Kade
Kade Arhkdevaunt character sheet
STR—15 (17 with gauntlets) (18 when hand to hand with gauntlets) DEX—19 INT—17 WIS—15 CON—16 CHA—16 Body (STR+DEX) 34 +3? (Damage and AC) (36 with gauntlets) (37 when hand to hand with gauntlets) Mind (INT+WIS) 32 +2 (to hit, Perception) Spirit (CON+CHA) 32 +2 (Stamina, survival) Level—6 Proficiency bonus—+3 HP—7,6,7,8,6,7= 41 Age—26 Ht—5’ 10” Wt—170 Hair—black Eyes—brown AC—no generator, 14 to be hit (+3 Body) = 17 AC—with generator, 15 to be hit (+3 body) = 18 Pet--Tomahawk--+3 to AC, to hit, damage, skills, saving throws. HP ? Initiative +2 to mine Ranger proficiencies by level First Favoured enemy—man. Natural explorer—rough terrain. You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. When you make an Intelligence or Wisdom check related to your favoured terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in your favoured terrain, you gain the following benefits: • Difficult terrain doesn’t slow your group’s travel. • Your group can’t become lost except by magical means. • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. • If you are traveling alone, you can move stealthily at a normal pace. • When you forage, you find twice as much food as you normally would. • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. Second Fighting style—marksman. Improved aim, +1 to hit. Natural critical on 19 or 20. Spellcasting. At sixth level, four first level and two second level spell slots. Maximum of six spells known. Third Ranger archetype—Stalker. Archetype feature—Ranger’s Companion-horses. Primeval awareness. you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favoured terrain): aberrations, celestials, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number. Fourth Stat improvement. (rolled) Fifth Extra attack. Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Sixth Favoured enemy—Catalyst, Cleftick. Speaks Cleftick. Natural explorer—hills and caverns. Spells First level Spark. An intense ignition source. Can be used to light a candle, a torch, a campfire or to detonate a breaching charge. Must be able to see target or, alternatively, have seen it recently. So he can’t light a candle in a room he hasn’t been in, but can detonate a breaching charge. Cost is one slot per use, though more than one charge can be set off at once. Animal influence. Can be used to change the attitude of a single animal, or a group equivalent to the caster’s level. For example, a bear could be changed from hostile to neutral. However, natural limits apply. Can’t be use to befriend temporarily a wild animal, eg, but could be used to make a bear go from hostile to neutral. Alternatively, it could be used to frighten a horse or group of horses. Hunter's Mark. 1st-level divination Casting Time: 1 bonus action Range: 90 feet Duration: Concentration, up to 1 hour You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. Absorb Energy Can absorb some of the enery of an element-based attack (fire, electricity, acid, cold, lightning, etc) and release it on the next hit on opponent. D6 additional damage per level of spell slot used. Second level Locate object. Casting Time: 1 action Range: Self Duration: Concentration, up to 10 minutes Describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The spell can locate a specific object known to you, as long as you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewellery, furniture, tool, or weapon. This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object. Probing (aberration) For a period of time (several hours) the caster gains a greater sympathy for and understanding of the device he’s working on. This doesn’t so much enhance the work done as protect the caster for doing something wrong. For example, if opening a device, he’ll have a better idea how to do so without causing damage, or if mixing new explosives, avoiding accidents that could be catastrophic) COMBAT SKILLS Salvo. Sharpshooter. Technique Pick target—half usual minuses to hit a particular part of a target. Snapdraw—quickly pull and fire salvo. Fisticuffs—informal fighting style, more closely related to brawling than a martial art. Techniques—throw a punch (d4 damage), take a punch (half normal damage), break hold. Knife fighting—large blade. D4 damage. Technique—throw knife—d6 exploding on 6. Short range three to five yards +1 to hit, medium range 5 to 7 yards, long range 7 to 9 yards, -1 to hit. Sword—unskilled. D12 damage. Skills Riding (advanced/combat)—half usual minuses to shoot from saddle on move. Read/write—learned in Muster Outdoor climbing (rocky terrain) Patrolling—military style skill. Basics like how to avoid skylining, how to pick a campsite that’s not obvious. Special skill, move through terrain without being seen (the classic sneak up on an enemy camp, to a certain distance on horse, closer on foot (or belly). Gambling—in dice or card games, would