level 1

Cantrips - Unlimited


  • Blade Ward
  • Guidance
  • Lightning Lure
  • Sacred Flame
  • Toll the Dead

Level 1 - 2/2


  • Cure Wounds
  • Detect Magic(r)
  • Healing Word
  • Magic Missile
  • Purify Food & Drink(r)
  • Shield of Faith

Background

Spoiler:

Sailor

Personality Traits
*Sailing - New ports bring new bars, which bring new ales, which bring new friends.
*Story - Sometimes a good story needs the truth to be stretched first.

Ideal
*Freedom - The freedom to go anywhere and do anything I please is provided by the sea. (chaotic)

Bond
*Paramour - I have a secret lover in a local harbor (Fangfall) whose eyes nearly stopped me from returning to the sea.

Flaw
*Drinking - I have trouble stopping once I start drinking. It tastes too good.

Feature
*Ships Passage - When needed you can get a free passage on a sailing ship for you and your companions. It could be a ship you worked on, or one you have good relationship with the crew. Since it's calling in a favor, you can't be sure of the schedule or route that meet all your needs. In return for your free passage you and your companions are expected to work during the trip.

To be expanded upon
[i]Came from a normal cultured Ganjus (Wood Elf) who was kidnapped by pirates, and kept as a laborer. Met a cleric of Belsameth, who converted him to the worship of the Goddess. Live became much easier after this conversion, so he took up the worship of this goddess, and has found his calling... unfortunately he crossed the wrong pirate captain, and is now on the run... What better place to hide out then in the hills away from the sea.

He is a lightly armored cleric who fights with a dagger and shortsword, and his magic. Athletic, Acrobatic, and reliable if not always predictable.[i]