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Raum

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Aasimar/Scourge
Raum of Nowhere
RACE/SUBRACE
CHARACTER NAME
Neutral Good
ALIGNMENT
+4
PROFICIENCY
BONUS
✓
✓
CONSTITUTION
INTELLIGENCE
WISDOM
CHARISMA
20
12
16
20
10
15
SKILLS
+1
+3
SAVING THROWS
Acrobatics (Dex)
Animal Handling (Wis)
+5
___
+1
___
+9
___
+9
___
+0
___
+2
___
✓
Arcana (Int)
✓
Athletics (Str)
Data (Int)
Deception (Cha)
Strength
Dexterity
Constitution
Intelligence
Widsom
Charisma
History (Int)
+5
+0
HIT POINTS
+2
TEMP HP
136121+15
PROFICIENCIES
Investigation (Int)
Light Armor
✓
Intimidation (Cha)
✓
Medicine (Wis)
✓
Nature (Int)
✓
Perception (Wis)
Performance (Cha)
Persuasion (Cha)
Medium Armor
SUCCESS
HIT DICE
FAILURE
Heavy Armor
Shields
Simple Weapons
MELEE ATTACK
BONUS
Martial Weapons
Piloting (Dex)
Simple Blasters
Religion (Int)
Martial Blasters
Sleight of Hand (Dex)
ATTACK
Stealth (Dex)
+9
14
RANGED ATTACK
ATTACKS
BONUS
2
+5
ATTACK
BONUS
+9
Pike
Survival (Wis)
Technology (Int)
16
11D10
MAX HIT POINTS
Insight (Wis)
✓
+1
___
+0
___
+9
___
+5
___
+5
___
+2
___
+5
___
+0
___
+2
___
+9
___
+0
___
+5
___
+4
___
+2
___
+6
___
+1
___
+13
___
+1
___
+1
___
+0
___
+5
___
Forgeknight
EXPERIENCE POINTS
DEXTERITY
+5
Passive (Wisdom)
Perception
11
CLASS
SUBCLASS
STRENGTH
✓
✓
✓
✓
✓
EX
Craftsman
Divine
BACKGROUND
DAMAGE / NOTES
2d8+1 piercing
LEVEL
Inspiration
INITIATIVE
SPEED
ARMOR
CLASS
19
30
+1
SIZE
CLIMB
SWIM
Medium
FLY
CLASS FEATURES
Healing Hands.
As an action, you can touch a creature and cause it
to regain a number of hit points equal to your level.
Once you use this trait, you can't use it again until
you finish a long rest.
Masterwork Equipment
can add modifiers up to Master quality, aswell as
Explosive and Heat from Forgefiried armory
Folded Steel
Masterwork weapons I create or modify count as
magical for overcoming resistances and immunity
Portable Forge
weapons can deal fire damage instead of their
normal type
Fire resistance
can cast Mending and Produce Flame
Superheated Weapons
heat a weapon or two metal ammo in the forge for
1 action, the damage type is changed to fire, and
the first damage delt with this weapon or ammo to
a target does an extra 1d6 fire damage
TOOLS, LANGUAGES, AND SENSES
Common, Primordial and Celestial
All Artisan Tools
PP
GP
23
SP
CP
ABILITY USES
TOTAL
INVENTORY
a set of craftsman's tools
Toolbelt (3/3)
Pike 2d8+1 heavy, semi-one handed, reach, can
push or knock prone enemies hit
Splint 17ac, -stealth, comfortable, obstacle,
un-disarmable
Darkvision
Shield (+2 AC)
Resistance to Necrotic and Radiant (and Fire)
an ever-burning chunk of coal
A Forgehammer of Gond
RACIAL TRAITS
Radiant Consumption. unleash the divine energy
within yourself, causing a searing light to radiate
from you, pour out of your eyes and mouth, and
threaten to char you.
Your transformation lasts for 1 minute. During
it, you shed bright light in a 10-foot radius and dim
light for an additional 10 feet, and at the end of
each of your turns, you and each creature within
10 feet of you take radiant damage equal to half
your level (rounded up). In addition, once per turn,
you can deal extra radiant damage to one target
when you deal damage to it with an attack or a
spell. The extra radiant damage equals your level.
Once you use this trait, you can't use it again
until you finish a long rest.
