Diero Dundragon
Male Human Criminal Fighter 4
Neutral Good
Representing Steve Morris
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Maximum Hit Points: 36
Hit Dice: 4d10
Speed: 30 feet
Armor Class: 15 = 10 + 3 [chain shirt] + 2 [dexterity]
Proficiency bonus: | +2 | |
Initiative modifier: | + 2 | = + 2 [dexterity] |
Attack (handheld / thrown): | + 5 | = + 2 [proficiency] + 3 [strength] |
Attack (missile / finesse): | + 4 | = + 2 [proficiency] + 2 [dexterity] |
Strength save: | + 5 | = + 2 [proficiency] + 3 [strength] |
Dexterity save: | + 2 | = + 2 [dexterity] |
Constitution save: | + 4 | = + 2 [proficiency] + 2 [constitution] |
Intelligence save: | + 0 | |
Wisdom save: | + 1 | = + 1 [wisdom] |
Charisma save: | + 0 | |
Insight (passive): | 11 | (16 with advantage) |
Perception (passive): | 13 | (18 with advantage) |
Languages: Common Chondathan
Unarmed strike [+5 to hit; 1+3 bludgeoning]
Handaxe [+5 to hit; 1d6+3 slashing, 3 lb, light, thrown (range 20/60)]
Battleaxe [+5 to hit; 1d8+3 slashing, 5 lb, versatile (1d10 slashing)]
Chain shirt [medium; + 3 AC; max dex + 2; 20 lb.]
Feats:
Sharpshooter | No disadvantage on long range; range attacks ignore half and three quarter cover; can take -5 on ranged attacks to do +10 damage |
Skill Name | Key Ability | Skill Modifier | Ability Modifier | Trained? | Misc. Modifier |
Acrobatics | Dex | 2 = | +2 | ||
Animal Handling | Wis | 1 = | +1 | ||
Arcana | Int | 0 = | +0 | ||
Athletics | Str | 5 = | +3 | + 2 | |
Deception | Cha | 0 = | +0 | ||
History | Int | 0 = | +0 | ||
Insight | Wis | 1 = | +1 | ||
Intimidation | Cha | 0 = | +0 | ||
Investigation | Int | 0 = | +0 | ||
Medicine | Wis | 1 = | +1 | ||
Nature | Int | 0 = | +0 | ||
Perception | Wis | 3 = | +1 | + 2 | |
Performance | Cha | 0 = | +0 | ||
Persuasion | Cha | 0 = | +0 | ||
Religion | Int | 0 = | +0 | ||
Sleight of Hand | Dex | 2 = | +2 | ||
Stealth | Dex | 4 = | +2 | + 2 | |
Survival | Wis | 3 = | +1 | + 2 |
At fighter level 4, as a battle master you know 3 maneuvers.
Disarming Attack – When he hits a creature with a weapon attack, Diero can spend 1 Sup die to attempt to disarm. Add sup die to damage roll and target makes Str save DC 13 or drop an object carried to its feet.
Maneuvering Attack – When he hits a creature with a weapon attack, Diero can expend 1 Sup die to the damage roll and a friendly creature who can see or hear him can move up to half its speed without provoking an attack from Diero’s target.
Precision Attack – When he makes a weapon attack, Diero can expend 1 Sup die and add it to the roll, he can add this die before or after the roll.
Criminal
- You have underworld contacts.
- You are probably an accomplished forger.
- Consider bringing thieves tools and gaming set / playing cards.
Fighter
- Most fighters are proficient in riding a mount.
- This fighter selected the two-weapon fighting style, and can add the ability modifier to the damage of the second attack.
- Second Wind: As an action, regain hit points equal to 1d10+4 (1d10 + your fighter level). Once per period between short rests.
- Level 2: Action surge — use it to take an extra action on a turn. Must take a short rest before using again.
Battle Master Fighter (martial archetype)
- Level 3: Combat superiority — four d8 superiority dice, three maneuvers.
- Level 3: Student of war — proficiency with blacksmith tools.
First Ability Score Improvement: Feat
Diero Dundragon’s Personality Traits:
Slow to Trust: Those who seem the fairest often have the most to hide.
Diero Dundragon’s Ideal:
Redemption: There’s a spark of good in everyone.
Diero Dundragon’s Bond:
I will become the greatest rebel that has ever lived.
Diero Dundragon’s Flaw:
I turn tail and run when things look bad.
[…] Diero Dundragon […]
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