Rak Wraithraiser
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Rak Wraithraiser
Background:
Trait—Military Rank: You have a military rank
from your career as a soldier (the exact nature of
your rank is determined at the time you select this
background). Soldiers loyal to your former military
organization still recognize your authority and
influence, and they will defer to you if they are of a
lower rank. You can invoke your rank to exert
influence over other soldiers and requisition simple
equipment, horses and vehicles for temporary use.
You can also usually gain access to friendly military
encampments and fortresses where your rank is
recognized.
Suggested Equipment: Lucky charm, souvenir
of a previous military campaign (weapon taken
from enemy, scar, medal, or similar), rank insignia,
bone dice, and 40 gp.
Captain of the Emperor who faced a 100 skeletons by myself and won. Quit, believing the Emperor is becoming corrupted.
Abilities:
STATS:
STR- 20 +5
INT-11
CHA-15 +2
DEX-17 +3
WIS-11
CON-19 +4
Class: Fighter/ Slayer
Your fighting style is aggressive, focusing on
felling your enemies before they have a chance to
hurt you.
Suggested Equipment: Chainmail,
greatsword, hand crossbow, 10 crossbow bolts,
adventurer’s kit, healer’s kit, and 5 gp
Level Combat Maneuver
1 Glancing Blow
3 Cleave
5 Jab
Level : 1
XP: 24710
Attributes:
HP: 89/89 +1 (dwarven toughness)
Speed: 25 feet
AC: 16
Healing surge: 6d12 6d10 and another roll of 1d8 (survivor)
Hit Dice: 1d12 +5(class modifier) +5(STR modifier) +1 (spear)
Expertise Dice: 2d8
Initiative: 3
Racial Benefits
Low light visions
Dwarven Resilience: You are immune to
damage and other effects from poison
Dwarven Weapon Training: When you attack
with an Spear or Halberd with which you are
proficient, the damage die for that weapon
increases by one step: from d4 to d6, d6 to d8, d8
to d10, d10 to d12, and d12 to 2d6.
Stonecunning: While underground, you know
your approximate depth and how to retrace your
path. You can identify the age of visible stonework
and make a reasonable guess as to the culture
responsible for its construction.
Languages: You can speak, read, and write
Common and Dwarven.
Subrace: Choose a subrace. Two subraces are
described here: hill dwarf and mountain dwarf.
Ability Score Adjustment: Your starting
Constitution score increases by 1.
Dwarven Toughness: All your Hit Dice
increase by one step: from d4 to d6, d6 to d8, d8 to
d10, d10 to d12, and d12 to 2d6. At 1st level, you
gain 1 extra hit point. Whenever you gain a level,
you similarly increase the die rolled to determine
how many hit points you gain (or simply gain 1
extra hit point per level).
Class Benefits
Ability Adjustment: +1 to your Strength, Dexterity, or Constitution score
Starting Hit Points: 10 + your Constitution modifier
Armor and Shield Proficiencies: All armor and shields
Weapon Proficiencies: All weapons
Attacks
Level 1: Combat Superiority/Deadly strike
Your extensive weapon training makes you deadly
on the battlefield. You demonstrate your martial
expertise in the way you move, strike, parry, and
dodge when performing your preferred fighting
techniques. This expertise is represented by dice
and maneuvers that you can use in battle.
Benefit: You gain a single expertise die, a d6.
You can spend an expertise die to use a combat
maneuver that you have mastered. A maneuver
involves either rolling the die or simply expending
it.
You must be able to take actions to spend an
expertise die. At the start of each of your turns,
you regain all of your spent expertise dice. As you
At 1st level, you have mastered the Deadly
Strike and Parry combat maneuvers. Your fighting
style gives you additional maneuvers to use with
your expertise dice.
KnockDown- once enemy is on ground I could finish him off in one hit
Dodge- +4 dc and dex saving through, but take up my entire turn
Help- give a advantage to somebody in exchange for your own turn.
Glancing Blow
Even when your strike is only a glancing blow, you
find a way to damage your opponent.
Benefit: Once per turn when you miss a
creature with a weapon attack but roll at least a
10 on the d20, you can spend expertise dice to
turn the miss into a glancing blow. Roll any
expertise dice you spend in this way, and the
target takes damage equal to the result. The
damage is of the same type as the attack, but the
glancing blow has none of the attack’s other
effects and is not considered to have hit
Cleave
You can carry your momentum forward from an
attack, carving through a dying foe into the body
of another.