Mage Hand Press
magehandpress.com
CLASS FEATURES
FEATS
Skill Expert (+1 charisma, prof. percep, expert.
Relig)
Great Weapon Master
You've learned to put the weight of a weapon to
your advantage, letting its momentum empower
your strikes. You gain the following benefits:
On your turn, when you score a critical hit with a
melee weapon or reduce a creature to 0 hit points
with one, you can make one melee weapon attack
as a bonus action.
Before you make a melee attack with a heavy
weapon that you are proficient with, you can
choose to take a -5 penalty to the attack roll. If the
attack hits, you add +10 to the attack's damage.
BACKGROUND NOTES
Raum used to be an archangel of Gond, the god of
craft, working their forges and crafting relics for
Gond and the gods who were in Gond's favor,
however, through deceit, a false messenger was
sent to Raum by Cyric, the god of lies and deceit,
commissioning them under the guise of Helm, the
god of protection to craft a suit of armor capable of
sealing a demi-god's soul inside of it, once Raum
finished their greatest work, and sent it back
through the same false messanger, a demigod of
Gond's was trapped inside of it, enraging Gond,
who stripped them of their memory before
banishing them to the mortal realm. Their fall from
grace leaving their face and wings burned. Raum
found themself in a village, at first seen as a
monstorus outsider, they gained the favor of a
local armor smith, trading their skill for materials to
build the first iteration of their suit, shunning their
body away under layers of metal to hide the
monster they saw themself as.
Alternate Feature: Planar Recognition
Your time on the upper planes has left its mark on
you, and this might be recognized by certain other
creatures. Celestials will react favorably to your
presence and will grant you and those you travel
with food, water, and/or rest should they have
such things available unless you have shown
yourself to be a danger to them. Fiends on the
other hand will consider you a prime target for
their schemes and will often act to harm or
undermine you if it is in their power to do so
without inconveniencing themselves. Though
ultimately what the fiend's actions are up to the
DM, these acts may be something such as getting
you in trouble with the local guards, tampering
with your equipment, or feeding you
misinformation.
MAGIC ITEMS
CAMPAIGN NOTES
ARMOR
CLASS
MODEL
19 136
SIZE CLASSIFICATION
SHIP NAME
CAPTAIN
Dark
Matter
Engine
Class
HIT
POINTS
SHIP TRAITS AND UPGRADES
DOGFIGHTER
ARMOR
CLASS
19
MANEUVERABILITY
SPEED
ENGINEER
GUNNER 1
SYSTEMS
Arcane Cannon
Cloaking
GUNNER 2
Communications
Fabricator
Hypercapacitor
PILOT
WEAPON
Life Pods
ATTACK
BONUS
WEAPONS
MEGA DAMAGE
FACING/RANGE
Life Support
Probe
Sensors
CARGO
Shield Generator
Shuttle
Sickbay
Simulation
Teleporters
Tractor Beam
Umbilicus
ARMOR
CLASS
HIT
POINTS
ARMOR
CLASS
MODEL
SIZE CLASSIFICATION
SHIP NAME
CAPTAIN
Dark
Matter
Engine
Class
SHIP TRAITS AND UPGRADES
DOGFIGHTER
MANEUVERABILITY
SPEED
ENGINEER
GUNNER 1
SYSTEMS
Arcane Cannon
Cloaking
GUNNER 2
Communications
Fabricator
Hypercapacitor
PILOT
Life Pods
Life Support
Probe
Sensors
CARGO
Shield Generator
Shuttle
Sickbay
Simulation
Teleporters
Tractor Beam
Umbilicus
WEAPON
ATTACK
BONUS
WEAPONS
MEGA DAMAGE
FACING/RANGE
SPELLCASTING ABILITY
0
SAVE DC
SPELL ATTACK
BONUS
3
SPELL SLOTS
CONC.
PREP.
6
SPELL SLOTS
CONC.
PREP.
Cantrips
Light
Identify (anything, free, know value)
Mending
Produce Flame (3d8 ranged fire)
✓
1
SPELL SLOTS
CONC.
4
PREP.
SPELL SLOTS
CONC.
PREP.
7
8
2
SPELL SLOTS
PREP.
CONC.
5
SPELL SLOTS
SPELL SLOTS
CONC.
PREP.
SPELL SLOTS
CONC.
PREP.
CONC.
PREP.
9
SPELL SLOTS
PREP.
CONC.
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