Renaissance Character in Miranse | World Anvil
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Renaissance

Created by A Fraser
Level 10   Race Human   Class Fighter Hybrid   Rank Worthy D4 addition for number of hit dice affected (Mundane/Worthy/Exemplary/Exalted) Mundane 5% fumble chance Age Immortal   Height 6'8"   Weight 325 lbs.   Misc. Description See pics     Stats % to next Bonus Save   Strength 20 5 +6 19.5 physical   Constitution 19 26 +5 19.5 physical   Dexterity 18 62 +4 15.5 mind   Intelligence 13 96 0 15.5 mind   Wisdom 14 53 +1 15.5 spirit   Charisma 17 13 +3 15.5 spirit   ( 14/15 +1, 16 +2, 17 +3, 18 +4, 19 +5, 20 +6 )   Hit Points D12+6   D12 + Con (+5) + Array (+1) 18,18,18,16,14,15,14,18,11, 9 151   (Level) Proficiency +4 (Level) Attacks 2 (Array) Initiative -2 (Level) (dex+Prof) (Array) (weapon) (Strength) Weapons Attacks To Hit Initiative Damage Bonus Total 2 +4, +4 -2 +6 Can be used one or two handed Axe - Acquaintance One Handed 2 +8 -2 D10 +6 D10+6 Two handed 2 +8 -2 D12+1 +6 D12+7 Handle 2 +8 -2 D6 +6 D6+6 Spike 2 +8 -2 D4 +6 D4+6   summoned throwing sword Uses/day Throwing Sword - Wayfeather 2 -2 D8 +10 D8+10 Can be summoned/dispeled after throw requires action to summon ignore AC, but no To Hit bonuses D8/6 levels + level in damage Mundane 1/day; Worthy 2/day; Exemplary 3/day; Exalted 4/day     Armor Class [10 base/9 to be hit + Dex bonus] while in armor Armor AC Array (+1) Def. (+1) dex (+4) chantried leather Homestead Armor 6 5 4 0 To Be hit > 13 14 15 19 Reduced Damage by 25% (Defender) chantried plate mail +1 Protector's Armor 3 2 1 -3 To Be hit > 16 17 18 22 Reduced Damage by 25% (Defender) (pockets in sleeve inside chain)         Lore Skills & Class Features   Fighting Style: Defender F While you are wearing armor, you gain a +1 bonus to AC. Reduce damage by 25%   Second Wind F You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d 10 + your fighter level (10). Once you use this feature, you must finish a ‘short rest‘ before you can use it again.   Superior Riding B Superior riding skill; able to fight from horseback; able to use a two handed weapon from horseback Able to maneuver on horseback in combat. Able to train horses   Wilderness Survival B Barbarian version of Outdoor Survival: includes basic climbing, swimming, riding, gathering/foraging, trapping, fishing, campfires, shelter (find/craft)   Acrobatics Ch Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck. The GM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.   Fighting Style: Barbarity B Barbarity is empty handed combat akin to brawling with skill. It is not at all studied as an ascetic style would be. The barbarians tend to begin learning this early on in life, when they have few weapons to hand and even less armour. It is basic and brutal. Your experience with brawling has given you a mastery of combat styles that use unarmed strikes and fist weapons. You gain the following benefits while you are unarmed or wielding fist weapons and you aren't wielding a shield. > You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed and fist weapon attacks. > You can roll d4 in place of the normal damage of your unarmed strike or fist weapon. This die increases to: d6 at 8th level d8 at 16th level. > When you use the Attack action with an unarmed or fist weapon attack on your turn, you can make one unarmed strike as a bonus action.     (GRAPPLING) At 5th level, you can use an attack to engage and grapple instead. Roll to hit +1 bonus. Success = Grappling commenced. BOTH Combatants Roll d20 to obtain dominance. Armour has NO EFFECT. Base 9 or over required minus Str OR Dex bonus. Your SuccessVs.Success = Both subtract from opponent’s CON STAT. Str Bonus + Level /4 round down. Result taken from CON STAT. Your SuccessVs.Fail = Str Bonus + Level /2 round down. Your FailVs.Success = Opponent breaks free or as per SuccessVs.Fail. Whichever combatant has CON reduced to zero first is incapacitated.     ('LOW BLOW’) At 7th level, you learn how to place your unarmed attacks for the maximum impact. Once on each of your turns when you hit a creature with an unarmed or fist weapon attack, you can cause the attack to deal an extra 1d8 damage to the target.     (DIRTY FIGHTING) At 10th level, you can use your unpredictable fighting style to make viscous attacks against your foe. Whenever you hit a creature with an unarmed attack or a fist weapon, you can impose one of the following effects on the target: > It must make a Dexterity saving throw or be knocked prone. > It must make a Strength saving throw. If it fails, you can push it up to STR feet away from you. > It must make a Constitution saving throw or be stunned until the end of your next turn. The saving throw is calculated as follows: 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). They must roll over this number. (8+4+6)=18     Weapon Bond B Axe Acquaintance You learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.     Armor Bond B Protector's armor You can now choose a set of armor, as with Weapon bond, that can be summoned.     Second Story Work Ch You gain the ability to climb faster than normal; climbing no longer costs you extra Movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.   Mount Bond B Temeril - Orange horse You can now choose a living mount, as with Weapon bond, that can be summoned. Indomitable F You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a ‘long rest’. You can use this feature twice between ‘long rests’ starting at 13th level and three times between ‘long rests’ starting at 17th level. Treasure Bond B < bond a chest You can now choose a piece of treasure, as with Weapon bond, that can be summoned. Like the other bonds this needs to be specified to a unique thing. If it's more of a carry all my loot without worry idea, then you'd need to bond a chest to put that stuff into. Contents 12 spires/Libran doc     Escape Artist Ch Use this skill to slip out of bonds or manacles, wriggle through tight spaces, or escape the grip of a monster that grapples you. Make a Dex/Str check to escape from rope bindings, manacles, or other restraints requires 1 minute of work. Escaping from a net or an animate rope, command plants, control plants, or entangle spell is a full-round action. Escaping from a grapple or pin is a standard action. Squeezing through a tight space takes at least 1 minute, maybe longer, depending on how long the space is.     Cantrips/Spells/Power Words   Light - Cantrip 1 Action, Touch, duration 1 hour You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like (Orange). You can vary the Orange in hue and intensity, as you see fit. So anything from a dull, ruddy orangey-brown to a brilliant fluorescent orange. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.     Maps - Cantrip 1 Action, instantaneous, duration 1 hour or dispel Orange mist forms an image of a map on a surface of your choice, or in mid air. The map must be one you have seen. It can be up to a maximum of ten feet x ten feet     Message - Cantrip 1 Action, duration 1 round, range 120' You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid Objects if you are familiar with the target and know it is beyond the barrier. Magical Silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.     Reveal Aura 1 Action Your colour can be shown. This will create a glowing light of your colour in a manner specific to it: Orange - Weapons glow whether in your hand or not. Morale of troops is restored to pre battle state. All in sight, you choose who, receive extra hit points +1 per your level unless having received this boon already from another.     Know Your Enemy 1 Action If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. You will determine if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice: Strength/Dexterity/Constitution score, Armor Class, Current Hit Points, Class levels, Rank     Equipment < carried on person     Map of Coaseth Coaseth document < history/political Money (Helms) 207h   Other Items H < at the Homestead Knight Red armor > H Locked away in a chest Pocket Watch > H of Count Brass; gifted to me by Dorian Hawkmoon Winged Sword > H Map of Nicversentel > H Partially damaged Misc   Regular Mount Trump pieces (@ H)
Current Location
Year of Birth
2101 A.N. 39 Years old
Children
Eyes
Brown flaring to Orange, luminescent
Hair
Dark Brown, Long to below the shoulders
Height
6'8"
Weight
325 lbs
Ruled Locations

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