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Fighter lv 1 Outlander [Forester] Josh

CLASS & LEVEL BACKGROUND PLAYER NAME


Gell
Half-Orc Chaotic-Neutral 0
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
16 Always picking up items and
17 ARMOR
1 30 fidgeting with them. Sometimes
2 PROFICIENCY BONUS CLASS INITIATIVE SPEED leads to broken items.
+3 PERSONALITY TRAITS

Hit Point Maximum 12


5
Strength
DEXTERITY All things in life are in constant
13


1

4
Dexterity
Constitution
12 change. We must adapt.
CURRENT HIT POINTS IDEALS
0
Intelligence
+1 0
Wisdom
-2
Charisma Injury to the wilderness of my
CONSTITUTION SAVING THROWS
home is an injury to me
TEMPORARY HIT POINTS BONDS
15

3
Acrobatics (Dex) Total SUCCESSES
+2
There is no room for caution
0
Animal Handling (Wis) 1d10+Const FAILURES
in a life lived to the fullest.
0
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
5
Athletics (Str)

11 -2
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
0
History (Int)
Glaive +7 1d10 slashing Ability Score Increase:
+0 0
Insight (Wis)
Strength by 2 ; Constitution by
-2
Intimidation (Cha) crossbow +3 1d8 piercing
1
WISDOM 0
Investigation (Int)
0
Medicine (Wis)
11 0
Nature (Int)
DarkVision: See in dim light
within 60' as if bright light and
+0

2
Perception (Wis)
darkness as if dim; only in
-2
Performance (Cha)
gray.
CHARISMA -2
Persuasion (Cha)
0
Religion (Int)
7 Relentless Endurance: When
1
Sleight of Hand (Dex)
1
Stealth (Dex)
reduced to 0hp can drop to
-2
2
Survival (Wis)
1hp instead; once until long
rest.
SKILLS ATTACKS & SPELLCASTING

Savage Attacks: When crit hit


10 PASSIVE WISDOM (PERCEPTION)
CP Chain mail with melee, roll one extra
Glaive damage dice one time and
SP Shield add it to the damage.
Lang: Common, Orc,
Crossbow,light
Dwarvish EP
[20bolts] Fighting Style: Defence
Dungeoneer's pack: [wearing armor gives +1 to
Proficiencies: All Armor, GP 10 backpack crowbar AC]
Shields, Simple weapons,
hammar waterskin
Martial weapons, Lyre PP
rope[50ft] Second Wind: use bonus
Rabbit foot action to regain hp equal to
1d10+lv. One use until rest
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
20 6'8" 220
AGE HEIGHT WEIGHT
Gell
Black Dark grey-green Black
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Has large scar across nose. Missing half of last two fingers on left
Born to an orc mother and a hand after a trapping accident. Has shoulder length hair that is
human father, Gell was raised usually pulled into a tight bun.
in the forest away from
judging eyes. When he was Very blunt with feelings and thoughts.
young he went out with his
father to check their hunting
traps. Excited to see his first
trap had caught something
Gell ran over and ended up
getting two of his fingers
caught in it. It was here that
he lost a majority of those
fingers. As he grew older, he
started venturing further from
ADDITIONAL FEATURES & TRAITS
home, trying to extend his
perspective of the world. His
parents and nature were the
biggest driving forces in his
development as a person.
After his parents' deaths, he
took over their home and
continued living a life of
solitude. He would often
venture into the nearest town
to sell furs and plants he had
found.
CHARACTER BACKSTORY TREASURE

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

4
SPELLS KNOWN

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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