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Kaero 'Three-Quarters' Fickel

Human Half-Halfling Race
Daborak: Soldier in Training Origin
Fighter (Battlemaster) 8 Class & Level
Moral Good Alignment
n/a Deity
n/a Faction
n/a Rank/Position
n/a Loyalty
Company

Strength 18
+4
Dexterity 14
+2
constitution 14
+2
intelligence 14
+2
wisdom 14
+2
charisma 14
+2
Total Hit Dice 8d10
Hit Die
1d10+2
+3 proficiency bonus
+7 Strength
+2 Dexterity
+5 Constitution
+2 Intelligence
+2 Wisdom
+2 Charisma
saving throws
+2 Acrobatics
+2 Animal Handling
+2 Arcana
+7 Athletics
+2 Deception
+5 History
+2 Insight
+5 Intimidation
+2 Investigation
+2 Martial
+2 Medicine
+2 Nature
+2 Perception
+2 Performance
+2 Persuasion
+2 Religion
+2 Sleight of Hands
+2 Stealth
+5 Survival
skills

 
31
MV
1
Prestige
1
Attunement Slots
18
Armor Class
68
Hit Points
+2
Initiative
30'
Speed
WeaponAttackDamageRangeSpecial Qualities
Korrian's Greatsword of Tactics+72d6+4+1 SlashingHeavy, Two-Handed, Silvered, Magical
Maul+72d6+4 BludgeoningHeavy, Two-Handed
Heavy Crossbow+51d10+2 Piercing100' / 400'Ammunition, Heavy, Loading, Two-Handed
Scimitar+7/+51d6+4/1d6+2 SlashingFinesse, Light
Shortsword+7/+51d6+4/1d6+2 PiercingFinesse, Light
Hand Crossbow+51d6+2 Piercing30' / 120'Ammunition, Light, Loading
Attacks
Proficiencies:
All non-exotic armour, Shields, Simple and Martial weapons, Gaming Set (deck of cards), Land vehicles, Herbalism Kit, Cook's Utensils, Violin, Singing, Calligrapher's Supplies.
Expertises:
Cook's Utensils.
Proficiences
Money
> 90PP
> 16280GP
> 0EP
> 3SP
> 1CP
(Weight of Money: 282.48lbs)
(50 coins = 1lb)

 

Armaments
> Plate Armour ~ 65lbs
> Korrian's Greatsword of Improved Tactics ~ 6lbs
> Maul ~ 10lbs
> Electric-Imbued Crossbow ~ 18lbs
> Crossbow Bolts (62) ~ 0.075lbs*62
> Spiral Crossbow Bolts (5) ~ 0.1lbs*5
> Crossbow Bolt Case (2) ~ 1lb*2
> Scimitar ~ 3lbs
> Shortsword ~ 2lbs
> Scimitar ~ 3lbs
> Shortsword ~ 2lbs
> Hand Crossbow ~ 3lbs
> Hand Crossbow ~ 3lbs
> Breastplate ~ 20lbs
> Greatsword ~ 6lbs

 

Consumables
> Healer's Kit (9 uses) ~ 3lbs
Loose Potions and Scrolls:
> Scroll of Shield of Faith ~ 1lbs
(A special one that cannot fail, but can only be used by Kaero)

 

Tools
> Violin ~ 1lb
> Herbalism Kit ~ 3lbs
(pouches to store herbs; clippers; leather gloves; mortal and pestle; several glass jars)
> Calligrapher's Supplies ~ 5lbs
(ink; a bunch of parchments; three quills)
> Spare Sheets of Parchment (10) ~ n/a
> Cook's Utensils ~ 8lbs
(metal pot; knives; forks; stirring spoon; ladle)

 

