Difference between revisions of "Xenophon"

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|CharacterName=Xenophon
 
|CharacterName=Xenophon
 
|Race=Human
 
|Race=Human
|Class=
+
|Class=Cleric (Life Domain) 13, Fighter (Gunslinger) 3
|Background=
+
|Background=Far Traveler
 
|Alignment= Lawful Good
 
|Alignment= Lawful Good
 
|Patron Deity=Church of the Dawn and Dusk
 
|Patron Deity=Church of the Dawn and Dusk
 
|Factions=
 
|Factions=
|Ability Scores=
+
|Ability Scores=Strength 8 (-1), Dexterity 16 (+4), Constitution 10 (+0);<br> Intelligence 12 (+1), Wisdom 20 (+5), Charisma 12 (+1)
|Bonus=
+
|Bonus=5
|Saving Throws=
+
|Saving Throws=Wisdom, Charisma
|Skills=  
+
|Skills= Arcana, Insight, Medicine, Perception, Religion
|Tools=  
+
|Tools= Tinker's Tools
|Languages=
+
|Languages= Common, Celestial
|Armor=
+
|Armor=All
|Weapons=
+
|Weapons=All
|Traits=
+
|Traits='''Class:''' Channel Divinity: Turn Undead, Fae, Hiklos; Preserve Life; Destroy Undead • Blessed Healer • Divine Strike • Divine Intervention • Disciple of Life<br> Archery Fighting Style • Second Wind • Action Surge • Firearm Proficiency • Grit • Gunsmith
|Feats=
+
|Feats=Sharpshooter
|Attacks=
+
|Attacks=  
|Armor Class=
+
|Armor Class=17 (19 vs. Ranged)
|Initiative=
+
|Initiative= +4
 
|Speed=30
 
|Speed=30
|Hit Points=
+
|Hit Points= 90
|Hit Dice=
+
|Hit Dice= 3d10,12d8
 
|Personality=
 
|Personality=
 
|Ideals=  
 
|Ideals=  
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}}
 
}}
 
__NOTOC__
 
__NOTOC__
''...''<br>
 
-Albert Einstein<br>
 
<br>
 
''...''<br>
 
-Michael Scott
 
  
 +
"Over the centuries, mankind has tried many ways of combating the forces
 +
of evil...prayer, fasting, good works and so on.  Up until Doom, no one
 +
seemed to have thought about the double-barrel shotgun.  Eat leaden
 +
death, demon..."
 +
 +
&mdash;Terry Pratchett
 +
 +
<!--
 
