PC データ置き場 > Princes of The Apocalypse キャンペーン PC

PPP Princes of The Apocalypse キャンペーン用キャラクター。

Andrew ( アンドリュー )

 Race 
 Half-Elf


 Alignment 
 Lawful Good


 Experience / Next Level 
  - / - xp


 Classes / Level 
 Cleric 1 / Warlock 12 / Paladin 2 / Fighter 2


 Patron Deity / Faith 
 Bahamut


 Background 
 Solder


 キャラ設定 
 戦士やパラディン、戦司祭を輩出している士族の末弟。
 本人はパラディン志望だったが、兄姉の支えになれと、神官の道を強制されたため、不満を抱く。
 神官の道を修め家に戻ったところ、一顧だにされなかったことに溜めこんでいた拗れが爆発し、出奔。
 自身の力のみで成り上がるべく、流れの神官として荒事を求めていた。
 その一環として、兵役も経験している。
 が、兵役中に勲をたてられるような大きな争いもなかったため、冒険者の一団に加わることになる。
 ( 将来ウォーロックを入れるため、色々と隙の多い設定 )

【 2017/04/15 追記 ( ウォーロッククラス追加の顛末 ) 】
 ネクロマンサーを倒してレッドラーチに戻った後、共同礼拝所で声を掛けられる。
 どこからかネクロマンサー討伐の話を聞きつけたのかは分からないが、その功績を称えたいと酒の席に誘われた。
 美酒を振る舞われ酩酊したところで、彼は自分の正体をバハムートの使いと名乗り、正しい行いをしたアンドリューに
 更なる力を与えるよう遣わされたと明かした。
 もちろんそれは、アンドリューの未熟さと功名心に付け込もうとするフィーンドの罠だったわけだが。
 愚かなアンドリューは、その誘いを受け、契約書にサインをしてしまう……、


 Hit Points 
 109 = 8 + 5 + 5 + 5 + 5 + 5 + 5 + 5 + 5 + 5 + 5 + 5 + 5 + 6 + 6 + 6 + 6 + 17 CON Mod. ( = + 1 CON ×17Lv. )


 Ability Scores 
STR 21 ( + 5 ) = 15 ( 9pts. ) + 1 Racial / 21 ( Belt of Hill Giant Strength )
CON 12 ( + 1 ) = 12 ( 4pts. )
DEX 10 ( + 0 ) = 10 ( 2pts. )
INT 3 ( - 4 ) = 8 ( 0pts. ) - 5 Idiot
WIS 14 ( + 2 ) = 13 ( 5pts. ) + 1 Racial
CHA 18 ( + 4 ) = 14 ( 7pts. ) + 2 Racial + 2 Lv


 Initiative & Move Speed 
Initiative + 0 = + 0 DEX
Land Speed 35 feet.


 Armor Class 
 21 = 18 Plate mail + 2 Shield + 1 Fighting Style


 Saving Throws 
STR 】  + 5 ( = + 5 STR )
CON 】  + 1 ( = + 1 CON )
DEX 】  + 0 ( 2 ) ※ ( = + 0 DEX )
INT 】  - 4 ( = - 4 INT )
WIS 】  + 8 ( = + 2 WIS + 6 Proficiency )
CHA 】  + 10 ( = + 4 CHA + 6 Proficiency )
※ See Shield Master feat.

 Proficiencies 
Proficiency Bonus + 6
Armor All Armor, shields
Weapons All Simple Weapons, Martial Weapons
Tools One type of gaming set, vehicles ( land )
Language Common, Elvish, Giant


 Attacks 
Ironfang Thrown ( Range 20 / 60 ), Versatile ( 1d10 )
Attack + 13 ( = + 5 STR + 6 Proficiency + 2 Enc. )
Damage 1d8 + 7 ( = + 5 STR + 2 Enc. ) + 1d8 ( Acid ) / Piercing
Longsword Versatile ( 1d10 )
Attack + 11 ( = + 5 STR + 6 Proficiency )
Damage 1d8 + 5 ( = + 5 STR ) / Slashing
Longsword, Silvered Versatile ( 1d10 )
Attack + 11 ( = + 5 STR + 6 Proficiency )
Damage 1d8 + 5 ( = + 5 STR ) / Slashing
Warhammer Versatile ( 1d10 )
Attack + 11 ( = + 5 STR + 6 Proficiency )
Damage 1d8 + 5 ( = + 5 STR ) / Bludgeoning
Dagger Finesse, Light, Thrown ( Range 20 / 60 )
Attack + 11 ( = + 5 STR + 6 Proficiency )
Damage 1d4 + 5 ( = + 5 STR ) / Piercing
Javelin Thrown ( Range 30 / 120 )
Attack + 11 ( = + 5 STR + 6 Proficiency )
Damage 1d6 + 5 ( = + 5 STR ) / Piercing
Light Crossbow Ammunition ( Range 80 / 320 ), Loading, Two-handed
Attack + 6 ( = + 0 DEX + 6 Proficiency )
Damage 1d8 + 0 ( = + DEX ) / Piercing