Benefit: Once per turn when you reduce a
creature to 0 hit points or fewer with a melee
weapon attack, you can spend a single expertise
die to make a melee weapon attack against a
creature within your reach.
Combat Superiority
Benefit: You gain a single expertise die, a d6.
You can spend an expertise die to use a combat
maneuver that you have mastered. A maneuver
involves either rolling the die or simply expending
it.
You must be able to take actions to spend an
expertise die. At the start of each of your turns,
you regain all of your spent expertise dice. As you gain levels, the size of the die increases (from a d6
to a d8, for instance), and you gain additional dice,
as noted on the Fighter table.
At 1st level, you have mastered the Deadly
Strike and Parry combat maneuvers. Your fighting
style gives you additional maneuvers to use with
your expertise dice.
Languages: Dwarven, human, gnomes, goblin, orcs, elemental creatures
Senses:
Low light Vision
Specialty
Toughness- Benefit: You gain an additional Hit Die, a d8.
When you gain this feat, roll the die and add the
result (or 5) to your maximum hit points.
Special: You can select this feat multiple times.
Inventory
Chainmail (16 AC -5 feet)
(weared)
Long spear (3)
Great Swords (2)
Chain Mail
Short Bow (2)
Ogre’s Club
Dried Meat
Adventurer’s Kit
Healers kit
Troll Eye Ball (1)
Valuable Journal
MasterWork Long Spear +1 to hit +1 Attack Roll
Drow Long Sword 2d8 +1 to hit
Emperor’s Steel Rope
Sunglasses
Hearth Light Torch
Hight Ranking military Hero insignia
Crow Bar
Hand Axe (1)
Health potion (3)
Full power house HP (3)
Mining Pick
Axe
War pick +1 to damage rolls
Battered Shield
Small Red Gem (10 gold)
3 Gems (50gold each)
Strange Necklace (understand other language written and spoke in an hour once a day)
291 GP
223 CP
138 SP
Trait—Military Rank: You have a military rank
from your career as a soldier (the exact nature of
your rank is determined at the time you select this
background). Soldiers loyal to your former military
organization still recognize your authority and
influence, and they will defer to you if they are of a
lower rank. You can invoke your rank to exert
influence over other soldiers and requisition simple
equipment, horses and vehicles for temporary use.
You can also usually gain access to friendly military
encampments and fortresses where your rank is
recognized.
Suggested Equipment: Lucky charm, souvenir
of a previous military campaign (weapon taken
from enemy, scar, medal, or similar), rank insignia,
bone dice, and 40 gp.
Captain of the Emperor who faced a 100 skeletons by myself and won. Quit, believing the Emperor is becoming corrupted.
Abilities:
STATS:
STR- 20 +5
INT-11
CHA-15 +2
DEX-17 +3
WIS-11
CON-19 +4
Class: Fighter/ Slayer
Your fighting style is aggressive, focusing on
felling your enemies before they have a chance to
hurt you.
Suggested Equipment: Chainmail,
greatsword, hand crossbow, 10 crossbow bolts,
adventurer’s kit, healer’s kit, and 5 gp
Level Combat Maneuver
1 Glancing Blow
3 Cleave
5 Jab
Level : 1
XP: 24710
Attributes:
HP: 89/89 +1 (dwarven toughness)
Speed: 25 feet
AC: 16
Healing surge: 6d12 6d10 and another roll of 1d8 (survivor)
Hit Dice: 1d12 +5(class modifier) +5(STR modifier) +1 (spear)
Expertise Dice: 2d8
Initiative: 3
Racial Benefits
Low light visions
Dwarven Resilience: You are immune to
damage and other effects from poison
Dwarven Weapon Training: When you attack
with an Spear or Halberd with which you are
proficient, the damage die for that weapon
increases by one step: from d4 to d6, d6 to d8, d8
to d10, d10 to d12, and d12 to 2d6.
Stonecunning: While underground, you know
your approximate depth and how to retrace your
path. You can identify the age of visible stonework
and make a reasonable guess as to the culture
responsible for its construction.
Languages: You can speak, read, and write
Common and Dwarven.
