Difference between revisions of "Salazar Domine"

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== Character ==
 
== Character ==
 
* Salazar "Baron" Domine
 
* Salazar "Baron" Domine
* Prime Material adult male Turami Human Cleric 7, 6'0'' 195 lb. (Native to the southern shore of the Inner Sea, the Turami people are generally tall and muscular, with dark mahogany skin, curly black hair, and dark eyes)
+
* Prime Material, Chaotic Good, adult male Turami Human Cleric 7, 6'0'' 195 lb.  
 +
** Native to the southern shore of the Inner Sea, the Turami people are generally tall and muscular, with dark mahogany skin, curly black hair, and dark eyes
 
* Background: Charlatan
 
* Background: Charlatan
 
* Domain: Trickery
 
* Domain: Trickery

Revision as of 15:52, 7 December 2017

Character

  • Salazar "Baron" Domine
  • Prime Material, Chaotic Good, adult male Turami Human Cleric 7, 6'0 195 lb.
    • Native to the southern shore of the Inner Sea, the Turami people are generally tall and muscular, with dark mahogany skin, curly black hair, and dark eyes
  • Background: Charlatan
  • Domain: Trickery

Attributes

Attribute Value Mod Starting value Modifications
Str 8 -1 = 8
Dex 14 +2 = 13 +1(v. human)
Con 12 +1 = 12
Int 10 +0 = 10
Wis 18 +4 = 15 +1(observant) +2(4th lvl)
Cha 15 +2 = 14 +1(v. human)

Stats

  • HP: 42/42
  • AP: 5/5
  • AC: 15 = 11(leather) +2(dex) +2(shield)
  • Speed: 30 ft
  • Init: +2
  • Prof: +3
  • Melee: +5 = +2(dex) + 3(prof)
  • Ranged: +5 = +2(dex) + 3(prof)
  • Spell: +7 = +4(wis) + 3(prof)
  • Spell DC: 15 = 8(base) +4(wis) +3(prof)


  • Passive perception: 22 = 10 +4(wis) +3(prof) +5(observant)
  • Passive investigation: 15 = 10 +5(observant)


  • Saving throws:
    • Str -1
    • Dex +2
    • Con +1
    • Int +0
    • Wis +7 = +4 +3
    • Cha +5 = +2 +3

Combat

  • Attack
    • Melee
      • Dagger +5 1d4+2 piercing
    • Ranged
      • Light Crossbow +5 1d8+2 piercing (range 80/320)
      • Dagger (thrown) +5 1d4+2 piercing (range 20/60)
      • Spell +7 varies

Proficiencies

  • Armor: Light, Medium, Shields
  • Weapons: Simple
  • Tools: Disguise kit, forgery kit
  • Languages: Common, Celestial
  • Saving throws: Wis, Cha
  • Skills:
    • Stealth (dex, +5 = +2 +3) [v.human]
    • Insight (wis, +7 = +4 +3) [cleric]
    • Persuasion (cha, +5 = +2 +3) [cleric]
    • Deception (cha, +5 = +2 +3) [background]
    • Perception (wis, +7 = +4 +3) [background]

Abilities and features

  • [V.Human] Feat: Observant
  • [V.Human] Skill: Stealth
  • [Backgr ] Skills
  • [Backgr ] Tools
  • [Backgr ] False Identity: You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.
  • [Cleric ] Spellcasting
  • [Cleric ] Divine Domain: Trickery
  • [Cleric ] Channel Divinity 2/day (7lvl)
    • Turn Undead (Destroy Undead)
    • Invoke Duplicity
    • Cloak of Shadows
  • [Cleric ] Blessing of The Trickster

Domain Spells

  • 1: Charm Person, Disguise Self
  • 2: Mirror Image, Pass Without Trace
  • 3: Blink, Dispel Magic
  • 4: Dimension Door, Polymorph

Cleric Spells

C 1 2 3 4 5 6 7 8 9
Spell slots 4 4 3 3 1
  • C: Guidance, Resistance, Sacred Flame, Thaumaturgy
  • 1: Cure Wounds, Detect Magic, Guiding Bolt, Purify Food and Drink
  • 2: Calm Emotions, Lesser Restoration, Hold Person
  • 3: Tongues, Spirit Guardians, Water Walk
  • 4: Death Ward

Items

Explorer's Pack
Holy Symbol (loaded 6-sided die, with a spider on the 6-face)
Fine Clothes
Disguise Kit
Pouch (15gp)

Backpack
Bedroll
Traveler's Clothes
Ink
Ink pen
Lantern, hooded
Mess kit
Paper (10 sheets)
Perfume (vial)
Quiver
Rope, silk
Sealing wax
Fake Signet Ring
Soap
Tinderbox
Torch
Waterskin
Forgery Kit

Weapons

Dagger 1d4 piercing 1 lb. Finesse, Light, thrown (range 20/60)
Crossbow, Light 1d8 piercing 5 lb. Ammunition (range 80/320), Loading, two-handed

Armor

Leather Armor 11 + dex 10 lb.
Shield +2 6 lb.