Shard The Elven Fighter

Elf (Cavern Elf) / Warrior Background / Fighter (1st)
Description:

[[f>image ]



AC HP Initiative Class DC XP
{18} (16) +7 Trained 0/1000
Strength: 12 (+1)
Dexterity: 18 (+4)
Constitution: 10 (-)
Intelligence: 12 (+1)
Wisdom: 14 (+2)
Charisma: 12 (+1)
Fort Reflex Will Perception
Expert Expert Trained Expert
(+5) (+9) (+5) (+7)


Skill Proficiencies

Trained Expert Master Legendary
Acrobatics
Athletics
Intimidate
Lore (Warfare)
??
??
??

Skill Feats

Intimidating Glare - You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language. Background Bonus, 1st


Ancestry Features

Elf Cavern Elf
Starting Hit Points: Elves start with (6) base HP
Size: Elves are Medium size
Base Speed: Elf base speed is (30)ft per round
Ability Boosts - [Dexterity, Intelligence & Wisdom]: Elves start with ability boosts to Dexterity, Intelligence and One Free
Ability Flaws - [Constitution]: Elves start play with the noted Ability Flaw
Low-Light Vision: Elves can see in dim light as though it were bright light, and you ignore the concealed condition due to dim light
Cavern Elf - [Darkvison]: Cavern Elves were born or spent many years in underground tunnels or caverns where light is scarce. Cavern Elves gain darkvision.
Languages: Common, Elven, {ONE outstanding}

Ancestry Feats

Elven Weapon Familiarity - You favor bows and other elegant weapons. You are trained with longbows, composite longbows, longswords, rapiers, shortbows, and composite shortbows. In addition, you gain access to all uncommon elf weapons. For the purpose of determining your proficiency, martial elf weapons are simple weapons and advanced elf weapons are martial weapons. Ancestry, 1st


Background Features

Warrior
Ability Boosts - [Constitution & Dexterity]: Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost.
Skills: You're trained in the Intimidation skill and the Warfare Lore skill.
Feats: You gain the Intimidating Glare skill feat.


Class Features

Fighter
Key Ability - [DEXTERITY]: At 1st level, your class gives you an ability boost to your choice of Strength or Dexterity.
Hit Points: 10 plus your Constitution modifier. You increase your maximum number of HP by this number at 1st level and every level thereafter.
Initial Proficiencies: At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.
Attack of Opportunity: Ever watchful for weaknesses, you can quickly attack foes that leave an opening in their defenses. You gain the Attack of Opportunity reaction.
Attack of Opportunity [R]: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.
Fighter Feats: At 1st level and every even-numbered level thereafter, you gain a fighter class feat.
Shield Block: You gain the Shield Block general feat, a reaction that lets you reduce damage with your shield

Class Feats

Point Blank Shot [>] You take aim to pick off nearby enemies quickly. When using a ranged volley weapon while you are in this stance, you don’t take the penalty to your attack rolls from the volley trait. When using a ranged weapon that doesn’t have the volley trait, you gain a +2 circumstance bonus to damage rolls on attacks against targets within the weapon’s first range increment. Fighter, 1st
Shield Block [R] You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield. General, Fighter Bonus, 1st


Weapon Proficiencies

Trained Expert Master Legendary
Advanced Simple
Martial
Unarmed

Armour Proficiencies

Trained Expert Master Legendary
Light
Medium
Heavy
Unarmoured Defense

Weapons

Longbow Group: Bow; Traits: Deadly d10, Volley 30 ft.
Dam: 1d8(p), Ra: 100ft, Re: 0, H: 1+
Critical Specialization Effects: If the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile. The target is immobilized and must spend an Interact action to attempt a DC 10 Athletics check to pull the missile free; it can’t move from its space until it succeeds. The creature doesn’t become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort.

Armour

Leather Armor
AC Bonus +1; Dex Cap +4; Check Penalty -1; Speed Penalty -, Strength 10; Bulk 1;

Items, gear and equipment

Fighters Kit
Adventures Pack
Coin Pouch
8gp, 00sp


Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License