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Tai

Human Race
Majital (Portal Born) Origin
Fighter (5) 5 Class & Level
Neutral Good Alignment
The Seven Deity
Grapsing Hand Faction
Member (Knuckle) Rank/Position
8 Loyalty
Company

Strength 16
+3
Dexterity 16
+3
constitution 15
+2
intelligence 12
+1
wisdom 12
+1
charisma 12
+1
Total Hit Dice 4
Hit Die
1d8+2
+3 proficiency bonus
+6 Strength
+6 Dexterity
+2 Constitution
+1 Intelligence
+1 Wisdom
+1 Charisma
saving throws
+3 Acrobatics
+1 Animal Handling
+4 Arcana
+6 Athletics
+1 Deception
+1 History
+4 Insight
+1 Intimidation
+1 Investigation
+4 Martial
+1 Medicine
+1 Nature
+4 Perception
+1 Performance
+1 Persuasion
+4 Religion
+3 Sleight of Hands
+6 Stealth
+1 Survival
skills

 
12
MV
0
Prestige
1
Attunement Slots
19
Armor Class
49
Hit Points
+3
Initiative
30
Speed
Katana w/proficiency 1d20+6 1d6+3 if crit 2d6
Greater Stormblade 1d20+7 1d6+1d4+3+1
Attacks
Common, Draconic, & Thieves' Cant
Simple Weapons, Martial Weapons, Short swords, Monk Weapons, Shields, Light Armor, Medium Armor, Katana & Bladed Longbow

STR Save, DEX save, Arcana, Religion, Perception, Martial, Athletics, Insight, & Stealth (Lip Service)

Woodcraver's Tools, Smith's Tools, Calligrapher's Supplies, Brewer's Supplies (Expertise from Academies), Yarting/Guitar (Expertise Training from Academies) & Alchemists supplies and Jail Wagon (Grasping Hand)
Proficiences
Detect Magic at will
Tidal Wave from Greater Stormblade (DC 14, no damage)
Spellcasting
Masterwork Breastplate (15AC + 3 Dex), Short Sword, 2x Katana, Greater Stormblade (x), Rose Branch Bow (Attuned), Bladed Longbow, Silvered Cestus dungeoneers pack, 9 darts, 19x arrows

2749 gp on person (separated in coin pouches of 100 each (28), 99/100 in the last pouch)
1x Bandolier ( 3 potion of Greater Healing)
1x Bandolier (Full with Poisons)
3x Potion of Greater Healing (3 on bandolier) (1 peppermint milkshake)
1x Anti-toxin
2x Carrion Crawler Mucus Poison (1 in bag, 1 on bandolier)
2x Wyvern's Poison (On Bandolier)
10/10 days worth of trail rations from Dungeoneer's Pack
1x Scroll of Gentle Repose
1x Calligrapher's Supplies
1x Brewer's Supplies
1x Masterwork Brewer's Supplies
1x Pickaxe
2x Tonfa
1x Yarting
1x Scrolls of Bless
1x Sketch Book
1x Fishing Pole
3x Fishing Traps
1x Studded Leather
2x Tea set (Capable of traveling with)
2x Boxes of White Pearl Tea

Grasping Hand Stuff:
A set of hardy traveling clothes
A horn with which to summon help
A set of manacles
Alchemist supplies
Jail Wagon (Fadesteel Autowagon [Spider])
Draft horse
Pole of Collapsing
The Black Hat
Poisoner's Gloves
Caustic Ooze (4d6 poison, DC=18 CON)(Also, movement reduction)(1 Per misson)
Tear Drop (Inhaled, DC=17 CON, silence and blind for 1 minute)(1 per mission)
Last Nerve (Injury/Contact, DC=16 CON, paralyze for 1 minute and damage per round failed up to 5 rounds)(3 per mission)
Dust of Dread (Ingested, DC=17 CON, disadvantage on saving throws for 1 minute, if fail under 5 the creature goes unconscious)(1 per mission)
The Dark Jack/Blackjack (DC=17 CON, Stun and sneak attack damage)

RP ITEMS: (Separate list for items in other places)
20x pieces of candied syrup hard candy in pouch for self
Waterskin half-full of Candy Syrup (2 pints left)
1x Frog Hat
Pajamas with pumpkin print
Gray Single Breasted Suit
Burgundy Dress Shirt
Black Jacket with Dragon Print
Yukata (Samurai style)
Mystic Musings Vol. 2 (Book)
Business Card from Mr. Tickles
Hidden note to the Grasping Hand in case of death/capture. Hidden in fold of right glove.
Blank map that fills itself in to place you've been to
Plushie that looks like Hollow (whatever she changes to)
Fancy Red Dress
Fancy Blue Dress (Hollow's)
Casual blue and red outfit
Casual black outfit with blouse
Maid Dress
Vampire/demon girl Cosplay
Bunny Onesie (Light Blue)
Exposed Sleepwear
Virgin Killer Sweater (Light Blue)
Bunny Pajamas (Light Pink)

Stuff to Track:
0x Crafting Tokens
12 MV
Equipment
Grapsing Hand
Faction
Mad Man
Stat Array
Human (Regular)
Portal Born : Resistance to Lightning Damage (Reduce by 3)

Grasping Hand: +2 wisdom score cap. Alchemists supplies and Jail Wagon Proficiency
+5HP from 5 Faction Loyalty

"Roguish Training"
Loyalty 3: Your time spent in the company of rogues and kidnappers has taught you much of their hidden language and mannerisms. You learn Thieves' Cant.

Loyalty 5: The time and effort you have put into the Hand is noticeable while you wear the hat in your confidence and stride. You gain advantage on Intimidation and Persuasion checks to convince a mark to come quietly and without a fuss, and to convince guards to let you pass without incident.

Loyalty 7: You’ve continued your training with the Hand, and more experienced kidnappers have taught you either by example or force, ways to use a more slender figure or the capability of hiding one’s feints to physically restrain targets. You can use Sleight of Hand or Deception to grapple a creature or to escape a grapple. If you possess the Grappler Feat, marks have disadvantage when attempting to escape your grapples.

Loyalty 9: Your roguish teachers have imparted a bit of their experience on you in the time that you have spent in their midst. Choose a skill that you are proficient in. You gain Expertise in that skill.

Loyalty 11: You have reached the epitome of your roguish training, and your teachers in the Hand have no else they can impart on you. You gain access to the Sneak Attack feature, but only gain a single Sneak Attack Die. This die follows the same rules as regular Sneak Attack. If you already possess the Sneak Attack class feature, instead you can reroll a number of Sneak Attack dice equal to your proficiency bonus twice per long rest. If you choose to do so, you must take the new result.

Fighter:
Second Wind
Two Weapon Fighting (Fighting Style)
Action Surge

Samurai:
Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice. (Insight)

Fighting Spirit
Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.

You can use this feature three times, and you regain all expended uses of it when you finish a long rest.

ASI/Feat: Dual Wielder (Able to use two non-light weapons in both hands, easier item interactions, add ability score to damage for off-hand attack, and +1 ac when holding a weapon in each hand)

Extra Attack (1)


Class/Racial Features & Traits

The statblocks of your Weapons, armor and other important/magical equipment

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

thegreatnoob.

Statblock Type

Verum Character Sheet

Link/Embed