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character:albaz:stats [2023/06/28 14:51] – created Cinder | character:albaz:stats [2024/01/01 20:42] (current) – Cinder | ||
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+ | <WRAP centeralign> | ||
====== Albaz' | ====== Albaz' | ||
+ | </ | ||
<WRAP box right 20em> <WRAP centeralign> | <WRAP box right 20em> <WRAP centeralign> | ||
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**Vision** | **Vision** | ||
- | ^ Common Sight: | + | ^ Common Sight: |
^ Passive Perception: | ^ Passive Perception: | ||
^ Dark Vision:| 00ft | | ^ Dark Vision:| 00ft | | ||
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**Movement** | **Movement** | ||
</ | </ | ||
- | | Walking | 00ft | | + | | Walking | 30ft | |
| Swimming | 00ft | | | Swimming | 00ft | | ||
| Climbing | 00ft | | | Climbing | 00ft | | ||
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| 0 | 0 | 0 | 0 | | | 0 | 0 | 0 | 0 | | ||
- | ^ Occupation | Occupation | + | ^ Occupation | Cook (Qualified Worker) |
^ Income ^ Lifestyle ^ | ^ Income ^ Lifestyle ^ | ||
- | | +0 GpD | -0GpD | | + | | +2 GpD | -2 GpD | |
^Other Expences/ | ^Other Expences/ | ||
- | | | | + | | Treasure Hunting + | |
//GpD = Gold per Day// | //GpD = Gold per Day// | ||
Line 69: | Line 71: | ||
^ Amulet | ^ Amulet | ||
^ Cloak | - | | | ^ Cloak | - | | | ||
- | ^ Clothes | + | ^ Clothes |
^ Armour | ^ Armour | ||
^ Arms/ | ^ Arms/ | ||
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^ Name ^ Detail ^ | ^ Name ^ Detail ^ | ||
- | | - | | | + | | Backpack |
- | | - | | | + | | Bedroll |
| - | | | | - | | | ||
| - | | | | - | | | ||
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<WRAP clear /> | <WRAP clear /> | ||
+ | <WRAP box second column> <WRAP centeralign> | ||
+ | **Cook' | ||
+ | </ | ||
+ | |||
+ | Adventuring is a hard life. With a cook along on the journey, your meals will be much better than the typical mix of hardtack and dried fruit. | ||
+ | |||
+ | Cook's utensils include | ||
+ | *Metal pot | ||
+ | *Knives | ||
+ | *Forks | ||
+ | *Stirring spoon | ||
+ | *Ladle | ||
+ | |||
+ | **History: | ||
+ | *Your knowledge of cooking techniques allows you to assess the social patterns involved in a culture' | ||
+ | |||
+ | **Medicine: | ||
+ | *When administering treatment, you can transform medicine that is bitter or sour into a pleasing concoction. | ||
+ | |||
+ | **Survival: | ||
+ | *When foraging for food, you can make do with ingredients you scavenge that others would be unable to transform into nourishing meals. | ||
+ | |||
+ | **Prepare Meals: | ||
+ | *As part of a short rest, you can prepare a tasty meal that helps your companions regain their strength. You and up to five creatures of your choice regain extra hit points per Hit Die spent during a short rest, provided you have access to your cook's utensils and sufficient food. | ||
+ | |||
+ | *DC 10 - Create a typical meal (+2 Hp per Hit dice) | ||
+ | *DC 10 - Duplicate a meal | ||
+ | *DC 15 - Spot poison or impurities in food | ||
+ | *DC 15 - Create a gourmet meal (+5 Hp per Hit dice) | ||
+ | *DC 20 - Create a Superb meal (+10 Hp per Hit dice spent) | ||
+ | |||
+ | </ | ||
+ | |||
+ | <WRAP clear /> | ||
+ | <WRAP centeralign> | ||
=====Quick Ability Reference==== | =====Quick Ability Reference==== | ||
+ | </ | ||
<WRAP box centre :en> | <WRAP box centre :en> | ||
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- | ====Background: | + | |
=====Character Notebook===== | =====Character Notebook===== | ||
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For Reference or Lore fill it how you want. | For Reference or Lore fill it how you want. | ||
+ | In combat, a companion shares a turn with their caregiver, and acts during the caregiver’s turn \\ | ||
+ | A companion can move and use their own reaction and bonus action independently But they can take only the Dash, Disengage, or Dodge actions __unless__ their caregiver uses a **bonus action** to command the companion to take a different action, including any of the actions noted in the companion’s stat block \\ | ||
