- Created
- 5 years, 9 months ago
- Creator
- Lonestarcelt
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Profile
Freya Darksteel
- +6 Strength
- +1 Dexterity
- +6 Constitution
- 0 Intelligence
- +1 Wisdom
- -1 Charisma
- +1 Acrobatics
- +1 Animal Handling
- 0 Arcana
- +3 Athletics
- -1 Deception
- +3 History
- +4 Insight
- +2 Intimidation
- 0 Investigation
- +1 Medicine
- 0Nature
- +1 Perception
- -1 Performance
- +2 Persuasion
- 0 Religion
- +1Sleight of Hand
- +1 Stealth
- +1 Survival
SUCCESSES: ○○○
FAILURES:○○○
Attack Name | Prof Ability | Range | To Hit | Damage | Damage Type |
Warhammer | ✓ | Melee (5ft) | +6 | 1d8 + 3 | Bludgeoning |
Melee weapon (Simple) | |||||
Description | |||||
Attack Name | Prof Ability | Range | To Hit | Damage | Damage Type |
Shortsword | ✓ | Melee (5ft) | +6 | 1d6 + 3 | Piercing |
Melee weapon (Martial) | |||||
Description |
- Languages: Dwarvish, Common, Draconic, Orc
- Action Surge: Take an extra action (use once/rest).
- Second Wind: Regain 1d10 + 5 HPs (use once/rest).
- Defense Fighting Style: While you are wearing armor, you gain a +1 bonus to AC.
- Dwarven Resilience: Advantage on poison saves, resistance to poison damage.
- Guild Membership: As an established and respected member of a guild, you can rely on certain benefits that membership provides, Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings. Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers. You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces. .
- Stonecunning: 2X prof bonus on stonework-related history checks.
- Personality Trait:
I always want to know how things work and what makes people tick.
I’m rude to people who lack my commitment to hard work and fair play. - Ideals:
People. I’m committed to the people I care about, not to ideals. (Neutral) - Bonds:
The workshop where I learned my trade is the most important place in the world to me. - Flaws:
I’m horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I’m surrounded by rivals.
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Tool Proficiencies: Smith's Tools, Woodcarver's Tools (+3)
Weapon Proficiencies: Simple, martial
Armor Proficiencies: Medium, light, heavy, shields
Dark-Vision: 60ft
- While the job she works does pay well enough, she does need other ways to pay her guild fees in between projects, and she has found a way to do that; namely via sponsored professional combat. While the first bouts didn't go well she was a quick learner and managed to hold her own in future fights.
- Freya often considers going out into the world for multiple reasons. However in the forefront of her mind is studying the arts and crafts of the other races. Learning their forging processes, studying their architecture, and learning their language so that she can be able to draw on more than just passed down oral knowledge that she feels can be lost if those with that living memory were to go and she wishes to leave her mark on the craft.
Magic Items:
- None
Inventory
Piton | 10 | 5 cp, 1/4 lb. |
Crossbow bolt | 20 | 1 gp, 1½ lb. |
Waterskin | 1 | 2 sp, 5 lb. (full) |
Rations (1 day) | 10 | 5 sp, 2 lb. |
Leatherworker's Tools | 1 | |
Rope, hempen | 1 | 1 gp, 10 lb. |
Tinderbox | 1 | 5 sp, 1 lb. |
Clothes, traveler’s | 1 | 2 gp, 4 lb. |
Hammer | 1 | 1 gp, 3 lb. |
Backpack | 1 | 2 gp, 5 lb. |
Crowbar | 1 | 2 gp, 5 lb. |
Torch | 10 | 1 cp, 1 lb. |
Spell List
xxx
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