Coors

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Any sufficiently analyzed magic is indistinguishable from technology.
~ Corollary to Clarke's Third Law

Описание персонажа

Coors1.jpg
Coors, warlock (lvl 6)
Medium humanoid (tiefling)
Armor Class 13 (studded armor)
Hit Points 35 (6#1d8+2)
Speed 30 ft.

STRDEXCONINTWISCHA
8 (-1)12 (+1)14 (+2)14 (+2)12 (+1)18 (+4)

Saving Throws Wis +5, Cha +8 (+1 to all)
Skills Arcana, Deception, Insight, Investigation, Perception, Persuasion (+1 to all)
Damage Resistances fire
Senses darkvision 60ft., passive Perception 14
Languages Common, Infernal, Arcane Script
Tools Artisan's Tools (Hexcraft)
Weapons simple weapons
Armor light

Spellcasting. Spellcasting ability is Charisma
(spell save DC 15, +7 to hit with spell attacks)
Awakened Mind. Telepatic comm with any creature you can see within 30'.
Entropic Ward. Use your reaction to impose disadvantage on incoming attack roll. If the attack misses you, your next attack roll against that creature has advantage if you make it before the end of your next turn. 1/short rest.


(Because it's not Miller)

Безглазый, но весьма осмотрительный гражданин.

Чаршит

Hemlock Coors
Male Tiefling Warlock 6
Background: Guild Artisan (Hexcraft)
Patron: Great Old One

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Str  08(-1)
Dex  12(+1)
Con  14(+2)
Int  14(+2) (+1 tiefling)
Wis  12(+1)
Cha  18(+4) (+2 tiefling, +2 ASI)
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HP       35 (6#1d8+2 HD)
Hero pts 05 (0 currently spent)
AC       13 = 12(armour) +1(dex)
Speed    30 ft
Init     +2 (+1 luck)
Prof     +3
Melee    +4 = +3(prof) +1(dex)
Ranged   +4 = +3(prof) +1(dex)
Spells   +7 = +3(prof) +4(cha)
Spell DC 15 = 8(base) +3(prof) +4(cha)

Passive Perception: 15 = 10(taken) +3(prof) +1(wis) (+1 luck)

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Proficiencies
Armor:         Light
Weapons:       Simple
Tools:         Artisan's Tools (Hexcraft)
Languages:     Common, Infernal, Arcane Script
Saving throws: Wis, Cha (+1 ring)
Skills:        Arcana, Deception, Insight, Investigation, Perception, Persuasion (+1 luck)

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Abilities
[Racial] Darkvision
[Racial] Voidburn Resistance (resist fire damage)
[Racial] Void Legacy (bonus spells)
[Backgr] Guild Membership (misc social ties)
[Warloc] Pact of the Tome (3 bonus cantrips)
[Warloc] Pact Magic (spellcasting)
[Warloc] Eldritch Invocations (3 total)
[Warloc] Awakened Mind (telelink with anyone within 30' LoS)
[Warloc] Entropic Ward (1/short: reaction to disadv @ incoming attack, if missed - adv @ return attack)

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Invocations
1. Agonizing Blast (+cha to Eldritch Blast damage)
2. Book of Ancient Secrets (ritual magic)
3. Beguiling Influence (bonus skills)

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Cantrips (3 known from Pact)
1. Thaumaturgy (racial, 1 action, range 30', 1 minute, 3 stacks: harmless weird shit)
2. Eldritch Blast (1 action, range 120': 2 beams of 1d10+4 force damage)
3. Prestidigitation (1 action, range 10', 1 hr, 3 stacks: useful stuff)
4. Minor Illusion (1 action, range 30', 1 minute: SFX)
5. Mending (tome bonus, 1 minute, touch: fix stuff)
6. Mage Hand (tome bonus, 1 action, range 30', 1 minute: telemove up to 10 lbs)
7. Vicious Mockery (tome bonus, 1 action, range 60': 1d4 psy damage + disadv @ next attack, wis negates both)

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Spells (7 known total, 3rd lvl slots x2) (listed damage is up to date for 3rd lvl slots, scaling in brackets provided for future reference)
R. Hellish Rebuke (racial, 1/long as lvl 2, reaction, range 60': 3d10 fire damage, dex half)
R. Darkness (racial, 1/long, 1 action, range 60', conc up to 10 min: 15' radius sphere of duh)
1. Hex (1 bonus, range 90', conc up to 8 hrs: +1d6 necrotic damage on attacks, disadv @ chosen ability checks, bonus to retarget at 0 hp)
2. Armor of Agathys (1 action, self, 1 hr: 5*lvl temp HP, 5*lvl cold damage to melee attackers)
3. Mirror Image (1 action, self, 1 min: +3 selfs, 1d20 to redirect an attack (6+ for 3, 8+ for 2, 11+ for last), AC 11)
4. Invisibility (1 action, touch, conc up to 1 hr: 2 targets (+1/lvl))
5. Fly (1 action, touch, conc up to 10 min: gain 60' of flying speed, 1 target (+1/lvl))
6. Thunder Step (1 action, range 90': teleport self + 1 willing, 3d10 (+1d10/lvl) thunder damage within 10', con half)
7. Hypnotic Pattern (1 action, range 120', conc up to 1 minute: 30' cube, each creature charmed & incapped until woke, wis negates)

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Known Rituals
1. Detect Magic (pact bonus)
2. Detect Flow (pact bonus, campaign)
3. Identify
4. Magic Mouth (requires 10gp of jade dust)
5. Tenser’s Floating Disk
6. Unseen Servant
7. Find Familiar (Hextech homunculus, pilot assistant)

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Items
Dagger (1d4 piercing, finesse, light, thrown 20/60)
Studded Hexcraft armor (12 lbs)
Artisan's Tools (Hexcraft) (10 lbs)
Voidwalker’s clothes (4 lbs)
Arcane focus (wrist-mounted circular slide rule)
Assorted Hexcraft spare parts and components pouch
Gloves of Minute Examination (advantage @ investigation checks made by touch)
Personal Entropic Nexus (aka Stone of Luck, +1 to ability checks and saves) [attunement]

Voidwalker's set:
* Air Dome
* Spurs of Attraction
* Ring of Controlled Free Falling [attunement]

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Hexcraft R&D Pipeline
* Rod of the Pact Keeper (+X to eldrtich blast attacks, +X to Save DC, free recharge of a spell slot 1/day) [attunement]
* Anything AC-related (best option: Elven Chain, worse options: +X studded, ring of protection, bracers of defense)