+ | A companion must be able to see or hear their caregiver to receive a command A companion can also take other actions if their caregiver is incapacitated, | ||
+ | |||
+ | |||
+ | *16, 8, 16, 5, 10, 8 | ||
+ | *Gelatinous Cube Companion | ||
+ | *Large Ooze, Unaligned | ||
+ | *Armor Class 11 plus PB (natural armor) | ||
+ | *Hit Points 8 + 8 times caregiver’s level (the cube has a number of d8 Hit Dice equal to their caregiver’s level) | ||
+ | *Speed 30 f. | ||
+ | *STR DEX CON INT WIS CHA | ||
+ | *16 (+3) 8 (−1) 16 (+3) 5 (−3) 10 (+0) 8 (−1) | ||
+ | *Saving Throws Con +3 plus PB | ||
+ | *Skills Stealth −1 plus PB | ||
+ | *Damage Immunities acid | ||
+ | *Condition Immunities blinded, deafened, prone | ||
+ | *Senses blindsight 60 f. (blind beyond this radius), passive Perception 10 | ||
+ | *Proficiency Bonus (PB) equals the caregiver’s bonus | ||
- | 16, 12, 15, 5, 12, 8 | + | **Flowing |
- | Mimic Companion | + | |
- | Medium Monstrosity (Shapechanger), | + | |
- | Armor Class 13 plus PB (natural armor) | + | |
- | Hit Points 7 + 7 times caregiver’s level (the mimic has a | + | |
- | number of d8 Hit Dice equal to their caregiver’s level) | + | |
- | Speed 30 f. | + | |
- | Saving Trows Dex +1 plus PB | + | |
- | Skills Stealth +1 plus PB | + | |
- | Damage Immunities acid | + | |
- | Condition Immunities prone | + | |
- | Senses darkvision 60 f., passive Perception 11 | + | |
- | Profciency Bonus (PB) equals the caregiver’s bonus | + | |
- | Shapechanger. Te mimic can use their action to polymorph | + | |
- | into an object or back into their true, amorphous form. Teir | + | |
- | statistics are the same in each form. Any equipment they are | + | |
- | wearing or carrying isn’t transformed. Te mimic reverts to | + | |
- | their true form if they die. | + | |
- | False Appearance (Object | + | |
- | remains motionless, they are indistinguishable from an ordinary object. | + | |
- | ACTIONS | + | |
- | Bite (Signature Atack). Melee Weapon Atack: +3 plus PB to | + | |
- | hit, reach 5 f., one target. Hit: 1d6 plus PB piercing damage. | + | |
- | 1st Level: Distracting Atack (2 Ferocity). Te mimic makes | + | |
- | a signature atack. On a hit, the atack deals its normal efects, | + | |
- | and the next atack made against the target before the start of | + | |
- | the mimic’s next turn has advantage. | + | |
- | 3rd Level: Adhesive Pseudopods (5 Ferocity). Te mimic | + | |
- | atempts to touch each creature of their choice within 5 feet of | + | |
- | them. Each target must succeed on a DC 10 plus PB Dexterity | + | |
- | saving throw or be grappled (escape DC 10 plus PB). | + | |
- | 5th Level: I’m You (8 Ferocity). Te mimic uses their | + | |
- | Shapechanger trait to polymorph into one Large or smaller | + | |
- | creature they can see within 5 feet of them, with this form | + | |
- | lasting until the start of the mimic’s next turn. Other than size, | + | |
- | the mimic’s statistics do not change. Afer transforming, | + | |
- | mimic can make a signature atack against | + | |
- | form they have taken, and that creature must also make a DC | + | |
- | 10 plus PB Wisdom saving throw. On a failure, the creature | + | |
- | has disadvantage on atack rolls and saving throws, and atacks | + | |
- | against the creature have advantage, until the start of the mimic’s next turn. | + | |
- | BONUS ACTIONS | + | |
- | Wearable Companion. While the mimic is within 5 feet of | + | |
- | their caregiver, the mimic can cover the caregiver’s body and | + | |
- | take on the appearance of clothing. While wearing | + | |
- | the caregiver can change the appearance of their clothing at | + | |
- | will (no action required) as long as they are not incapacitated, | + | |
- | and has advantage on Dexterity (Stealth) checks. Any atack | + | |
- | that hits the caregiver also hits the mimic, | + | |
- | both taking | + | |
- | While worn in this way, the mimic can’t move or take actions | + | |