receive the equivalent of an additional card or die to make a better hand than opponent. Plus one per five levels. Basic medical—picked up in paramilitary Muster and working range. Can set and splint a simple fracture or a simple dislocation, clean and bandage simple wounds, eg, sew up a bad cut, can usually tell when it’s safe to move someone and when it isn’t. Tinkering—improve or enhance an existing device or weapon. Currently 42 percent ability. Check quarterly for salvo, every six months for explosives and healing potions. Magical skills Has a natural affinity for magic and especially alchemy, so most of what he does is intuitive, beyond the basic instruction he got from the Provost. Technique--Mix healing potions using medical kit-cure damage, cure disease, toxin antidote (effectiveness as dictated by you) Technique--Mix explosive charges (breaching for now—locks, windows, doors, relatively thin walls, plus thermite charges0). Technique--Can detonate remotely using spark spell. Equipment Right pistol-if hit, victim imprisoned until and unless fulfils conditions set by Kade as follows: (I assume a save applies) 1. Slumber-until eight hours pass. 2. Minimal containment, within a fixed location-until perpetrator genuinely repents crimes. 3. Hedged—until one season has passed. 4. Chained—until the perpetrator swears on his life to undo what he has wrought, and to compensate those who have lost from his, her or its actions. 5. Burial-until released by Kade or one year after Kade’s death. Left pistol—eight shots, one round to reload. Currently two potential round loads. Armour piercing, +2 to penetrate if opponent armoured in some way, d6 exploding on 3 or above. Hollow point-d8 exploding on 3 or above. Can potentially be filled with a specific substance. Typically carries 32 rounds, 16 AP, 16 HP, and his standard loading of this pistol alternates, starting with AP. Gauntlets-dinosaur hide—impervious to corrosives, fire, etc, anything used in alchemistry. +2 to STR, increased to +3 in hand to hand damage. Jacket-AC5. Monster hide. Metal portions incorporate energy shield, +1 to AC when on. Tab on left shoulder is emblem of the Cleftyck order he belongs to. When the collar is up and shield turned on, turns into an environmental suit. Concentrates oxygen so he can breath at higher altitudes, but would work only briefly in a vacuum. Protects versus toxins up to 30 minutes. Also contains pockets of holding for personal gear, weapons, clothing, but nothing bulkier that those examples. Special-on a noncritical stave or charge attack, negates damage. In case of charge, attacker takes d6 damage and up to d4 rounds, half that if saves. Boots of levitation-essentially up and down, but some lateral movement at a slow speed. Sword of Cleftyck/Vast manufacture—d12 damage. Badge on sword strap-The Gadget—emits a pulse that effectively shuts down all active magic in a given area for a certain period of time. On/off. Effective range of 100 yards. Then dissipates. 100 to 400 yards, still might be some effect. every 20 seconds, can do again, to a maximum of 10 times, then must wait an hour until fully charged. Also records video and audio, which can be played back later. Ammunition kit—recharges materials every 24 hours. Produces sufficient to produce 32 rounds of pistol ammunition per day. Takes 30 minutes to produce that many, or a lesser number. Medical kit—contains components to mix up to six potions a day, which can be stored Components recycle daily. Healing, cure simple disease and simple toxin antidote for now. Half an hour to mix a potion, if they aren’t pre-prepared. Also basic supplies such as minor painkillers, bandage roll, small scissors, fine knife, catgut for sutures, candle for sterilization, wood alcohol antispectic. One day duration for potions outside medical kit. Typically carries four cure light wounds, one cure simple disease and one simple toxin antidote. Breaching kit—similar to medical kit, starting at up to three charges at a time, suitable for small locks, windows, doors and thin walls for now. Can be detonated remotely, though from no more than 20 feet away. Potential in future for maybe smoke and gas grenades, flashbangs. To make—an hour each. Currently can have up to three breaching charges and three thermite charges at once. The kit has a maximum limit of 12 charges, though this might be enhanced in future through tinkering. Large fighting/utility knife in back holster—one edge serrated, wire cutter notch. Deck of cards and set of five d6. 50m of cord Flint and steel Canteen Enchanted bedroll (thin) Whetstone Sewing kit Knapsack Six glowsticks (from citeship) Small, yellow velvet box containing layman’s rest (sleep) and theyring, a rosemary-like edible weed also know as catchweed.
Year of Birth
2111 A.N.
29 Years old
Children
Hair
Short and Dark
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