Subrace: Choose a subrace. Two subraces are
described here: hill dwarf and mountain dwarf.
Ability Score Adjustment: Your starting
Constitution score increases by 1.
Dwarven Toughness: All your Hit Dice
increase by one step: from d4 to d6, d6 to d8, d8 to
d10, d10 to d12, and d12 to 2d6. At 1st level, you
gain 1 extra hit point. Whenever you gain a level,
you similarly increase the die rolled to determine
how many hit points you gain (or simply gain 1
extra hit point per level).
Class Benefits
Ability Adjustment: +1 to your Strength, Dexterity, or Constitution score
Starting Hit Points: 10 + your Constitution modifier
Armor and Shield Proficiencies: All armor and shields
Weapon Proficiencies: All weapons
Attacks
Level 1: Combat Superiority/Deadly strike
Your extensive weapon training makes you deadly
on the battlefield. You demonstrate your martial
expertise in the way you move, strike, parry, and
dodge when performing your preferred fighting
techniques. This expertise is represented by dice
and maneuvers that you can use in battle.
Benefit: You gain a single expertise die, a d6.
You can spend an expertise die to use a combat
maneuver that you have mastered. A maneuver
involves either rolling the die or simply expending
it.
You must be able to take actions to spend an
expertise die. At the start of each of your turns,
you regain all of your spent expertise dice. As you
At 1st level, you have mastered the Deadly
Strike and Parry combat maneuvers. Your fighting
style gives you additional maneuvers to use with
your expertise dice.
KnockDown- once enemy is on ground I could finish him off in one hit
Dodge- +4 dc and dex saving through, but take up my entire turn
Help- give a advantage to somebody in exchange for your own turn.
Glancing Blow
Even when your strike is only a glancing blow, you
find a way to damage your opponent.
Benefit: Once per turn when you miss a
creature with a weapon attack but roll at least a
10 on the d20, you can spend expertise dice to
turn the miss into a glancing blow. Roll any
expertise dice you spend in this way, and the
target takes damage equal to the result. The
damage is of the same type as the attack, but the
glancing blow has none of the attack’s other
effects and is not considered to have hit
Cleave
You can carry your momentum forward from an
attack, carving through a dying foe into the body
of another.
Benefit: Once per turn when you reduce a
creature to 0 hit points or fewer with a melee
weapon attack, you can spend a single expertise
die to make a melee weapon attack against a
creature within your reach.
Combat Superiority
Benefit: You gain a single expertise die, a d6.
You can spend an expertise die to use a combat
maneuver that you have mastered. A maneuver
involves either rolling the die or simply expending
it.
You must be able to take actions to spend an
expertise die. At the start of each of your turns,
you regain all of your spent expertise dice. As you gain levels, the size of the die increases (from a d6
to a d8, for instance), and you gain additional dice,
as noted on the Fighter table.
At 1st level, you have mastered the Deadly
Strike and Parry combat maneuvers. Your fighting
style gives you additional maneuvers to use with
your expertise dice.
Languages: Dwarven, human, gnomes, goblin, orcs, elemental creatures
Senses:
Low light Vision
Specialty
Toughness- Benefit: You gain an additional Hit Die, a d8.
When you gain this feat, roll the die and add the
result (or 5) to your maximum hit points.
Special: You can select this feat multiple times.
Inventory
Chainmail (16 AC -5 feet)
(weared)
Long spear (3)
Great Swords (2)
Chain Mail
Short Bow (2)
Ogre’s Club
Dried Meat
Adventurer’s Kit
Healers kit
Troll Eye Ball (1)
Valuable Journal
MasterWork Long Spear +1 to hit +1 Attack Roll
Drow Long Sword 2d8 +1 to hit
Emperor’s Steel Rope
Sunglasses
Hearth Light Torch
Hight Ranking military Hero insignia
Crow Bar
Hand Axe (1)
Health potion (3)
Full power house HP (3)
Mining Pick
Axe
War pick +1 to damage rolls
Battered Shield
Small Red Gem (10 gold)
3 Gems (50gold each)
Strange Necklace (understand other language written and spoke in an hour once a day)
291 GP
223 CP
138 SP
NemesisQ- Soldier
- Number of posts : 209
Age : 31
Reputation : 1
Registration date : 2011-06-17
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