 Skills 
Strength Athletics + 11 ( = + 5 STR + 6 Proficiency )
Dexterity   Acrobatics + 0 ( = + 0 DEX )
  Sleight of Hand + 0 ( = + 0 DEX )
  Stealth + 0 ( = + 0 DEX )
Intelligence   Arcana - 1 ( = - 1 INT )
History - 1 ( = - 1 INT )
  Investigation - 1 ( = - 1 INT )
  Nature - 1 ( = - 1 INT )
Religion - 1 ( = - 1 INT )
Wisdom   Animal Handling + 2 ( = + 2 WIS )
Insight + 8 ( = + 2 WIS + 6 Proficiency )
Medicine + 2 ( = + 2 WIS )
  Perception + 2 ( = + 2 WIS )
  Survival + 2 ( = + 2 WIS )
Charisma   Deception + 4 ( = + 4 CHA )
Intimidation + 10 ( = + 4 CHA + 6 Proficiency )
  Performance + 4 ( = + 4 CHA )
Persuasion + 10 ( = + 4 CHA + 6 Proficiency )


 Traits 
Half-Elf Ability Score Increases + 2 CHA, + 1 other two abilities
Size Medium
Speed 30 feet
Darkvision You can see in dim light 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.
Fey Ancestry You have advantage on saving throws against being charmed, and magic can't put
you to sleep.
Fleet of Foot Your base walking speed increases to 35 feet.
Languages Common, Elvish, one other language
Cleric 1 Hit Dice 1d8 / Lv.
Armor Proficiencies Light Armors, Medium Armors, Shields
Weapon Proficiencies All Simple Weapons
Tool Proficiencies None
Saving Throw Proficiencies Wisdom, Charisma
Skills Choose two skills from History, Insight, Medicine, Persuasion, Religion
Divine Domain War Domain
- Bonus Proficiencies You gain proficiency with martial weapons and heavy armor.
- War Priest When you use the Attack action, yhou can make one weapon attack as a bonus action.
You can use this feature a number of times equal to your Wisdom modifier
( a minimum of once ).
You regain all expended uses when you dinish a long rest.
Spellcasting 3 Cantrips Known, 2 / - / - / - / - / - / - / - / -
Warlock 12 Hit Dice 1d8 / Lv.
Armor Proficiencies Simple Armors
Weapon Proficiencies All Simple Weapons
Tool Proficiencies None ( multiclassing )
Saving Throw Proficiencies None ( multiclassing )
Skills None ( multiclassing )
Other Worldly Patron the Fiend
- Dark One's Blessing When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your
Charisma modifier + Warlock level ( minimum of 1 ).
- Dark One's Own Luck When you make an ability check or a saving throw. you can use this feature to add a d10 to
your roll.
You can do so after seeing the initial roll but before any of the roll's effects occur.
Once you use this feature, you can't use it again until you finish a short or long rest.
- Fiendish Resilience You can choose one damage type when you finish a short or Long Rest.
You gain Resistance to that damage type until you choose a different one with this feature.
Damage from magical Weapons or silver Weapons ignores this Resistance.
Pact Magic 4 Cantrips Known, 11 Spells Known, 3 Spell Slots ( 5th Level )
Eldrich Invocations
- Agonizing Blast When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
- Fiendish Vigor You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or
material components.
- Thirsting Blade You can attack with your pact weapon twice, instead of once, whenever you take the Attack
action on your turn.
- Repelling Blast When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from
you in a straight line.
- Grasp of Hadar Once on each of your turns when you hit a creature with your eldritch blast, you can move that
creature in a straight line 10 feet closer to you.
- Lifedrinker When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal
to your Charisma modifier (minimum 1).
Pact Boon Pact of the Blade
You can use your action to create a pact weapon in your empty hand.
You can choose the form that this melee weapon takes each time you create it.
You are proficient with it while you wield it.
This weapon counts as magical for the purpose of overcoming resistance and immunity to
nonmagical attacks and damage.
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more.
It also disappears if you use this feature again, if you dismiss the weapon (no action required),
or if you die.
You can transform one magic weapon into your pact weapon by performing a special ritual
while you hold the weapon.
You perform the ritual over the course of 1 hour, which can be done during a short rest.
You can then dismiss the weapon, shunting it into an extradimensional space, and it appears
whenever you create your pact weapon thereafter.
You can’t affect an artifact or a sentient weapon in this way.
The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on
a different weapon, or if you use a 1-hour ritual to break your bond to it.
The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Paladin 2 Hit Dice 1d10 / Lv.
Armor Proficiencies Light Armor, Medium Armor, Shields
Weapon Proficiencies All Simple Weapons, Martial Weapons
Tool Proficiencies None ( multiclassing )
Saving Throw Proficiencies None ( multiclassing )
Skills None ( multiclassing )
Divine Sense As an action, until the end of your next turn, you know the location of any celestial, fiend,
or undead within 60 feet of you that is not behind total cover.
You know the type of any being whose presence you sense, but not its identity.
Within the same radius, you also detect the presence of any place or object
that has been consecrated or desecrated.
You can use this feature a number of times equal to 1 + your Charisma modifier.
When you finish a long rest, you regain all expended uses.
Lay on Hands You have a pool of healing power that replenishes when you take a long rest.
With that pool, you can restore a total number of hit points equal to your paladin level x 5.
As an action, you can touch a creature and draw power from the pool to restore a number of
hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one
disease or neutralize one poison affecting it.
You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on
Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.
Fighting Style Defense.
While you are wearing armor, you gain a +1 bonus to AC.
Spellcasting
Divine Smite When you hit a creature with a melee weapon attack, you can expend one spell slot to deal
radiant damage to the target, in addition to the weapon's damage.
The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell-level higher than 1st,
to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.
Solder ( Background ) Skill Proficiencies Athletics, Intimidation
Tool Proficiencies One type of gaming set, vehicles ( land )
Boots of Speed While you wear these boots, you can use a Bonus Action and click the boots' heels together.
If you do, the boots double your walking speed, and any creature that makes an opportunity Attack against you has disadvantage
on the Attack roll. If you click your heels together again, you end the effect.
When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a Long Rest.
Requires Attunement.
Belt of Hill Giant Strength Your Strength score is 21 while you wear these gauntlets. They have no effect on you if your Strength is already 21 or higher.
Requires Attunement.
Drown
Brooch of Shielding While wearing this brooch, you have Resistance to force damage, and you have immunity to damage from the Magic Missile spell.
Requires Attunement.