==Background==
 
==Background==
 +
-->
  
 +
==Companion==
 +
[[Ajax]], a Shissar Golem
  
 
==Traits==
 
==Traits==
 +
 +
 +
===Prepared Spells===
 +
'''Spells Prepared (Lvl + Int):''' 24<br>
 +
 +
===Spellcasting===
 +
* Spells to Prepare: 18
 +
* '''Spells per Day:''' ''1st:'' 4 • ''2nd:'' 3 • ''3rd'' 3 • ''4th:'' 3 • ''5th:'' 2 • ''6th:'' 1 • ''7th:'' 1
 +
* '''Spell Power:''' ''Saving Throw DC:'' 18 • ''Spell Attack Mod:'' +10
 +
* '''Magic Ability:''' Wisdom
 +
 +
Typical Spells Prepared
 +
 +
Cantrips: Guidance, Mending, Resistance, Spare the Dying, Thaumaturgy
 +
 +
1st: Bless, Cure Wounds, Detect Magic, Healing Word, Prot. from Evil/Good, Sanctuary
 +
 +
2nd: Aid, Lesser Restoration, Silence, Spiritual Weapon
 +
 +
3rd: Beacon of Hope, Dispel Magic, Revivify, Sending, Spirit Guardians
 +
 +
4th: Banishment, Death Ward, Fredom of Movement, Guardian of Faith
 +
 +
5th: Dawn, Dispel Evil and Good, Mass Cure Wounds, Raise Dead
 +
 +
6th: Blade Barrier, Heal, True Seeing, Word of Recall
 +
 +
7th: Etherealness
 +
 +
 +
====Grit====
 +
Grit (Gunslinger 3, MM:GMA 2) [Wisdom modifier per short rest]
 +
  I gain grit points which I can spend to perform various Trick Shots with my firearms
 +
  I regain 1 spent grit point when I roll a 20 on a firearm attack or score a killing blow
 +
 +
Trick Shot Save DC = 8 + proficiency bonus + Dexterity modifier (16)
 +
 +
'''Disarming Shot.'''  When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands.  On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object pushed 10 feet away from you.
 +
 +
'''Deadeye Shot.'''  When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.
 +
 +
 +
Disciple of Life (Life Domain 1, PHB 60)
 +
  Whenever a 1st-level or higher spell I cast restores HP to a creature, it heals more
 +
  The creature regains an additional 2 + spell level (SL) worth of hit points
 +
Channel Divinity (Cleric 2, PHB 58) [2× per short rest]
 +
  I can channel divine energy to cause an effect; the save for this is my cleric spell DC
 +
Channel Divinity: Turn Undead, Fae, Hiklos (Cleric 2, PHB 59)
 +
  As an action, all undead within 30 ft that can see/hear me must make a Wisdom save
 +
  If an undead fails this save, it is turned for 1 minute or until it takes any damage
 +
  Turned: move away, never within 30 ft of me, no reactions or actions other than Dash
 +
  Turned: may Dodge instead of Dash when nowhere to move and unable to escape bonds
 +
Channel Divinity: Preserve Life (Life Domain 2, PHB 60) [60 hit points]
 +
  As an action, I can heal any creature within 30 ft of me up to half their maximum HP
 +
  I divide the number of hit points among the creatures as I see fit
 +
Destroy Undead (Cleric 5, PHB 59) [CR 2 or lower]
 +
  An undead up to the CR above that fails its save when I use Turn Undead is destroyed
 +
Blessed Healer (Life Domain 6, PHB 60)
 +
  When I restore HP to another with a spell, I regain 2 + the spell (slot) level in HP
 +
Divine Strike (Life Domain 8, PHB 60) [+1d8 radiant damage]
 +
  Once per turn, when I hit a creature with a weapon attack, I can do extra damage
 +
Divine Intervention (Cleric 10, PHB 59) [12% chance, 1× per long rest]
 +
  As an action, I can implore my deity for help; the DM determines the form of help
 +
  Without intervention, I can retry after a long rest; otherwise, I have to wait a week
 +
 +
 +
<!--
 
===Racial===
 
===Racial===
  
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:1st Level: .
 
:1st Level: .
 
:2nd Level: .
 
:2nd Level: .
 
 
  
 
==Connections==
 
==Connections==
 
===Players===
 
===Players===
 +
  
  
 
===NPCs===
 
===NPCs===
  
 +
-->
  
 
==Resources==
 
==Resources==
 +
<!--
 
'''Moneys:'''
 
'''Moneys:'''
 
* CP
 
* CP
 
* SP
 
* SP
 
* GP
 
* GP
* PP  
+
* PP
 +
-->
 +
4 diamonds (300 GP) [Revivify]
 +
 
 +
 
  
 
'''Carried Equipment:''' <br>
 
'''Carried Equipment:''' <br>
  
 +
The Dante Pepperbox:
 +
1d10 Piercing, Weight 3 lbs., Range (80/320), Reload 6, Misfire 2
 +
 +
Pistol +2:
 +
1d10+2 Piercing, Weight 3lbs., Range (60/240), Reload 4, Misfire 1
 +
 +
Holy Water x4
 +
Powdered Silver x8
 +
Augury Focus
 +
Warding Bond rings
 +
Clairvoyance eye
 +
Clairvoyance Horn
 +
Divination Incense
 +
Potion of Superior Healing
  
