| 陸㑻嫣 (Lu Ma Yan); The Radiant Chrysanthemum | |
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| Topic Started: Jul 31 2017, 04:28 PM (106 Views) | |
| Western Wind | Jul 31 2017, 04:28 PM Post #1 |
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陸㑻嫣 | Lu Ma Yan The Radiant Chrysanthemum == Images == ![]() == Theme Song == Source: Gu Jian Qi Tan 2 Personal Stuff Previous Look ![]() Source: Legend of the Condor Heroes ZERO (射雕ZERO)[/center] Closer Look ![]() Personal Record Gender: Female Age: 17 years old (per 34年) Height: +-160 cm Weight: *flying dagger* Hair color: Silky black Eyes: Black Scent: Chrysanthemum (faint fragrance) Class: Fighter (6)/Paladin (4) Character Creation Roll Results (15, 13, 13, 12, 8, 6} Initial: Str 6, Dex 15, Con 12, Int 13, Wis 8, Cha 13 Tang Proficiency in Intimidation Yue (Human Variant) +1 Dexterity and +1 to Intelligence Base Walking speed : 30 feet Performer Feat (+1 Charisma and Performance proficiency; double in Performance Rank if already proficient) Proficient with Musical Instrument (Bangu/Dagu) Proficient with Performance SKills: Proficient with Persuasion Feat: Dual Wielder Languages: Common, Yue, Han Fighter Proficient with Strength save, Dexterity save, simple weapons, and martial weapons Proficient with Acrobatics and History Fighting Style: Two-Weapon Fighting Second Wind Character Statistics Ability Scores/Mod/Saves Str 6 (-2) {+2} Dex 18 (+4) {+4} Con 12 (+1) {+5} Int 14 (+2) {+2} Wis 08 (-1) {-1} Cha 14 (+2) {+2} AC: 18 (Mage Armor 13 + Dex 4 + Basic Martial Art 1) HP: 76 (3d10 (10+9x6) + Con (10)) Base Speed: 30 ft. Battle Statistics 蘭花 (Lánhuā)/Silvered Jian (rapier), Melee +8, 1d8+4 silver piercing damage 二王弓 (Ni Er Wang/+1 Longbow), Range (150/600 ft) +11, 1d8+7 magical piercing damage 二王弓 (Ni Er Wang/Oathbow), Range (150/600 ft) +10, 1d8+6 magical piercing damage; Advantage against Sworn Enemy and 3d6 bonus damage. Keyword: [我會追你] (in Han) 芙 (Fú)/Silvered Jian (rapier), Melee +6, 1d8+3 silver piercing damage 百合 (Bǎihé)/Longbow, Range (150/600 ft) +5, 1d8+3 silver piercing damage Ranks Proficiency +2. Total Ranks: 12 (3 x 4) Weapons {8} ●○○○ Other Simple Weapons ●○○○ Other Martial Weapons ●●●● Rapier ●●●○ Dagger ●●●● Longbow Skills {27} ●●●● Acrobatics ●●●● History ●●●● Intimidation ●●●● Persuasion ●●●● Performance (Doubled on use) ●●●● Survival (Not Proficient) ●●○○ Animal Handling (Not Proficient) ●●○○ Deception (Not Proficient) Saves {5} ●●●○ Strength ●●●● Constitution Spells {0} Tools {2} ●●●○ Bangu Racial and Class Features RACIAL FEATURES Human (Variant) Size. Medium Speed. 30ft. CLASS FEATURES Fighting Style, Fighter 1 You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Second Wind (1d10+4), Fighter 1 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, Fighter 2 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. Martial Archetype, Fighter 3 At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. Eldritch Knight The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter’s reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook. Spellcasting, Fighter 3 When you reach 3rd level, you augment your martial prowess with the ability to cast spells. Cantrips. You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level. Spell Slots. The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list. The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level. Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Weapon Bond, Fighter 3 At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two. Ability Score Improvement, Fighter 4 Feat: Magic Initiate (Sorcerer) Extra Attack, Fighter 5 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. Ability Score Improvement, Fighter 6 Dexterity +2 FEATS Dual Wielder (Variant Human) You master fighting with two weapons, gaining the following benefits:
Performer, Yue You master performance so that you can command any stage. You gain the following benefits:
Magic Initiate, Fighter 4 You have practiced techniques useful in melee combat against spell casters, gaining the following benefits:
SPELLS Spell Slot Spellcasting Class: 1st Level - 4/long rest 2nd Level - 3/long rest Cantrips Light, Fighter Evocation cantrip Casting Time: 1 action Range: Touch Components: V.M (a firefly or phosphorescent moss) Duration: 1 hour You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. Control Flame, Fighter Evocation cantrip Casting Time: 1 action Range: 60 ft (5 ft cube) Components: S Duration: Instantaneous You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
Level 1 Shield, Fighter 1st-level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile. Range: Self Components: V, S Duration: 1 Round An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. Mage Armor, Fighter 1st-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (a piece of cured leather) Duration: 8 hours You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. Expeditious Retreat, Fighter 1st-level transmutation Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, up to 10 minutes This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action. Silent Image 1st-level transmutation Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls Range: 60 feet Components: V, M (a small feather or piece of down) Duration: 1 minute Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. Equipments Brought on body: Fine Clothings 芙 (Fú) (Silvered Rapier/Jian) (Missing) 蘭花 (Lánhuā) (Silvered Rapier/Jian; Bonded) 百合 (Bǎihé) (Longbow; Bonded) Dagger Pouch Grooming Kit Mirror Tinderbox Travelling Stuffs Riding Horse Bit and Bridle Riding saddle Saddlebag Sack Waterskin x2 Rope, hempen (50 ft) Hooded Lantern Tent, 2 person Wealth 2: •1pt: Ammunition (30 arrows) •1pt: Oil/Torches (5 uses) Edited by Western Wind, Oct 7 2017, 10:01 PM.
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2:13 AM Jul 12