Kotakai Vex
First Mate
First Mate of the Storm Bringer.
Physical Description
General Physical Condition
Race: Human
Class & Level: Artificer 8 (Artillerist)
Background: Pirate
Alignment: Neutral Good
ABILITY SCORES & ABILITIES
(* includes +3 proficiency bonus; ** includes expertise, if any)
Strength 11
+0 ... Strength Ability Checks
+0 ... Strength Saving Throws
+3 ... Athletics Skill *
165 lbs. ... Maximum Carrying Capacity
330 lbs. ... Max. Push or Drag (Speed -5 ft.)
330 lbs. ... Maximum Lift
Dexterity 14
+2 ... Dexterity Ability Checks
+2 ... Dexterity Saving Throws
+2 ... Acrobatics Skill
+2 ... Sleight of Hand Skill
+2 ... Stealth Skill
Constitution 15
+2 ... Constitution Ability Checks
+5 ... Constitution Saving Throws *
Intelligence 20
+5 ... Intelligence Ability Checks
+8 ... Intelligence Saving Throws *
+8 ... Arcana Skill *
+8 ... History Skill *
+8 ... Investigation Skill *
+5 ... Nature Skill
+5 ... Religion Skill
Wisdom 13
+1 ... Wisdom Ability Checks
+1 ... Wisdom Saving Throws
+1 ... Animal Handling Skill
+1 ... Insight Skill
+1 ... Medicine Skill
+4 ... Perception Skill *
+1 ... Survival Skill
Charisma 9
-1 ... Charisma Ability Checks
-1 ... Charisma Saving Throws
-1 ... Deception Skill
-1 ... Intimidation Skill
-1 ... Performance Skill
-1 ... Persuasion Skill
COMBAT [PHB p. 189]
14 ... Passive Perception
+2 ... Initiative Modifier
Armor Class 16 ... Armor worn: studded leather (also see Infusions), shield
30 ft. Speed ... Base distance per move
59 hit points ... 8d8 Hit Dice
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft. Hit: 1d6+0 bludgeoning damage. (If used two-handed in melee, does 1d8+0 damage.)
Light Crossbow. Ranged Weapon Attack: +5 to hit. Hit: 1d8+2 piercing damage. (Normal range to 80 ft.; disadvantage long range 81 to 320 ft. Must be used two-handed, reloading limits to only one attack per round regardless of extra attacks.)
Fire Bolt Cantrip. Ranged Spell Attack: +8 to hit, targets one creature or object within 120 ft. range. Hit: 2d10 fire damage and unattended flammable objects catch on fire.
FEATURES, TRAITS, SPECIAL ABILITIES
Pirate Background [PHB p. 139]
• Feature: Bad Reputation.
• Traits: Branded on skin as pirate. Self-righteous manner.
• Ideal: Put crew before crimes.
• Bond: Stays at sea to avoid family.
• Flaw: Wastes money in taverns.
Proficiencies & Languages
• Proficiency Bonus: +3
• Armor: light armor, medium armor, shields
• Weapons: simple weapons, firearms (Artificer class)
• Tools: navigator's tools, vehicles (water), alchemist's tools, brewer's tools, thieves tools, tinker's tools, woodcarver's tools
• Saving Throws: Constitution, Intelligence
• Skills: Arcana, Athletics, History, Investigation, Perception
• Languages: Common, Gnomish
Human Traits [PHB p. 29]
• Age: 32 years old
• Medium Size (5' 9", 175 lbs.)
Artificer Class Features [ERftLW p. 54]
• Magical Tinkering (5 tiny objects)
• Ritual Casting
• Infuse Item (3 items with Boots of the Winding Path, Enhanced Arcane Focus, Enhanced Defense, Enhanced Weapon, Homunculus Servant or Replicate Magic Item - Alchemy Jug; specific bonuses not added to numbers on this sheet)
• Right Tool for the Job ("jury-rig"/conjure any artisan's tools)
• Eldritch Cannon (create mobile flamethrower, force ballista or protector "robot")
• Arcane Firearm (adds 1d8 to spell attack damage)
• Tool Expertise (double proficiency from tools)
• Flash of Genius (reaction to add +5 to ally's check or save within 30 feet, 5 uses between rests)
Spellcasting [PHB p. 201]
Spell Attack Modifier +8
Spell Save DC 16
Cantrips Known: Fire Bolt, Mage Hand, Mending
Prepared Spells
1st Level (4 slots): Shield*, Thunderwave*, Detect Magic, Cure Wounds, Identify, Disguise Self
2nd Level (3 slots): Scorching Ray*, Shatter*, Invisibility, Lesser Restoration, Web, Aid, Enhance Ability
EQUIPMENT & TREASURE
Carried Gear (PHB, p. 143): shield (AC +2), studded leather (AC 12), quarterstaff, light crossbow and 20 bolts, alchemist's supplies (measuring balance, flasks, funnels, various substances, etc.), brewer's supplies (boiling pot, tubes, syphon, tank, etc.), tinker's tools (odd toolbox of wires, gears, etc.), woodcarver's tools (carving knives, gouges, saws, chisels, etc.), belt pouch, set of common clothes, rope (silk, 50 feet), belaying pin (club), a non-magical lucky charm. (This load is about 87 lbs.; add 1 lb. per 50 coins carried.)
Coins & Gems: 585 gold pieces (gp 7 silver pieces (sp 11 copper pieces (cp 3 gems (worth 50 gp each)
Currently Boarded Vehicle
Species
Age
46
Children
Gender
Male
Eyes
Blue
Hair
Long Blonde, stringy
Skin Tone/Pigmentation
Dark tan
Height
6'
Weight
200
Aligned Organization
Comments