 
'''Stored Equipment:'''<br>
 
'''Stored Equipment:'''<br>
  
 +
Holy water x4
 +
Olden glass display case
  
 
===Magic Items===
 
===Magic Items===
  
 +
 +
=====Raullis' Gift=====
 +
You also feel…connected to something.  Not someone, but more to a sense of "endless expanse" just beyond your senses.
 +
You cannot de-attune.  No one else may attune.
 +
You can "sense" the direction and distance if you are parted so long as you are in the same plane.
 +
You may summon the item back to you so long as you are in the same plane.
 +
 +
'''Dante's Spinny-bullet-thingie-ma-bob'''; when attached to a firearm - the firearm becomes part of it (and thus can be summoned)
 +
:The thingie-ma-bob grants a +1 on attack rolls
 +
:Your firearm attacks ignore half cover
 +
:Allows the user to use a bonus action to change the weapon's damage type (piercing / fire / cold / lightning / radiant / psychic) and does an additional 1d4 damage of the selected type.
 +
:Reroll 1's on weapon attack and damage rolls.
 +
:Weapon gains 3 charges, which replenish at BOTH Dawn & Dusk.
 +
:Spend one charge to mark a specific target - in addition to ignoring half cover per usual, you may ignore full cover & your ammo can phase through up to 10' non-living barrier(s) in order to strike the marked target; applies to all range attacks from you and your visible allies until the beginning of your next turn.  A visible spark of psychic insight is visible in the right eye of everyone affected.
 +
:May erect a chest high wall of arcane energy for 10 minutes, providing up to four medium creatures behind it half-cover bonus and absorbs magic missiles targeting them (1 charge)
 +
:Shield (as the wizard spell) (1 charge)
 +
:You may channel the Cure spell through your weapon and fire it at a target.  (1 charge)
 +
 +
=====Firearm Mods=====
 +
 +
 +
======The Dante Pepperbox======
 +
DanteCorp Katrinium Lens Scope Mark 1
 +
:Crit range 19-20, +1 hit/damage
 +
:Improves visibility under certain conditions
 +
 +
Smoke Powder Ammo
 +
:Formula for an alchemical propellant.  Gives +50 range
 +
 +
Grenade Launcher
 +
:1x grenades 15' radius, 6d6 dmg, dex save, sets fire
 +
:2x smoke bombs
 +
:2x sleep-bombs
 +
:2x PitFiend (illegal)
 +
 +
======Pistol +2======
 +
Lightning Charged Katrinium Core Bullets
 +
:Can be reverse engineered
 +
:Causes additional 1d6 lightning damage
 +
:If target is hit, others in 30' radius will take equal damage, Dex save for half damage (use dexterity to calculate DC)
 +
Scope modification
 +
:Critical hit threshold is increased by 1
 +
 +
 +
=====Broom of flying=====
 +
 +
This is a staff with a lantern hooked onto the crook.
 +
It has netting lashed to it so it can be used to carry cargo or as a stretcher.
 +
 +
With the command word, this broom hovers and can either be ridden in the air or send alone up to 1 mile by naming a familiar location. It has a flying speed of 50 ft, holds up to 400 lb, but only has 30 ft speed if over 200 lb. It stops hovering when I land. With another command word, it flies to me if within 1 mile.
 +
 +
=====Clockwork amulet=====
 +
 +
Once per dawn when I make an attack roll while wearing this copper amulet, I can forgo rolling the d20 to get a 10 on the die. The amulet contains tiny interlocking gears powered by magic from Mechanus, a plane of clockwork predictability. When I hold it up to my ear, I can hear faint ticking and whirring noises.
 +
 +
=====Cinders and Caramel=====
 +
 +
This is a mantle sewn from the hides of a hellhound and a blink dog.  The creatures are sentient and content, and retain their special abilities.
 +
 +
* Fire Breath (Recharge 5-6): The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
 +
 +
* Teleport (Recharge 4-6): The dog magically teleports, along with any Equipment it is wearing or carrying, up to 40 ft. to an unoccupied space it can see. Before or after teleporting, the dog can make one bite Attack.
 +
 +
=====Lantern of Revealing=====
 +
''Wondrous item, uncommon''
 +
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
 +
 +
=====Ring of Spell Storing (5 levels)=====
 +
''Requires Attunement.''  While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell Attack bonus, and Spellcasting ability of the original caster, but is otherwise treated as if you cast the spell.
 +
: Revivify,  Absorb Elements
 +
: was shield
 +
 +
=====Healing Orb=====
 +
When you heal another, but not yourself, heal yourself half that amount
 +
 +
=====Arrow Catching Shield=====
 +
You gain a +2 bonus to AC against Ranged Attacks while you wield this Shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged Attack against a target within 5 feet of you, you can use your Reaction to become the target of the Attack instead.
 +
 +
=====Luck Stone=====
 +
''Wondrous Item, uncommon (requires attunement)''
 +
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
 +
 +
=====Peephole Ring=====
 +
Placing this ring against a surface allows you to see through it.
  
