| Bok Choi; Can't Fight On Empty Stomach | |
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| Topic Started: Sep 18 2017, 11:37 PM (40 Views) | |
| Shaowei Fulei | Sep 18 2017, 11:37 PM Post #1 |
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source: Chūka Ichiban! (Cooking Master Boy) Personal Information Height: 160 cm Weight: 46 kg Sex: Male Age: 14 years Druid4/Rogue3 Character Creation Roll Results [12, 15, 9, 15, 12, 10] Initial: Str 9, Dex 12, Con 15, Int 12, Wis 15, Cha 10 Tang Proficiency in Insight Goeryeo (Stout Halfling) +2 Dex +1 Con +1 Dex and Wis (ASI) Speed: 25ft Darkvision: 60ft Languages: Common, Han, Goeryeo, Himoto (Rogue), Yue (Rogue) Druid/Rogue Proficiencies in Intelligence save, Wisdom, light armor, medium armor, shield, clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears. Proficiencies in Medicine and Survival (Druid) Proficiencies in Stealth (Rogue) Proficiencies in Cook’s Utensils, Investigation, Heavy Crossbow (musket) (Goeryeo) Character Statistics Ability Scores/Mod/Saves Str 9 (-1) {-1} Dex 18 (+4) {+4} Con 13 (+1) {+1} Int 12 (+1) {+4} Wis 16 (+3) {+6} Cha 10 (0) {0} AC: 15 (Base 10 + Dex 4 + 1 Kungfu) HP: 45 [8+1][5+1][5+1][5+1][5+1][5+1][5+1] Scimitar “Meat Cleaver”: +7 Atk, 1d6+4 Heavy Crossbow “musket” : +7 Atk, 1d6+4 Unarmed: +2 Atk, 0 Skill Ranks Proficiency: +1 rank. Total Ranks: 28 (level 7) Weapons{4} ●●●○ Unarmed (automatic) ●●●○ Scimitar (Meat Cleaver) ●●●○ Heavy Crossbow (Goeryeo) (musket) Skills {14} ●●●○ Insight (Tang) ●●●○ Investigation (Goeryeo) ●●●○ Medicine (Druid) ●●●○ Survival (Druid) ●●●○ Stealth (Rogue) ●●●○ Arcana (Skilled) ●●●○ History (Skilled) Saves{4} ●●●○ Intelliegence (Druid) ●●●○ Wisdom (Druid) Spells {0} Spell slots: 4 (1st), 3 (2nd) Cantrip: ●○○○ Druidcraft ●○○○ Guidance ●○○○ Mending ●○○○ Produce Flame Spells, 1st: ●○○○ Absorb Elements ●○○○ Cure Wounds ●○○○ Healing Word ●○○○ Purify Food and Drink Spells, 2nd: ●○○○ Darkvision ●○○○ Enhance Ability ●○○○ Lesser Restoration ●○○○ Pass Without Trace (Grassland Druid) ●○○○ Invisibilty (Grassland Druid) Tools {4} ●●●○ Cook’s Utensils ●○○○ Disguise Kit ●○○○ Forgery Kit ●○○○ Mahjong ●●●○ Herbalism Kit Racial and Class Features Racial Features
Druid Wild Shape Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, as shown in Table: Beast Shapes. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed. Table: Beast Shapes Level Max. CR Limitations Example 2nd 1/4 No flying or swimming speed Wolf 4th 1/2 No flying speed Crocodile 8th 1 — Giant eagle You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply: Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them. When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious. You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast. You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense. You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. Druid Circle At 2nd level, you choose to identify with a circle of druids. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. Circle of the Land The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites. Bonus Cantrip When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. Natural Recovery Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest. For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots. Circle Spells Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land—arctic, coast, desert, forest, grassland, mountain, or swamp—and consult the associated list of spells. Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you. Table: Grassland Druid Level Circle Spells 3rd invisibility, pass without trace 5th daylight, haste 7th 9th 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. Rogue Expertise At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit. Skills: Cook’s Utensils and Medicine Sneak Attack Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table. Thieves’ Cant During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. Cunning Action Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Archetypes At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. The Thief archetype is detailed at the bottom of this page. Additional archetypes are available in the original source material. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level. Mastermind Master of Intrigue When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice. Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, allowing you to pass yourself off as a native speaker of a particular land, provided that you know the language. Master of Tactics Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you. Feats Skilled You gain proficiency in any combination of three skills or tools of your choice. Skills: Arcana, History, Herbalism Kit Equipments Leather Armor (Druid) (not used) Dagger “Kitchen Knife” (Druid) Scimitar “Meat Cleaver” (Druid) Explorer’s Pack Cook’s Utensils (Goeryeo) Heavy Crossbow (Wealth Sponsored) (musket) Herbalism Kit (Wealth Sponsored) Wealth 3 (Sponsored): Healer’s Kit (10 use) Potion of Healing Edited by Shaowei Fulei, Sep 20 2017, 08:35 PM.
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3:38 PM Jul 11