| 白石 の 実留本春花 (Shiraishi no Mirumoto Haruka); The Observer | |
|---|---|
| Topic Started: Aug 29 2017, 03:22 PM (103 Views) | |
| Western Wind | Aug 29 2017, 03:22 PM Post #1 |
![]()
|
白石 の 実留本春花 | Shiraishi no Mirumoto Haruka 白石春花 | Shiraishi Haruka The Observer == Images == ![]() == Theme Song == Source: Legend of Five Rings (Mirumoto Kei); Artist: Mario Wibisono Source Personal Stuff Pre-Year 35 ![]() Dragon Clan Mon Personal Record Gender: Female Age: 20 years old (per 35年) Height: +-155 cm Weight: *just smiles* Hair color: Raven black Eyes: Black Class: Ranger (9)/Fighter (4) Character Creation Standard Array (12, 13, 13, 13, 14, 15} Initial: Str 15, Dex 13, Con 13, Int 13, Wis 14, Cha 12 Yamato Proficiency in Survival Himoto (Human Variant) +1 Strength and +1 to Dexterity Base Walking speed : 30 feet Proficient with Calligrapher's supplies Martial Adept Feat Alert Feat SKills: Proficient with Perception Feat: Observant Languages: Common, Himoto, Draconic Ranger Proficient with Strength save, Dexterity save, simple weapons, and martial weapons Proficient with light armor, medium armor, shield Proficient with Athletics, Insight, Nature Favored Enemy: Goblinoid, Orc Natural Explorer: Mountain Character Statistics Ability Scores/Mod/Saves Str 16 (+3) {+7} Dex 14 (+2) {+6} Con 14 (+2) {+2} Int 14 (+2) {+2} Wis 16 (+3) {+3} Cha 12 (+1) {+1} AC: 20 (Half Plate 15 + Dex 2 + Dual Wield 1 + Defense 1 + Machimasu 1) HP: 108 (12d10 (10+12x6 = 82) + Con (13x2 = 26)) Base Speed: 30 ft. Known Language: Common, Himoto, Draconic, Goblin, Sahuagin Battle Statistics 実留本の刀 (Mirumoto no Katana/Mirumoto's Katana) (longsword +2), Melee +10, 1d8+5 slashing damage 実留本の脇差 (Mirumoto no Wakizashi/Mirumoto's Wakizashi)/(shortsword +2), Melee +10, 1d6+5 piercing damage Daikyuu (longbow), Range (120/600 ft) +4, 1d8+2 piercing damage Hunter's Mark: +1d6 damage Colossus Slayer: +1d8 damage against foe with hp below max, once per turn Ranks Proficiency +3. Total Ranks: 52 (13 x 4) Weapons {7} ●○○○○ Other Simple Weapons ●○○○○ Other Martial Weapons ●●●●● Longsword ●●●●● Shortsword ●●○○○ Longbow Skills {33} ●●●●○ Athletics ●●●●● Insight ●●●●○ Nature ●●●●● Perception ●●●●○ Survival ●○○○○ Acrobatics (Not Proficient) ●●●●○ Investigation (Not proficient) ●●●●○ Medicine (Not proficient) Saves {6} ●●●●○ Strength ●●●●○ Dexterity Spells {0} Tools {2} ●●●○○ Calligrapher's supplies Racial and Class Features RACIAL FEATURES Human (Variant) Size. Medium Speed. 30ft. CLASS FEATURES Ranger Favored Enemy, Ranger 1 To Know:
Do not believe you can win, but know it. It is only so far that skill and technique can carry you. When they cannot carry you further, you must rely on your knowledge that you can never be defeated to survive. A single shadow of doubt will be your downfall. You have advantage on Wisdom (Survival) checks to track Monstrosities, as well as on Intelligence checks to recall information about them. Natural Explorer
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. When you make an Intelligence or Wisdom check related to mountain area, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits:
Fighting Style, Ranger 2 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. Spellcasting, Ranger 2 By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. Spell Slots. The Ranger 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 for 1st Level and Higher.You know two 1st-level spells of your choice from the ranger spell list. The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. Spellcasting Ability. Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one. Ranger Archetype, Ranger 3 At 3rd level, you choose an archetype that you strive to emulate: Hunter or Beast Master, both detailed at the end of the class description. 実留本 武士 (Mirumoto Bushi) Known as the practitioners of Niten Ichi-ryū [二天一流], a style of Yamato swordsmanship that utilize both katana and wakizashi at once in a fight, Mirumoto bushis are known in their pragmatic yet unorthodox approach in fight. This style is shunned and unfavored by mostly other samurai clans and families, at least in the Yamato region where they thrive on. Nonetheless, Mirumoto bushis are also known as fierce warriors who will stop at nothing to defeat their opponent. As they walk the path of Niten Ichi-ryū, Mirumoto bushis learn the way of fight which enable them to triumph any threats they will face, from rampaging 鬼 (oni/ogre) and hordes of 獣人 (kemonohito/beast men/orcs) to towering 巨人 (kyojin/giants) and terrifying 少竜 (Shōryū/lesser dragons). Hunter's Prey If you strike first, kill him (Colossus Slayer). Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn. Primeval Awareness, Ranger 3 Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number. Ability Score Improvement, Ranger 4 Feat: Dual Wielder Extra Attack, Ranger 5 Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Defensive Tactics, Ranger 7 If your enemy strike first, kill him (Multiattack Defense). When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. Ability Score Improvements, Ranger 8 Feat: Keen Mind Land's Stride, Ranger 8 Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell. Fighter Fighting Style 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. Defense While you are wearing armor, you gain a +1 bonus to AC. Second Wind (1d10+4) 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. 剣聖 (Kensei; Battlemaster) Combat Superiority Superiority Dice: 5 x d8 Saving Throws Disarm. You can attempt to disarm an enemy when you hit them with a weapon attack. You can add your superior die to the damage and cause the enemy will drop one item of your choice. And if the enemy fails a Strength save, it drops the object you selected at its feet. Riposte. If an enemy misses you in melee, you can use your reaction and expend one superior die to get one melee attack against the creature, adding the die roll to the damage. FEATS Martial Adept (Himoto) You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:
Alert (Himoto) Always on the lookout for danger, you gain the following benefits:
Observant (Variant Human) Quick to notice details of your environment, you gain the following benefits:
Dual Wielder (Ranger 4) You master fighting with two weapons, gaining the following benefits:
Keen Mind You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.
SPELLS Spell Slot Spellcasting Class: 1st Level - 4/long rest 2nd Level - 3/long rest 3rd Level - 2/long rest Level 1 Cure Wounds, Ranger 1st-level evocation Casting Time: 1 action. Range: Touch Components: V, S Duration: Instantaneous A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. Hunter's Mark, Ranger 1st-level divination Casting Time: 1 bonus action Range: 90 ft Components: V Duration: Concentration, up to 1 hour You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. Longstrider, Ranger 1st-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a pinch of dirt) Duration: 1 hour You touch a creature. The target’s speed increases by 10 feet until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Level 2 Lesser Restoration 2nd-level abjuration Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned Darkvision Casting Time: 1 action Range: Touch Components: V, S, M (either a pinch of dried carrot or an agate) Duration: 8 hours You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet. Level 3 Water Breathing 3rd-level transmutation (ritual) Casting Time: 1 action Range: 30 feet Components: V, S, M (a short reed or piece of straw) Duration: 24 hours This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration. Equipments Brought on body: Traveler Clothings 大爪 (Daitsume/Large Claw)/Blessed Katana (silver longsword) 小爪 (Kodzume/Small Claw)/Blessed Wakizashi (silver shortsword) Daikyuu (long bow) O-yoroi (half plate) Pouch Grooming Kit Mirror Tinderbox Hooded Lantern Travelling Stuffs Riding Horse Bit and Bridle Riding saddle Saddlebag Sack Waterskin x2 Rope, hempen (50 ft) Wealth 2: •1pt: Ammunition (30 arrows) •1pt: Antitoxin (5 uses) Edited by Western Wind, Oct 26 2017, 02:17 PM.
|
![]() |
|
| Western Wind | Sep 18 2017, 05:35 PM Post #2 |
![]()
|
Personal Note, Not for Prying Eyes Personal Note
1. Probably a kind of [Godmarked Tracker]?
2. Probably related to Mankind with [Godmark], or just simply another [Godmarked Tracker]
Possible relations between points:
Other Notes:
Edited by Western Wind, Oct 5 2017, 12:12 AM.
|
![]() |
|
| 1 user reading this topic (1 Guest and 0 Anonymous) | |
| « Previous Topic · Xīfēng Jùyuàn · Next Topic » |








2:13 AM Jul 12