Sarikaya Komzin: Difference between revisions
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| Handaxe || Melee, Ranged (20/60) || 1d20+3 || N/A || 1d6+1 Slashing Damage || After attacking with a handaxe, you can use a Bonus Action to attack again with a shortsword or handaxe, however you only deal 1d6 Piercing damage. | | Handaxe || Melee, Ranged (20/60) || 1d20+3 || N/A || 1d6+1 Slashing Damage || After attacking with a handaxe, you can use a Bonus Action to attack again with a shortsword or handaxe, however you only deal 1d6 Piercing damage. | ||
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{| class="wikitable" | |||
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! Name !! Range !! Save DC !! Resources Expended !! Damage !! Notes | |||
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| Bear Trap || 5ft || DC12 Dexterity Save || N/A || 2d8 Piercing Damage on fail, half on success || Is Restrained for 1 minute, can be removed with a successful DC12 Strength (Athletics) check as an action. | |||
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Revision as of 15:09, 17 August 2022
Sarikaya Komzin
Class: Ranger, Level 2 | Subclass: N/A |
Race: Verdan | Alignment: Chaotic Neutral |
Background: Outlander | Game: Peril of the Fire Druid |
Combat
Armor Class (AC): 17 | Initiative Bonus: +4 |
Max HP: 20 | Speed: 30ft (Walking, Swimming, Climbing) |
Name | Range | Attack Roll | Resources Expended | Damage | Notes |
---|---|---|---|---|---|
Longbow | Ranged, 150/600ft | 1d20+6 | 1 Arrow | 1d8+4 Piercing Damage | N/A |
Shortsword | Melee | 1d20+6 | N/A | 1d6+4 Piercing Damage | After attacking with a shortsword, you can use a Bonus Action to attack again with a shortsword or handaxe, however you only deal 1d6 Piercing damage. |
Handaxe | Melee, Ranged (20/60) | 1d20+3 | N/A | 1d6+1 Slashing Damage | After attacking with a handaxe, you can use a Bonus Action to attack again with a shortsword or handaxe, however you only deal 1d6 Piercing damage. |
Name | Range | Save DC | Resources Expended | Damage | Notes |
---|---|---|---|---|---|
Bear Trap | 5ft | DC12 Dexterity Save | N/A | 2d8 Piercing Damage on fail, half on success | Is Restrained for 1 minute, can be removed with a successful DC12 Strength (Athletics) check as an action. |
Stats
Strength: +1 (13) | Dexterity: +4 (19) | Constitution: +2 (14) |
Intelligence: +2 (14) | Wisdom: +2 (14) | Charisma: +0 (11) |
Ability Score | Proficiency | Total Bonus |
---|---|---|
Strength (+1) | Yes (+2) | +1 |
Dexterity (+4) | Yes (+2) | +6 |
Constitution (+2) | No | +2 |
Intelligence (+2) | No | +2 |
Wisdom (+2) | No | +2 (Advantage) |
Charisma (0) | No | +0 (Advantage) |
Skill | Ability Score | Proficiency | Total Bonus |
---|---|---|---|
Acrobatics | Dexterity (+4) | Yes (+2) | +6 |
Animal Handling | Wisdom (+2) | No | +2 |
Arcana | Intelligence (0) | No | +0 |
Athletics | Strength (+1) | Yes (+2) | +3 |
Deception | Charisma (0) | No | +0 |
History | Intelligence (+2) | No | +2 |
Insight | Wisdom (+2) | Yes (+2) | +4 |
Intimidation | Charisma (0) | No | +0 |
Investigation | Intelligence (+2) | No | +2 |
Medicine | Wisdom (+2) | No | +2 |
Nature | Intelligence (+2) | Yes (+2) | +4 |
Perception | Wisdom (+2) | No | +2 |
Performance | Charisma (0) | No | +0 |
Persuasion | Charisma (0) | No | +0 |
Religion | Intelligence (+2) | No | +2 |
Sleight of Hand | Dexterity (+4) | No | +4 |
Stealth | Dexterity (+4) | Yes (+2) | +6 |
Survival | Wisdom (+2) | Yes (+2) | +4 |
Proficiencies
Languages. Common, Primal, High-Speech, Elemental
Armor. Light Armor, Medium Armor, Shields
Weapons. Simple Weapons, Martial Weapons
Tools. Banjo
Features
Ranger Features
Favored Enemies. Elementals are your Favored Enemy, you can swap what creature type your Favored Enemy is, choosing one of the following creature types: aberrations, beasts, constructs, dragons, elementals, fey, giants, highlings, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and goblinoids) as favored enemies.
Skilled Hunter. While attacking your Favored Enemy (Elementals), you deal an extra 1d4 damage to them, you score a critical hit on a 19 or 20. Additionally, you have advantage (roll 2d20 and choose the higher roll) on Wisdom (Survival) checks to track your Favored Enemies (Elementals), and you have advantage (roll 2d20 and choose the higher roll) on Intelligence Checks to recall information about them.
Natural Explorer After you’ve spent three days traveling in a specific type of terrain, or ten days traveling on a specific landmass, it is considered to be your favored terrain until you haven’t spent a day traveling in that terrain or landmass for twenty days.
You gain the following benefits while traveling in your favored terrain:
- Difficult terrain does not slow your groups travel
- You have advantage on Wisdom or Intelligence checks made in relation to the terrain or landmass you are traveling on.
- If you or your companions forage for food, you find twice as much food and water
- You ignore extreme cold, extreme heat, strong wind, and heavy precipitation.
- You and your companions gain a +5 bonus to Wisdom (Perception) and Dexterity (Stealth) checks while traveling at a slow pace
- You and your companions are able to stealth even while traveling at a normal pace
- You and your companions do not suffer a penalty to Wisdom (Perception) checks while traveling at a fast pace.
Ranger Disciplines
Bear Trap. You set a trap within 5ft of you as an action. When someone walks there, they make a DC12 Dexterity Saving Throw. If they fail the Save, they take 2d8 Piercing Damage and becoming Restrained for 1 minute. A creature can use an action to make a DC12 Strength (Athletics) check, removing the trap on a successful check. On a successful Save, the target takes half damage and is not Restrained
Wild Agility. You gain a Swimming and a Climbing speed equal to your Walking speed.
Verdan Features
Size. Your size is Small.
Varied Talent. You gain two proficiencies, one with a simple or martial weapon, and one with a tool, whenever you finish a long rest, determined randomly, retaining these proficiencies until your next long rest.
Limited Telepathy. You can speak mentally to any creature within 30ft of you as long as they understand a language. This talking is slow and you can only convey straightforward concepts.
Outlander Features
Wanderer. You have an excellent memory for maps and geography, and you have advantage on recalling the general layout of terrain, settlements, the general population of animals living there, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.