| Guo Pek; Stalwart Tree Upon The Grassland | |
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| Topic Started: Jul 28 2017, 02:11 PM (128 Views) | |
| Shaowei Fulei | Jul 28 2017, 02:11 PM Post #1 |
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source: Dynasty Warriors Other Arts non-combat look ![]() present alternate look ![]() previous look ![]() previous look 2 Carrying a Qiang/Guandao and a Longbow ![]() Token ![]() Personal Information Height: 191 cm Weight: 77 kg Sex: Male Age: 24 years Fighter11/Barbarian2 Character Creation Roll Results [17, 9, 6, 14, 12, 17] Initial: Str 17, Dex 17, Con 14, Int 9, Wis 12, Cha 6 Tang Proficiency in Perception Han (Half-elf) +1 to two other ability scores (Str and Con) +2 Cha +1 Int (Observant) +1 Cha (Resilient) Speed: 30ft (+10 Mobile) = 40ft Darkvision: 60ft Skill Versatility: +2 skills Languages: Common, Han, Liao Fighter Proficiencies in Strength save, Constitution save, Charisma save, all armors, shield, simple weapon, martial weapons Proficiencies in Athletic and Survival Proficiencies in Medicine and Insight (Half-elf) Character Statistics Ability Scores/Mod/Saves Str 18 (+4) {+7} Dex 18 (+4) {+7} Con 14 (+2) {+5} Int 10 (0) {0} Wis 12 (+1) {+1} Cha 8 (-1) {+2} AC: 17 (Base 10 + Dex 4 + Con 2 + Kungfu 1) HP: 110 [10+2][6+2][6+2][6+2][6+2][7+2][6+2][7+2][6+2][6+2][6+2][6+2][6+2] Glaive (Qian): +9 Atk, 1d10+4+2 (rage) Longbow: +11 Atk, 1d8+4 Handaxe: +8 Atk, 1d6+4 Longsword: +5 Atk, 1d6+4 Unarmed: +9 Atk, 1+4+1 Skill Ranks Proficiency: +1 rank. Total Ranks: 52 (level 10) Weapons{11} ●●●●● Unarmed (automatic) ●○○○○ Simple weapons ●○○○○ Martial weapons ●○○○○ Pike (Qiang) ●●●●● Glaive (Guandao) ●●●●● Longbow ●●●●○ Handaxe Skills {21} ●●●●○ Perception (Tang) ●●●●○ Deception (Han) ●●●●○ Persuasion (Han) ●●●●○ Athletic (Fighter) ●●●●○ Survival (Fighter) ●●●●○ Medicine (Half-elf) ●●●●○ Insight (Half-elf) Saves{18} ●●●●● Strength (Fighter) ●●●●○ Dexterity (Cross) ●●●●● Constitution (Fighter) ●●●○○ Charisma (Han) Spells {0} - Tools {2} ●●●○○ Smith’s Tool Racial and Class Features Racial Features
Fighter Archery You gain a +2 bonus to attack rolls you make with ranged weapons Second Wind You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 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 Starting at 2nd level, you can push yourself beyond your normal limits for a moment. 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. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. Student of War At 3rd level, you gain proficiency with one type of artisan’s tools of your choice. (Smith’s Tool) Combat Superiority When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice. Maneuvers. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. Superiority Dice. You have four superiority dice, which are d8s. 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. You gain another superiority die at 7th level and one more at 15th level. Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows: Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) Maneuvers: Goading, Parry, Precision Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. Know Your Enemy Starting at 7th level, 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:
Indomitable Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level. Improved Combat Superiority At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s . Barbarian Rage In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again. Unarmored Defense While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. Reckless Attack Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. Danger Sense At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated. Feats Mobile You are exceptionally speedy and agile. You gain the following benefits:
Observant Quick to notice details of your environment, you gain the following benefits:
Resilient (Cha) Choose one ability score. You gain the following benefits:
Polearm Master (4th level feat swapped) You can keep your enemies at bay with reach weapons. You gain the following benefits:
Sentinel (6th level feat swapped) You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits:
Great Weapon Master (8th level feat swapped) You’ve learned to put the weight of a weapon to you advantage, letting its momentum em power your strikes. You gain the following benefits:
Equipments Leather Armor (Fighter) (not used) Longbow (Fighter) Arrows (Silvered) (6) Glaive (Guandao) (Fighter) Glaive (Guandao) Silvered (Wealth) Longsword (Fighter) Two Handaxes (Fighter) Explorer’s Pack Warhorse (Wealth) Wealth 3: Healer’s Kit (10 use) Potion of Resistance (Fire) Edited by Shaowei Fulei, Oct 25 2017, 10:54 PM.
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3:38 PM Jul 11