Difference between revisions of "Robin"

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(Animal Companion)
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  [one-action] Melee: jaws (finesse); Damage 1d8 piercing
 
  [one-action] Melee: jaws (finesse); Damage 1d8 piercing
 
  Str +2, Dex +3, Con +2, Int –4, Wis +1, Cha +0
 
  Str +2, Dex +3, Con +2, Int –4, Wis +1, Cha +0
  Hit Points 6
+
  Hit Points 14 = 6 (type) +6 (1lvl) +2(con)
  Skill Survival
+
AC 16 = 10 + 3(dex) + 3 (prof)
 +
Saves:
 +
Fort 5
 +
Ref 6
 +
Will 4
 +
  Skill: Survival
 
  trained in its unarmed attacks, unarmored defense, barding, all saving throws, Perception, Acrobatics, and Athletics
 
  trained in its unarmed attacks, unarmored defense, barding, all saving throws, Perception, Acrobatics, and Athletics
 
  Senses low-light vision, scent (imprecise, 30 feet)
 
  Senses low-light vision, scent (imprecise, 30 feet)

Revision as of 18:31, 15 February 2021

Character

Robin the Farm Guy (and his Dog)
Male Human Ranger 
Background: Farmhand
Heritage: Versatile

Attributes

STR +4 10 + 2(human) + 2(back) + 2(class) + 2(lvl1)
DEX +2 10 + 2(human) + 2(lvl1)
CON +1 10 + 2(lvl1)
INT +0 10
WIS +2 10 + 2(back) + 2(lvl1)
CHA +0 10

Stats

HP 19/19
Speed 25
Perc 7 = 2(wis) + 5 (expert)
AC 15 = 10 +2(dex) +3(prof)
Fort 6 = 1(con) + 5(expert)
Ref 7 = 2(dex) + 5(expert)
will 7 = 2(wis) + 5(expert)

Abilities

Hunt Prey
Hunter's Edge: Precision (The first time you hit your hunted prey in a round, you also deal 1d8 additional precision damage)

Proficiencies

Expert in Perception
Trained in simple weapons
Trained in martial weapons
Trained in unarmed attacks
Trained in light armor
Trained in medium armor
Trained in unarmored defense

Feats

Ancestry Feat: Natural Ambition (+1 class feat at 1 level)
Heritage Feat: Canny Acumen (Will save)
Class feats:
1 lvl - Animal Companion
1 lvl - Monster Hunter (Recall Knowledge as part of Hunt Prey action. Crit - +1 to hit)
Skill feats:
1 lvl - Assurance: Athletics (take 10 + prof bonus)

Skills

Background:
Athletics 7 = 3 + 4(str)
Farming Lore 3 = 3 + 0(int)
Class:
Acrobatics 5 = 3 + 2(dex)
Crafting 3 = 3 + 0(int)
Medicine 5 = 3 + 2(wis)
Nature 5 = 3 + 2(wis)
Stealth 5 = 3 + (2dex)
Survival 5 = 3 + 2(wis)

Equipment

15 GP

Description

Animal Companion

Size: Small
[one-action] Melee: jaws (finesse); Damage 1d8 piercing
Str +2, Dex +3, Con +2, Int –4, Wis +1, Cha +0
Hit Points 14 = 6 (type) +6 (1lvl) +2(con)
AC 16 = 10 + 3(dex) + 3 (prof)
Saves:
Fort 5
Ref 6
Will 4
Skill: Survival
trained in its unarmed attacks, unarmored defense, barding, all saving throws, Perception, Acrobatics, and Athletics
Senses low-light vision, scent (imprecise, 30 feet)
Speed 40 feet
Support Benefit Your wolf tears tendons with each opening.
Until the start of your next turn, your Strikes that damage creatures your wolf threatens give the target a –5-foot status penalty to its 
Speeds for 1 minute (–10 on a critical success).
Advanced Maneuver: Knockdown
KNOCKDOWN [one-action]
Requirements The animal companion’s last action was a successful jaws Strike.
The wolf automatically knocks the target of its jaws Strike prone