 
===Misc===
 
===Misc===
 
'''Hero Points:'''  
 
'''Hero Points:'''  
 
<br><br>
 
<br><br>

Latest revision as of 05:40, 25 February 2023

Xenophon
Race: Human, Class: Cleric (Life Domain) 13, Fighter (Gunslinger) 3
Background: Far Traveler, Alignment: Lawful Good
Patron Deity: Church of the Dawn and Dusk
Factions:
Ability Scores
Strength 8 (-1), Dexterity 16 (+4), Constitution 10 (+0);
Intelligence 12 (+1), Wisdom 20 (+5), Charisma 12 (+1)
Proficiencies
Bonus: 5
Saving Throws: Wisdom, Charisma
Skills: Arcana, Insight, Medicine, Perception, Religion
Tools: Tinker's Tools
Languages: Common, Celestial
Armor: All
Weapons: All
Traits
Class: Channel Divinity: Turn Undead, Fae, Hiklos; Preserve Life; Destroy Undead • Blessed Healer • Divine Strike • Divine Intervention • Disciple of Life
Archery Fighting Style • Second Wind • Action Surge • Firearm Proficiency • Grit • Gunsmith
Feats
Sharpshooter
Combat
Attacks:
Armor Class: 17 (19 vs. Ranged), Initiative: +4, Speed: 30
Hit Points: 90, Hit Dice: 3d10,12d8
Social
Personality Traits:
Ideals:
Bonds:
Flaws:


"Over the centuries, mankind has tried many ways of combating the forces of evil...prayer, fasting, good works and so on. Up until Doom, no one seemed to have thought about the double-barrel shotgun. Eat leaden death, demon..."

—Terry Pratchett


Companion

Ajax, a Shissar Golem

Traits

Prepared Spells

Spells Prepared (Lvl + Int): 24

Spellcasting

  • Spells to Prepare: 18
  • Spells per Day: 1st: 4 • 2nd: 3 • 3rd 3 • 4th: 3 • 5th: 2 • 6th: 1 • 7th: 1
  • Spell Power: Saving Throw DC: 18 • Spell Attack Mod: +10
  • Magic Ability: Wisdom

Typical Spells Prepared

Cantrips: Guidance, Mending, Resistance, Spare the Dying, Thaumaturgy

1st: Bless, Cure Wounds, Detect Magic, Healing Word, Prot. from Evil/Good, Sanctuary

2nd: Aid, Lesser Restoration, Silence, Spiritual Weapon

3rd: Beacon of Hope, Dispel Magic, Revivify, Sending, Spirit Guardians

4th: Banishment, Death Ward, Fredom of Movement, Guardian of Faith

5th: Dawn, Dispel Evil and Good, Mass Cure Wounds, Raise Dead

6th: Blade Barrier, Heal, True Seeing, Word of Recall

7th: Etherealness


Grit

Grit (Gunslinger 3, MM:GMA 2) [Wisdom modifier per short rest]

  I gain grit points which I can spend to perform various Trick Shots with my firearms
  I regain 1 spent grit point when I roll a 20 on a firearm attack or score a killing blow

Trick Shot Save DC = 8 + proficiency bonus + Dexterity modifier (16)

Disarming Shot. When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object pushed 10 feet away from you.

Deadeye Shot. When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.


Disciple of Life (Life Domain 1, PHB 60)

  Whenever a 1st-level or higher spell I cast restores HP to a creature, it heals more
  The creature regains an additional 2 + spell level (SL) worth of hit points

Channel Divinity (Cleric 2, PHB 58) [2× per short rest]

  I can channel divine energy to cause an effect; the save for this is my cleric spell DC

Channel Divinity: Turn Undead, Fae, Hiklos (Cleric 2, PHB 59)

  As an action, all undead within 30 ft that can see/hear me must make a Wisdom save
  If an undead fails this save, it is turned for 1 minute or until it takes any damage
  Turned: move away, never within 30 ft of me, no reactions or actions other than Dash
  Turned: may Dodge instead of Dash when nowhere to move and unable to escape bonds

Channel Divinity: Preserve Life (Life Domain 2, PHB 60) [60 hit points]

  As an action, I can heal any creature within 30 ft of me up to half their maximum HP
  I divide the number of hit points among the creatures as I see fit

Destroy Undead (Cleric 5, PHB 59) [CR 2 or lower]

  An undead up to the CR above that fails its save when I use Turn Undead is destroyed

Blessed Healer (Life Domain 6, PHB 60)

  When I restore HP to another with a spell, I regain 2 + the spell (slot) level in HP

Divine Strike (Life Domain 8, PHB 60) [+1d8 radiant damage]

  Once per turn, when I hit a creature with a weapon attack, I can do extra damage

Divine Intervention (Cleric 10, PHB 59) [12% chance, 1× per long rest]

  As an action, I can implore my deity for help; the DM determines the form of help
  Without intervention, I can retry after a long rest; otherwise, I have to wait a week


Resources

4 diamonds (300 GP) [Revivify]


Carried Equipment:

The Dante Pepperbox: 1d10 Piercing, Weight 3 lbs., Range (80/320), Reload 6, Misfire 2

Pistol +2: 1d10+2 Piercing, Weight 3lbs., Range (60/240), Reload 4, Misfire 1

Holy Water x4 Powdered Silver x8 Augury Focus Warding Bond rings Clairvoyance eye Clairvoyance Horn Divination Incense Potion of Superior Healing

Stored Equipment:

Holy water x4 Olden glass display case

Magic Items

Raullis' Gift

You also feel…connected to something. Not someone, but more to a sense of "endless expanse" just beyond your senses. You cannot de-attune. No one else may attune. You can "sense" the direction and distance if you are parted so long as you are in the same plane. You may summon the item back to you so long as you are in the same plane.

Dante's Spinny-bullet-thingie-ma-bob; when attached to a firearm - the firearm becomes part of it (and thus can be summoned)

The thingie-ma-bob grants a +1 on attack rolls
Your firearm attacks ignore half cover
Allows the user to use a bonus action to change the weapon's damage type (piercing / fire / cold / lightning / radiant / psychic) and does an additional 1d4 damage of the selected type.
Reroll 1's on weapon attack and damage rolls.
Weapon gains 3 charges, which replenish at BOTH Dawn & Dusk.
Spend one charge to mark a specific target - in addition to ignoring half cover per usual, you may ignore full cover & your ammo can phase through up to 10' non-living barrier(s) in order to strike the marked target; applies to all range attacks from you and your visible allies until the beginning of your next turn. A visible spark of psychic insight is visible in the right eye of everyone affected.
May erect a chest high wall of arcane energy for 10 minutes, providing up to four medium creatures behind it half-cover bonus and absorbs magic missiles targeting them (1 charge)
Shield (as the wizard spell) (1 charge)
You may channel the Cure spell through your weapon and fire it at a target. (1 charge)
Firearm Mods
The Dante Pepperbox

DanteCorp Katrinium Lens Scope Mark 1

Crit range 19-20, +1 hit/damage
Improves visibility under certain conditions

Smoke Powder Ammo

Formula for an alchemical propellant. Gives +50 range

Grenade Launcher

1x grenades 15' radius, 6d6 dmg, dex save, sets fire
2x smoke bombs
2x sleep-bombs
2x PitFiend (illegal)
Pistol +2

Lightning Charged Katrinium Core Bullets

Can be reverse engineered
Causes additional 1d6 lightning damage
If target is hit, others in 30' radius will take equal damage, Dex save for half damage (use dexterity to calculate DC)

Scope modification

Critical hit threshold is increased by 1


Broom of flying

This is a staff with a lantern hooked onto the crook. It has netting lashed to it so it can be used to carry cargo or as a stretcher.

With the command word, this broom hovers and can either be ridden in the air or send alone up to 1 mile by naming a familiar location. It has a flying speed of 50 ft, holds up to 400 lb, but only has 30 ft speed if over 200 lb. It stops hovering when I land. With another command word, it flies to me if within 1 mile.

Clockwork amulet

Once per dawn when I make an attack roll while wearing this copper amulet, I can forgo rolling the d20 to get a 10 on the die. The amulet contains tiny interlocking gears powered by magic from Mechanus, a plane of clockwork predictability. When I hold it up to my ear, I can hear faint ticking and whirring noises.

Cinders and Caramel

This is a mantle sewn from the hides of a hellhound and a blink dog. The creatures are sentient and content, and retain their special abilities.

  • Fire Breath (Recharge 5-6): The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
  • Teleport (Recharge 4-6): The dog magically teleports, along with any Equipment it is wearing or carrying, up to 40 ft. to an unoccupied space it can see. Before or after teleporting, the dog can make one bite Attack.
Lantern of Revealing

Wondrous item, uncommon While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.

Ring of Spell Storing (5 levels)

Requires Attunement. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell Attack bonus, and Spellcasting ability of the original caster, but is otherwise treated as if you cast the spell.

Revivify, Absorb Elements
was shield
Healing Orb

When you heal another, but not yourself, heal yourself half that amount

Arrow Catching Shield

You gain a +2 bonus to AC against Ranged Attacks while you wield this Shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged Attack against a target within 5 feet of you, you can use your Reaction to become the target of the Attack instead.

Luck Stone

Wondrous Item, uncommon (requires attunement) While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

Peephole Ring

Placing this ring against a surface allows you to see through it.

Misc

Hero Points: