Difference between revisions of "Dante Nix"

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|Background=Artisan & Reluctant Criminal
 
|Background=Artisan & Reluctant Criminal
 
|Alignment=Chaotic Good
 
|Alignment=Chaotic Good
|Patron Deity=DEITY
+
|Patron Deity=
 
|Ability Scores=Strength 10 (+0), Dexterity 15 (+2), Constitution 12 (+1);<br> Intelligence 15 (+2), Wisdom 12 (+1), Charisma 10 (+0)
 
|Ability Scores=Strength 10 (+0), Dexterity 15 (+2), Constitution 12 (+1);<br> Intelligence 15 (+2), Wisdom 12 (+1), Charisma 10 (+0)
 
|Bonus=+3
 
|Bonus=+3
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|Speed=30 ft
 
|Speed=30 ft
 
|Feats=FEATS
 
|Feats=FEATS
|Hit Points=XXX
+
|Hit Points=41
|Hit Dice=xdx
+
|Hit Dice=3d10 & 3d8
 
|Personality=PERSONALITY
 
|Personality=PERSONALITY
 
|Ideals=IDEALS
 
|Ideals=IDEALS

Revision as of 02:18, 13 May 2016

Dante Nix
Dante Nix.jpg
Race: Aasimar, Class: Fighter (Gunslinger)/Mystic (Awakened)
Background: Artisan & Reluctant Criminal, Alignment: Chaotic Good
Patron Deity:
Factions: {{{Factions}}}
Ability Scores
Strength 10 (+0), Dexterity 15 (+2), Constitution 12 (+1);
Intelligence 15 (+2), Wisdom 12 (+1), Charisma 10 (+0)
Proficiencies
Bonus: +3
Saving Throws: Constitution, Intelligence, Strength, Wisdom
Skills: Acrobatics (Dex), History (Int), Insight (Wis), Intimidation (Cha), Investigation (Int), Perception (Wis), Persuasion (Cha), Stealth(Dex)
Tools: Artisan's Tools, Thieves' Tools, Tinker's Tools
Languages: Common, Celestial
Armor: All armor & shields
Weapons: Firearms, Simple Weapons, Martial Weapons
Traits
City Secrets, Darkvision, Celestial Resistance, Celestial Legacy, Fighting Style: Archery, Second Wind, Action Surge, Martial Archetype: Gunslinger, Gunsmith, Mystic Recovery, Mind Mastery, Awakened Expertise
Feats
FEATS
Combat
Attacks:xxx: +x, xdx+x, TRAITS
Armor Class: AC, Initiative: +INIT, Speed: 30 ft
Hit Points: 41, Hit Dice: 3d10 & 3d8
Social
Personality Traits: PERSONALITY
Ideals: IDEALS
Bonds: BONDS
Flaws: FLAWS

High explosives are applicable where truth and logic fail. -Unknown

Origin

xxx

Appearance

xxx

Traits

Racial Traits

  • Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Celestial Resistance: You have resistance to necrotic and radiant damage.
  • Celestial Legacy: You know the light cantrip. Once you reach 3rd level, you can cast the lesser restoration spell once with this trait, and you regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the daylight spell once with this trait as a 3rd-level spell, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Fighter Traits

  • Fighting Style: Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Second Wind: On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
  • Action Surge: On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
  • Martial Archetype: Gunslinger

Martial Archetype Traits

  • Gunsmith: You gain proficiency with Tinker’s Tools, able to use them to craft ammunition, repair damaged firearms, or even draft and create new ones.
  • Grit: You gain a number of Grit points equal to your Wisdom Modifier. You regain all spent Grit points after finishing a long or short rest. You can also regain Grit points in the following ways:
    • Critical Hit with a Firearm: Each time you score a Critical Hit with a Firearm attack while in the heat of combat, regain 1 Grit point.
    • Killing Blow with a Firearm: When you reduce a creature to 0 or fewer hit points with a Firearm attack, regain 1 Grit point.
  • Deadeye: You can spend 1 Grit point to gain Advantage on the next Attack roll you make this round. You must spend the Grit point before making the attack roll.

Mystic Traits

  • Mystical Recovery: Whenever you spend psi points on a psionic discipline of your order, you regain hit points equal to your Intelligence modifier if your current hit point total equals half your hit point maximum or less.

Mystic Order Traits

  • Mind Mastery
  • Awakened Expertise

Background Traits

  • Feature: City Secrets: You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

Feats

x

Resources

  • Moneys:
  • Carried Equipment: xxx
  • Stored Equipment: xxxx
  • Lifestyle: xxx
Tegan Nix
Tegan Nix.jpg

Other Important Individuals

  • x

Projects, Goals and/or Downtime

  • x

Experience Points

Total: x

  • 0.0.2016: x