- | except to revert to their most recent form (a bonus action), | + | |
- | which ends the state of being worn by their caregiver. If the | + | |
- | mimic enters a rampage, the state of being worn ends immediately. When the mimic is no longer worn by the caregiver, the | + | |
- | mimic enters the nearest unoccupied space of their choice | + | |
+ | **Transparent.** Even when the cube is in plain sight, it takes a successful DC 10 plus PB Wisdom (Perception) check to spot a cube that has neither moved nor atacked. A creature that tries to enter the cube’s space while unaware of the cube takes 3 (1d6) acid damage and can’t enter the space. | ||
- | 16, 8, 16, 5, 10, 8 | + | **ACTIONS** \\ |
- | Gelatinous Cube Companion | + | **Pseudopod** (Signature Atack). |
- | Large Ooze, Unaligned | + | Melee Weapon Atack: +3 plus PB to hit, reach 5 f., one target. Hit: **2d6**((This changes with level up)) plus PB acid damage. |
- | Armor Class 11 plus PB (natural armor) | + | *1st Level: Burning Acid (2 Ferocity): The gelatinous cube makes a signature |
- | Hit Points 8 + 8 times caregiver’s level (the cube has a number | + | *3rd Level: Slime Shower (5 Ferocity): The cube spins rapidly, raining a shower of sticky, acidic slime around them. Each creature within 5 feet of the cube must succeed on a DC 10 plus PB Dexterity saving throw or take 1d6 acid damage and have their speed reduced to 0 until the start of the cube’s next turn. Te cube’s caregiver automatically succeeds on this saving throw. |
- | of d8 Hit Dice equal to their caregiver’s level) | + | *5th Level: Engulf (8 Ferocity): The cube attempts |
- | Speed 30 f. | + | |
- | STR DEX CON INT WIS CHA | + | |
- | 16 (+3) 8 (−1) 16 (+3) 5 (−3) 10 (+0) 8 (−1) | + | |
- | Saving Trows Con +3 plus PB | + | |
- | Skills Stealth −1 plus PB | + | |
- | Damage Immunities acid | + | |
- | Condition Immunities blinded, deafened, prone | + | |
- | Senses blindsight 60 f. (blind beyond this radius), passive | + | |
- | Perception 10 | + | |
- | Profciency Bonus (PB) equals the caregiver’s bonus | + | |
- | Flowing Form. Te cube’s caregiver can enter a space occupied by the cube without becoming engulfed. While in the | + | |
- | same space as the cube, the caregiver can atack and interact | + | |
- | with creatures engulfed by the cube without harming or taking | + | |
- | damage from the cube. | + | |
- | Transparent. Even when the cube is in plain sight, it takes a | + | |
- | successful DC 10 plus PB Wisdom (Perception) check to spot a | + | |
- | cube that has neither moved nor atacked. A creature that tries | + | |
- | to enter the cube’s space while unaware of the cube takes 3 | + | |
- | (1d6) acid damage and can’t enter the space. | + | |
- | ACTIONS | + | |
- | Pseudopod (Signature Atack). Melee Weapon Atack: | + | |
- | +3 plus PB to hit, reach 5 f., one target. Hit: 1d6 plus PB | + | |
- | acid damage. | + | |
- | 1st Level: Burning Acid (2 Ferocity). Te gelatinous cube | + | |
- | makes a signature | + | |
- | atack deals an extra PB damage, and a target that takes damage from the atack can’t regain hit points until the start of your | + | |
- | next turn. | + | |
- | 3rd Level: Slime Shower (5 Ferocity). Te cube spins rapidly, raining a shower of sticky, acidic slime around them. Each | + | |
- | creature within 5 feet of the cube must succeed on a DC 10 | + | |
- | plus PB Dexterity saving throw or take 1d6 acid damage and | + | |
- | have their speed reduced to 0 until the start of the cube’s | + | |
- | next turn. Te cube’s caregiver automatically succeeds on this | + | |
- | saving throw. | + | |
- | 5th Level: Engulf (8 Ferocity). Te cube atempts | + | |
- | Large or smaller creature within 5 feet of them into their body. | + | |
- | Tat creature must make a DC 10 plus PB Dexterity saving | + | |
throw. On a failure, the target enters the cube’s space without | throw. On a failure, the target enters the cube’s space without | ||
provoking opportunity atacks, takes PBd6 acid damage, and is | provoking opportunity atacks, takes PBd6 acid damage, and is |