swordproof: (Default)
SIX. ([personal profile] swordproof) wrote2011-05-27 01:50 pm

updated character sheet

SIX ( CECILIA HORNRAVEN )
Fighter 4 / Paladin 8
Soldier
CLASS AND LEVEL
BACKGROUND
PLAYER NAME
Half-Elf
Lawful Good
23,000
RACE
ALIGNMENT
EXPERIENCE POINTS
STATS
STRENGTH
20 ( +5 )
DEXTERITY
12 ( +1 )
CONSTITUTION
17 ( +3 )
INTELLIGENCE
10 ( +0 )
WISDOM
15 ( +2 )
CHARISMA
20 ( +5 )
bonuses/saving throws
PROFICIENCY
+4
STRENGTH
+14 ☑
DEXTERITY
+6 ☐
CONSTITUTION
+12 ☑
INTELLIGENCE
+5 ☐
WISDOM
+7 ☐
CHARISMA
+10 ☐
20
+1
ARMOR CLASS
INITIATIVE
112
4d10 / 8d10
MAX HIT POINTS
HIT DICE
skills
acrobatics
+1 ☐
animal handling
+6 ☑
arcana
+0 ☐
athletics
+9 ☑
deception
+5 ☐
history
+0 ☐
insight
+6 ☑
intimidation
+14 ☑
investigation
+0 ☐
medicine
+2 ☐
nature
+0 ☐
perception
+2 ☐
performance
+5 ☐
persuasion
+5 ☐
religion
+5 ☑
sleight of hand
+5 ☑
stealth
+1 ☐
survival
+6 ☑
passive wisdom
12 ☐
other proficiencies & languages
— Common, Elven, Draconic
— Light Armour, Medium Armour
— Martial Weapons, Shields, Simple Weapons
— Dice Gaming Kit
— Greatsword, Greataxe, Chainmail, Crossbow, Explorer's Kit
Blade of Glory's Wrath - You get +2 bonus to attack and damage rolls with this sword. You may stab this weapon into the ground as an action, activating its holy aura. This holy aura deals 1d6 fire damage and 1d6 radiant damage to all creatures of evil alignment within 60 feet of the blade at the end of your turn. You may spend an action to draw the blade from the ground and end the holy aura.
Armor of the Last Guardian - While wearing this armor, you have a +2 bonus to your AC, and when a fiend or undead that you can see attacks a target other than you within 30 feet of you, you can use your reaction to impose disadvantage on the attack roll. Alternatively, if a fiend or undead that you can see forces a target other than you to make a saving throw, you can use your reaction to grant that target advantage on the save.
RING OF IMPACT A simple iron ring, imbued with a hammer inlay of rose gold. Once on your turn when you hit a creature with a weapon attack while wearing this ring, you can imbue your attack with pushing force. When you do so, the target of your attack must succeed on a DC 15 Constitution saving throw or be knocked prone.
weapon
atk bonus
damage/type
Blade of Glory's Wrath
+11
2d6+5 slashing
features & traits

DARKVISION Thanks to her elf blood, she has superior vision in dark and dim conditions. She can see in dim light within 60 feet of her as if it were bright light, and in darkness as if it were dim light. She can’t discern color in darkness, only shades of gray.

FEY ANCESTRY She has advantage on saving throws against being charmed and magic can’t put her to sleep.

GREAT WEAPON FIGHTING When Six attacks with a melee weapon she can reroll the die if it is a 1 or a 2. The weapon must be two handed for it to gain this benefit.

SECOND WIND She has a well of stamina that can be drawn on to protect her from harm. During her turn, she can use a bonus action to regain hit points equal to 1d10 + her fighter level.

ACTION SURGE She can push herself beyond her limits. On her turn, she can take an additional action on top of her usual action and bonus action.

CHAMPION The Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows. Weapon attacks score a critical hit on a roll of 19 or 20.

DEFENCE While she are wearing armor, she gains a +1 bonus to AC.

PRODIGY Six gains proficiency in one additional skill and her Intimidation skill is given expertise; her proficiency bonus for Intimidation checks is doubled.

ATHLETE Increase your Strength or Dexterity score by 1, to a maximum of 20. When you are prone, standing up uses only 5 feet of your movement. Climbing doesn’t cost you extra movement. You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

DIVINE HEALTH The divine magic flowing through Six makes her immune to disease.

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

AURA OF PROTECTION Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier. You must be conscious to grant this bonus.

AURA OF DEVOTION You and friendly creatures within 10 feet of you can’t be charmed while you are conscious.