Yuhoc

Smash it's face in!.

Barbarian 2 / Archetype Monk
Player Swyrlyn


Ancestry Fetchling Background Fogfen tale-taller
Speed 25, Perception +7••
Alignment Neutral
Languages Common, Shadowtongue


Str 18, Dex 14, Con 14
Int 10, Wis 12, Cha 10


AC 19; (+3 armor, +2 Dex, 2+2 trained)
HP 36 (Fetchling 8, Barbarian 12x2=24, Con 2x2=4)
Fort +8••, Ref +6•, Will +7••
Special Defenses


Melee +1 Fist +9 1d6+4 B (Agile, nonlethal)
Melee Rage +1 Antler +9 1d10+6 P (Grapple, unarmed)
Ranged Hatchet +7 1d6+4 (Agile, Sweep, Thrown 10 ft.)
Special Attacks

  • Rage ◆:

Skills

  • Acrobatics(Dex) +6
  • Arcana(Int)
  • Athletics(Str) +8
  • Crafting(Int)
  • Deception(Cha)
  • Diplomacy(Cha)
  • Intimidation(Cha)
  • Swamp Lore(Int) +4 - Background
  • Medicine(Wis)
  • Nature(Wis) +5
  • Occultism(Int) +4
  • Performance(Cha)
  • Religion(Wis) +5
  • Society(Int)
  • Stealth(Dex)
  • Survival(Wis) +5
  • Thievery(Dex)

Heritage:

  • Duskwalker

Ancestry Feats:

  • Ghost Hunter: Your connection to the Boneyard ensures that your blows strike true against spectral beings. Your weapon and unarmed attack Strikes against incorporeal creatures become magical. If they are already magical, they instead gain the effects of a ghost touch property rune.

Barbarian Feats:

  • Moment of Clarity (1): You push back your rage for a moment in order to think clearly. Until the end of this turn, you can use actions with the concentrate trait even if those actions don’t have the rage trait.
  • Monk Dedication (2): You become trained in unarmed attacks and gain the powerful fist class feature. You become trained in your choice of Acrobatics or Athletics; if you are already trained in both of these skills, you become trained in a skill of your choice. You become trained in monk class DC.

Barbarian Instinct:

  • Animal Instinct - Deer (1): When you Rage, you gain your chosen animal's unarmed attack (or attacks). The specific attack gained, the damage it deals, and its traits are listed on Table 3–3: Animal Instincts (Antler, 1d10 P Grapple, unarmed). These attacks are in the brawling group. Your Rage action gains the morph, primal, and transmutation traits.
  • Anathema (1): Flagrantly disrespecting an animal of your chosen kind is anathema to your instinct, as is using weapons while raging.

General Feats:

Skill Feats:

  • Titan Wrestler (1: Fogfen tale-taller): You can attempt to Disarm, Grapple, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics.
  • Cat Fall (2): Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.

Class Features:

  • 1: Ancestry and background, initial proficiencies, rage, instinct, barbarian feat, 2: Barbarian feat, skill feat

Bulk Limit: 9 || Worn + Weapons = 6 || All =
Worn Hide Amor (2)
Weapons Dagger(L), Club (1)), Sling(L) (10 bullets), Javelin (L)
Stowed Crowbar (L), Grappling Hook(L),
Wealth
At the house or if travelingAdventurer’s Pack (2)[backpack (containing the other goods), bedroll, two belt pouches, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, and a waterskin](2),


Notes

Ostoja?:

  • Hide Armor 2gp
  • Greatpick 2gp
  • Javelin 1sp

Adventurer's Pack, 7sp, 2 Healer's Tools, 5gp, 1 Dagger, 2sp, L Sling, L Sling Bullets, 1cp, L Crowbar 5sp Grappling hook 1sp 2xHatchet 2x4sp

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