Valeros

Ãrwulf Stenn's page

104 posts. Alias of Oceanshieldwolf.


Classes/Levels

Saving Throws: Str +5, Int -1, Wis -2, Dex +4, Con +3, Cha +0

Gender

Human Male Fighter 1 | HP: 0/9 |AC 16 (17 w/shield) |Spd 30ft |

Strength 16
Dexterity 14
Constitution 12
Intelligence 9
Wisdom 6
Charisma 10

About Ãrwulf Stenn

Die rolls: 14, 13, 12, 10, 9, 6

Human:
Abilities. Choose 2 ability scores from Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma to increase by 1.
Speed. Your base walking speed is Normal (30ft).
Age. Reach adulthood in their late teens and live less than a century.
Size. Vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Languages. You can speak, read, and write Common and one extra language of your
choice (Elven).

SPECIAL
Saving Throw Proficiency. All characters gain two saving throws from their class, but because of humanity's adaptable nature they can choose a third saving throw proficiency at character creation (Dexterity)

(+1 Strength, +1 Dexterity)

Fighter:
d8 HP
+1 Strength

Proficiencies:
Armor: Light armor, medium armor, heavy armor, shields.
Weapons: Simple weapons, martial weapons.

Saving Throws: Strength, Constitution + Dexterity (from Human)

Background: Beast Trainer
Beast Trainers are in demand the world over for their special empathy and skill with animals. They train animals for riding, pulling wagons, combat, and even gladiatorial and pit-fighting. They can calm maddened creatures, are expert riders and wagoneers, can recognize whether creatures are dangerous and about to attack or not, and often have some skill in healing them if injured or sick.

Hindrance Arsonist
You love fire, taking any opportunity you can to set things ablaze even if it is a very bad idea.

General Feat
Precise Shot - When you fire into melee combat, you never hit an ally.

Fighter Feat
Deflect Missiles - You are an expert at using your position to minimize the chances of being hit by missile fire. You gain +3 to your AC for any missile weapon attack against you that you are aware of.

Equipment

Weapons (25 gp)
Halberd, 7 gp, 1d10 slashing, Two-handed, heavy, reach
Dagger, 3 gp, 1d4 piercing, Thrown (Near), light, finesse
Hand Axe x3, 9 gp, 1d6 slashing, Thrown (Near), light
Mace, 5 gp, 1d6 (1d8) bludgeoning, Versatile
Spear, 1 gp, 1d6 (1d8) piercing, Thrown (Near), versatile

Armor (40 gp)
Chainmail AC 14, 30 gp
Shield +1 to AC, 10 gp

Miscellaneous Items (5 gp)
6 Torches, 1 gp
50 rope, 1 gp
2 Provisions, 2 gp
Flint and Tinder, 1 gp