Difference between revisions of "Template:Camgee"

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(Weapons)
(Skills)
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'''Bolded''' skills indicate proficiency
 
'''Bolded''' skills indicate proficiency
 
{|
 
{|
|Acrobatics (Dex) || +2
+
|Acrobatics (Dex) || +3
 
|-
 
|-
|Animal Handling (Wis) || +0
+
|'''Animal Handling''' (Wis) || +5
 
|-
 
|-
|'''Arcana''' (Int) || +5
+
|Arcana (Int) || +0
 
|-
 
|-
|Athletics (Str) || -1
+
|'''Athletics''' (Str) || +2
 
|-
 
|-
|'''Deception''' (Cha) || +3
+
|Deception (Cha) || -1
 
|-
 
|-
|History (Int) || +3
+
|History (Int) || +0
 
|-
 
|-
|Insight (Wis) || +0
+
|'''Insight''' (Wis) || +5
 
|-
 
|-
|Intimidation (Cha) || +1
+
|Intimidation (Cha) || -1
 
|-
 
|-
|Investigation (Int) || +3
+
|Investigation (Int) || +0
 
|-
 
|-
|Medicine (Wis) || +0
+
|'''Medicine''' (Wis) || +5
 
|-
 
|-
|Nature (Int) || +3
+
|'''Nature''' (Int) || +2
 
|-
 
|-
|'''Perception''' (Wis) || +2
+
|'''Perception''' (Wis) || +5
 
|-
 
|-
|Performance (Cha) || +1
+
|Performance (Cha) || -1
 
|-
 
|-
|Persuasion (Cha) || +1
+
|Persuasion (Cha) || -1
 
|-
 
|-
|Religion (Int) || +3
+
|Religion (Int) || +0
 
|-
 
|-
|'''Sleight of Hand''' (Dex) || +4
+
|Sleight of Hand (Dex) || +3
 
|-
 
|-
|'''Stealth''' (Dex) || +4
+
|'''Stealth''' (Dex) || +5
 
|-
 
|-
|Survival (Wis) || +0
+
|'''Survival''' (Wis) || +5
 
|}
 
|}
  

Revision as of 11:54, 17 September 2016

Character Stats
Vesa.jpg
Level 1
Race Halfling
Class Ranger Cannibal
Armor Studded Leather
Weapon(s) Bow
Hometown

Attributes

Strength 10 (0)
Dexterity 16 (+3)
Constitution 14 (+2)
Intelligence 10 (+0)
Wisdom 16 (+3)
Charisma 8 (-1)

Secondary Attributes

Hit Points 12 = (12 Starting)
Hit Dice 1d10+2
Armor Class 15 (10 + 3 Dex + 2 Armor)
Base Attack Bonus +5
Initiative +3
Base Speed 25 Feet
Proficiency Bonus +2
Inspiration None

Saving Throws

Bolded items indicate proficiency

Strength +2
Dexterity +5
Constitution +2
Intelligence +0
Wisdom +3
Charisma -1

Languages

  • Common ()
  • Halfling ()
  • Gith ()

Features and Traits

  • (1)
  • (1)


Skills

Bolded skills indicate proficiency

Acrobatics (Dex) +3
Animal Handling (Wis) +5
Arcana (Int) +0
Athletics (Str) +2
Deception (Cha) -1
History (Int) +0
Insight (Wis) +5
Intimidation (Cha) -1
Investigation (Int) +0
Medicine (Wis) +5
Nature (Int) +2
Perception (Wis) +5
Performance (Cha) -1
Persuasion (Cha) -1
Religion (Int) +0
Sleight of Hand (Dex) +3
Stealth (Dex) +5
Survival (Wis) +5

Wild Talent

Psionic Spark - Your force of will teleports an object a short distance away. 1/day Minor Action Ranged 5 Target: One flammable object not carried by another creature Effect: Target catches fire

Spells

Spellcaster Level: None Yet
DC = 13 (8 + 2 Proficiency + 3 Wis)
Preparation Slots: 0

Spells/Day

Can prepare total of 4 spells per day (+0 Int +0 Level) - can be any combination of different levels of spells. Can cast a number of spells per day as noted in the list below:

  • 1st Level: 0

Cantrips

  • None

Level 1

  • None

Weapons

1 Long Bow
Atk: +5
Dmg: 1d8 + 3 (P)
2 Obsidian Short Swords
Atk: +5
Dmg: 1d6 + 3 (P) / 1d^ (P)

Equipment

  • Spellbook
  • Thieves' Tools

Background

Traits - Flaws are tentative

Background: Hermit
Alignment: Lawful Evil
Personality Traits: I am serene even in the face of total disaster

I do not understand the ways of civilized society

Ideals: Logic - emotions must not cloud our sense of what is right and wrong
Bonds: Nothing is more important than the survival of my tribe and its members
Flaws: I have no empathy for the suffering of others

Level 2 Updates

  • New Cantrip: Cleansing Flame (re-flavored sacred flame - can only target defilers, templars who serve defilers, or undead. This cantrip never defiles, and cannot be used with defiling.)
  • Backlash: Beginning at 2nd level when you choose this path, you can imbue an area of land and plants with protective magic. By expending a 1st level spell slot, you can ward a circular area centered on yourself with a 20ft radius against Defiling. A Defiler who attempts to draw the energy of this land must make a Constitution saving throw. The defiler suffers 2d6 radiant damage on a failed saving throw, and half damage on a successful save. If you expend a higher spell slot than 1st level, the radius increases by 10ft and the damage increases by 1d6 for each level above 1st.
  • Prepared spells per day: 5 (+3 Int +2 Level)
  • Cast spells per day: 1st Level: 3
  • New spells: (2 1st level) - Tasha's Hideous Laughter, Disguise Self, Mage Armor (choose two of these)
  • HP: 15 (8 starting +5 lvl +2 Con)

Level 3 Updates

  • Prepared spells per day: 6 (+3 Int +3 Level)
  • Cast spells per day: 1st Level: 4, 2nd Level: 2
  • New spells: (2 2nd level) - Invisibility, Hold Person
  • HP: 22 (8 starting +10 lvl +4 Con)