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Skinner, Fighter

Skinner Fighter

Medium Human, Soldier, Chaotic Neutral

Armor Class 17
Hit Points 98
Speed: 30 ft

STR

19
( +4 )

DEX

14
( +2 )

CON

17
( +3 )

INT

10
( +0 )

WIS

12
( +1 )

CHA

12
( +1 )

Saving Throws +7 STR, +7 DEX +8 CON
Skills Proficiency Bonus: +4 • Armor: light armor, medium armor, heavy armor, shields • Weapons: simple weapons, martial weapons • Tools: gaming set (dice set), vehicles (land craft) • Saving Throws: Strength, Constitution • Skills: Athletics, Insight, Intimidation, Survival • Languages: Common, Elvish
• Fighting Style (Great Weapon Fighting) • Second Wind (regain 1d10+10 h.p.)   • Action Surge (extra action in turn once betw. short rests)   • Extra Attack (2/attack)   • Indomitable (reroll save 1 time betw. long rests)   • Remarkable Athlete (boost jumping and non-prof. Str, Dex, Con skills)   • Know Your Emeny (rate studied foe)
Proficiency Bonus +4

Maneuvers Known
• Feinting Attack (bonus action to gain adv. on attack)   • Precision Attack (add die to attack)   • Riposte (reaction attack when foe misses)   • Commander's Strike (ally uses your action to attack)   • Sweeping Attack (hit and attack another)   • Evasive Footwork (add die to AC)   • Pushing Attack (hit foe, STR save or moved 15 ft.)   Fighting Style: Great Weapon Fighting. Reroll 1 or 2 on damage dice with two-handed melee weapons.

Actions

Maul. Melee Weapon Attack: +9 to hit, reach 5 ft. Hit: 2d6+5 bludgeoning damage. (Must be used two-handed.)
  Javelin. Melee Weapon Attack: +9 to hit, reach 5 ft. Hit: 1d6+5 piercing damage. (If thrown, normal range to 30 ft.; disadvantage long range 31 to 120 ft.)
  Long sword Melee Weapon Attack +9 to hit 1d10 +6 damage
Fighting Style: Great Weapon Fighting. Reroll 1 or 2 on damage dice with two-handed melee weapons.

Children

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