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character:albaz:stats [2023/06/28 14:51] – created Cindercharacter:albaz:stats [2024/01/01 21:42] (current) Cinder
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 +<WRAP centeralign>
 ====== Albaz's Stats Page ======= ====== Albaz's Stats Page =======
 +</WRAP>
  
 <WRAP box right 20em> <WRAP centeralign> <WRAP box right 20em> <WRAP centeralign>
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 **Vision** **Vision**
-^ Common Sight:((Standard eye sight))| Yes/No |+^ Common Sight:((Standard eye sight))| Yes |
 ^ Passive Perception:| 00 | ^ Passive Perception:| 00 |
 ^ Dark Vision:| 00ft | ^ Dark Vision:| 00ft |
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 **Movement** **Movement**
 </WRAP> </WRAP>
-| 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 ^
-| +GpD | -0GpD |+| +GpD | -2 GpD |
  
 ^Other Expences/Income ^ ^Other Expences/Income ^
-| |+Treasure Hunting + |
  
 //GpD = Gold per Day// //GpD = Gold per Day//
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 ^ Amulet      | - | | ^ Amulet      | - | |
 ^ Cloak       | - | | ^ Cloak       | - | |
-^ Clothes     | |+^ Clothes     Traveler's Clothes //This set of clothes could consist of boots, a wool skirt or breeches, a sturdy belt, a shirt (perhaps with a vest or jacket), and an ample cloak with a hood.// |
 ^ Armour      | - | | ^ Armour      | - | |
 ^ Arms/Hands  | - | | ^ Arms/Hands  | - | |
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 ^ Name ^ Detail ^ ^ Name ^ Detail ^
-| | +Backpack A handy carrying case.((A backpack is a leather pack carried on the back, typically with straps to secure it. A backpack can hold 1 cubic foot/ 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.)) 
-| |+Bedroll Made for Sleeping.((You never know where you’re going to sleep, and a bedroll helps you get better sleep in a hayloft or on the cold ground. A bedroll consists of bedding and a blanket thin enough to be rolled up and tied. In an emergency, it can double as a stretcher.))  |
 | - | | | - | |
 | - | | | - | |
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 <WRAP clear /> <WRAP clear />
  
 +<WRAP box second column> <WRAP centeralign>
 +**Cook's Utensils** 
 +</WRAP>
 +
 +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's eating habits.
 +
 +**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>
 +
 +<WRAP clear />
 +<WRAP centeralign>
 =====Quick Ability Reference==== =====Quick Ability Reference====
 +</WRAP>
  
 <WRAP box centre :en> <WRAP box centre :en>
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-====Background:Feature & Details====+
  
 =====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, or if the companion enters a rampage (as discussed below) 
 + 
 +
 +  *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 Form.** Te cube’s caregiver can enter 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.
-Mimic Companion +
-Medium Monstrosity (Shapechanger), Unaligned +
-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 Form Only). While the mimic +
-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, the +
-mimic can make signature atack against the creature whose +
-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 mimic, +
-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, and vice versa, with +
-both taking the full damage and efect of the atack. +
-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 attack with a reach of 10 feet. On a hit, the attack deals an extra PB damage, and a target that takes damage from the attack can’t regain hit points until the start of your next turn. 
-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 to pull a Large or smaller creature within 5 feet of them into their body. That creature must make a DC 10 plus PB Dexterity saving
-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 with a reach of 10 feet. On a hit, the +
-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 to pull a +
-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
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