Other Items
> Set of Common Clothes ~ 3lbs
> A Red Hat ~ n/a?
> Backpack ~ 5lbs
> Bedroll ~ 7lbs
> Tinderbox ~ 1lb
> Empty Flask (2) ~ 1lb*2
> Rations (5 days) ~ 2lbs*5
> Waterskin ~ 5lbs
> 50ft of Hempen Rope ~ 10lbs
> Deck of Cards ~ n/a
> Lamp ~ 1lb
> Flask of Oil (2) ~ 1lb*2
> Magnifying Glass ~ n/a
> Masquerade mask of a Summer Fox ~ n/a(?)
> Set of Ironwork Dice, from Nox ~ n/a
> VIP Pass for Metaloath Concert ~ n/a
> Commemorative Bard's College Token ~ n/a
(Phase 2 - Heart (Rhodochrosite Gem)) ("20" Quality - Great!)
> Whetstone ~ 1lb
> Crowbar ~ 5lbs
> 'The Tale of the Great Under' (Book) ~ 5lbs
> Climber's Kit ~ 12lbs
> 6lbs of Cooking Spices ~ 6lbs
> Ink Drawing of a Church, by Archimedes ~ n/a
> Set of Fine Clothes ~ 6lbs
> Head of a Shambling Mound ~ n/a(?)
> Hourglass ~ 1lbs
> Moonstone ~ n/a(?)
> Star Rose Quartz ~ n/a(?)
> Set of Traveler's Clothes ~ 4lbs
> Carved Wooden Bear, from Rauth'k ~ n/a(?)
> Carved Wooden Fox, from Lanzu ~ n/a(?)

 

Other Magic Items
> Sablecloth of Security ~ n/a
> Fadesteel Choker ~ n/a(?)

 

Crafting Materials
(none)

 

(Weight of Items: 226.65lbs)
(Total Sum of Weight Carried: 509.13lbs)
(Max Carry Capacity: 270lbs.)
(Push/Drag/Lift: 540lbs)
[Magic item descriptions kept in the journals tab.]
Equipment
n/a
Faction
Razzle Dazzle
Stat Array

Class Features


Fighting Style: Great Weapon Fighting
While attacking with any two-handed melee weapon, you can reroll any damage dice which rolled 2 or lower. The new roll(s) must be used.

Second Wind
As a bonus action, you can heal for 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge (1)
On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.

Combat Superiority
Manoeuvres: You have learned a variety of manoeuvres to use in (and out of) combat. You learn more manoeuvres at later fighter levels. Many manoeuvres enhance an attack in some way; you can use only one manoeuvre per attack.
Superiority Dice: You have a number of superiority dice, which start as d8s. You gain more superiority dice, and those dice also size up, at later fighter levels. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
Saving Throws: Some of your manoeuvres require your target to make a saving throw to resist the manoeuvre's effects. The saving throw DC is calculated as follows: 8 + your proficiency bonus + your STR/DEX modifier (your choice).

Current Superiority Dice: 5 d8s.

Combat Superiority Manoeuvre List
Rally: On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your CHA modifier.
Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your DEX modifier.
Disarming Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Goading Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Trip Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Manoeuvre Save DC: 15

Student of War
You gain proficiency with one type of artisan's tools of your choice. (Calligrapher's Supplies)

Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.

Know Your Enemy
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. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
Strength score; Dexterity score; Constitution score; Armour class; Current hit points; Total class levels (if any Fighter class levels (if any).



Feats


Heavy Armour Master
Increase your Strength score by 1.
While you are wearing heavy armour, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 3.

Inspiring Leader
You can spend 10 minutes inspiring your companions. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.



Other Traits


Daborakian
You gain proficiency in Athletics.
Increase your Strength score by 1.

Soldier in Training
You gain proficiency in Intimidation.
You gain proficiency with a martial weapon of your choice. If you already possess all martial weapon proficiencies, you may instead choose one weapon or unarmed strikes and gain a +1 to damage rolls with them. (Greatsword)

(Was apart of) The Steel Saints
Attribute Cap Increase: STR +2 (This boosts the maximum of an ability score but not the score itself.)
You gain proficiency in Land Vehicles, and a Gaming Set (Deck of Cards).

(Was apart of) The Bards College
Attribute Cap Increase: CHA +2 (This boosts the maximum of an ability score but not the score itself.)
You gain proficiency in 2 Instruments and 2 Tools of your choice. (Violin, Singing; Herbalism Kit, Cook's Utensils)



Tokens


Crafting Tokens
Total of 18.

Inspiration
Total of 0.
Grants advantage on one roll of your choice.

Research Tokens
Total of 0.

Food Tokens
0 for now.
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

Gylia Starborne.

Statblock Type

Verum Character Sheet

Link/Embed