 Feats 
War Caster ・You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
・You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
・When a hostile creature's movement provekes an opportunity attack from you, you can use your reaction to cast a spell at the creature,
 rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Shield Master ・If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
・If you aren't incapaciated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful
 effect that tagets only you.
・If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to
 take nodamage if you succeedon the saving throw, interposing your shield between yourself and the source of the effect.


 Spells 
Cleric 1 0Lv. Guidance
Light
Sacred Flame
1Lv. Bless ( Prepared )
Healing Word ( Prepared )
Sanctuary ( Prepared )
Paladin 2 1Lv. Command ( Prepared )
Compelled Duel ( Prepared )
Cure Wounds ( Prepared )
Protection from Evil and Good ( Prepared )
Shield of Faith ( Prepared )
Warlock 1 0Lv. Eldritch Blast
Green Flame Blade
Mage Hand
Sword Burst
2Lv. Blindness/Deafness
3Lv. Counterspell
Fireball
Fly
Remove Curse
4Lv. Charm Monster
Dimension Door
Fire Shield
Wall of Fire
5Lv. Scrying
Synaptic Static
6Lv. Mass Suggestion



 Equipments 
  Ironfang ( War Pick + 2 )
    Longsword
    Longsword, Silvered
    Warhammer
    Light Crossbow
    - Bolt × 20
    Dagger
    Javelin × 4
    Plate mail
    Shield
    Holy Symbol
    Component Pouch
  Belt of Hill Giant Strength
  Brooch of Shielding
  Boots of Speed
  Bag of Holding
○○○○○○○ Potion of Healing × 7
Potion of Healing, Greater × 1
Potion of Giant Strength × 1
    Priest's Pack
    - Backpack
    - Blanket
    - Candle × 10
    - Tinderbox
    - Alms Box
    - 2 Blocks of Incense
    - Censer
    - Vestments
    - Ration × 2 Days + 11 Days
    - Waterskin
    Bedroll
    Healer's kit ( 20 use )
    Rope, hempen × 50ft.
    Belt Pouch
    An insignia of rank
    A trophy taken from a fallen enemy
    A set of deck of cards
    A set of common clothes
    18,342gp

最終更新:2018年08月18日 14:06