| Guo Ban; Night Time Bamboo Forest After The Rain | |
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| Topic Started: Jul 28 2017, 08:42 PM (75 Views) | |
| Shaowei Fulei | Jul 28 2017, 08:42 PM Post #1 |
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source: Moonlight Blade Other Arts Alternative Pose ![]() Token ![]() Personal Information Height: 183 cm Weight: 70 kg Sex: Male Age: 23 years Bard4/Warlock2/Sorcerer3 Character Creation Roll Results [17, 15, 16, 11, 11, 17] Initial: Str 11, Dex 17, Con 11, Int 15, Wis 16, Cha 17 Tang Proficiency Insight Han (Half-elf) +1 to two other ability scores (Dex and Con) +2 Cha +1 Int (Observant) +1 Cha (Resilient) Speed: 30ft (+10 Mobile) = 40ft Darkvision: 60ft Skill Versatility: +2 skills Languages: Common, Han, Goeryo, Draconic Bard Proficiencies in Dexterity, Charisma save, light armors, simple weapons, hand crossbows, longswords, rapiers shortswords Proficiencies in History, Investigation, Poisoner’s Kit Proficiencies in Dulcimer (Guqin), Flute (Dizi), Viol (Erhu) Proficiencies in Medicine and Herbalism Kit (Half-elf) Proficiencies in Arcana, Nature, Religion (Expertise) Character Statistics Ability Scores/Mod/Saves Str 11 (+0) {+0} Dex 20 (+5) {+7} Con 12 (+1) {+1} Int 16 (+3) {+3} Wis 16 (+3) {+3} Cha 20 (+5) {+7} AC: 19 (Base Sorcerer 13 + Dex 5 + Kungfu 1) HP: 60 [8+1][5+1][5+1][5+1][5+1][5+1+1][5+1][5+1+1][5+1+1] Rapier (Jian): +9 Atk, 1d8+5 Unarmed: +4 Atk, 1+4+1 Skill Ranks Proficiency: +1 rank. Total Ranks: 36 (level 9) Weapons{3} ●●●● Unarmed (automatic) ●○○○ Simple weapons ●●●● Rapier (Jian) Skills {18} ●●●○ Insight (Tang) ●●●○ Deception (Han) ●●●○ Persuasion (Han) ●●●○ History (Bard) ●●●○ Investigation (Bard) ●●●○ Medicine (Half-elf) ●●●○ Arcana (Expertise) ●●●○ Nature (Expertise) ●●●○ Religion (Expertise) Saves{4} ●●●○ Dexterity (Bard) ●●●○ Charisma (Han, Resilient) Spells {6} 1st level slot: 4 2nd level slot: 3 3rd level slot: 3 4th level slot: 1 Warlock: 2 Bard Spells Cantrip: ●○○○ Message ●○○○ Prestidigitation ●○○○ Vicious Mockery Level 1: ●○○○ Bane ●○○○ Cure Wounds ●○○○ Healing Words ●○○○ Heroism Level 2: ●○○○ Lesser Restoration ●○○○ Crown of Madness ●○○○ Enhance Ability Warlock Spells Cantrip: ●●●● Eldritch Blast ●○○○ Mage Hand Slot level 1st ●○○○ Burning Hands (expanded) ●○○○ Command (expanded) ●○○○ Armor of Agathys ●○○○ Hellish Rebuke ●○○○ Hex Sorcerer Spells Cantrip: ●○○○ Booming Blade ●○○○ Greenflame Blade ●○○○ Light ●○○○ Mending Level 1: ●○○○ Shield Level 2: ●○○○ Darkness ●○○○ Misty Step ●●●● Scorching Ray Tools {4} ●○○○ Poisoner’s Kit ●●●○ Herbalism Kit ●●●○ Flute (Dizi) ●○○○ Dulcimer (Guqin) ●○○○ Viol (Erhu) Racial and Class Features Racial Features
Bard Bardic Inspiration You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level. Jack of All Trades Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus. Song of Rest Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level. Expertise At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit. Expertise: Flute (Dizi), Medicine Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. College of Lore Bonus Proficiencies When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice. Cutting Words Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed. Warlock Otherworldly Patron At 1st level, you have struck a bargain with an otherworldly being of your choice: the Archfey, the Fiend, or the Great Old One, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level. Patron: Fiend Dark One’s Blessing Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1). Eldritch Invocations:
Sorcerer Sorcerous Origin Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline or Wild Magic, both detailed at the end of the class description. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level. Dragon Ancestor At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later. You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. Draconic Resilience As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier. Font of Magic At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. Sorcery Points You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of Table: The Sorcerer. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest. Flexible Casting You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels. Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest. Table: Creating Spell Slots Spell Slot LevelSorcery Point Cost 1st2 2nd3 3rd5 4th6 5th7 Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level. Metamagic: Quickened Spell When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. Twinned Spell When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are. 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:
Equipments Rapier (Bard) Rapier (Silvered) (Wealth) Diplomat’s Pack (Bard) (with fan) Flute (Dizi) Leather armor (Bard) (unused) Dagger (Bard) Poisoner’s Kit & Herbalism Kit (Wealth) Riding Horse (Wealth) Wealth 3: Anti-toxin (2) Healer’s Kit (10) Poison, Basic (3) Edited by Shaowei Fulei, Oct 25 2017, 10:53 PM.
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3:38 PM Jul 11