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character:albaz:stats [2023/08/19 10:06] – [Character Notebook] 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 \\ 
-  *1612, 15, 5, 12, 8 +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 different actionincluding any of the actions noted in the companion’s stat block \\ 
-  *Mimic Companion +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)  
-  *Medium Monstrosity (Shapechanger), Unaligned + 
-  *Armor Class 13 plus PB (natural armor) +
-  *Hit Points 7 + 7 times caregiver’s level (the mimic has 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 +
-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 a 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 +
  
   *16, 8, 16, 5, 10, 8   *16, 8, 16, 5, 10, 8
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 **ACTIONS** \\ **ACTIONS** \\
 **Pseudopod** (Signature Atack). \\ **Pseudopod** (Signature Atack). \\
-Melee Weapon Atack: +3 plus PB to hit, reach 5 f., one target. Hit: 1d6 plus PB acid damage.+Melee Weapon Atack: +3 plus PB to hit, reach 5 f., one target. Hit: **2d6**((This changes with level up)) plus PB acid damage.
   *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.   *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.
   *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.   *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.
-  *5th Level: Engulf (8 Ferocity): The cube attempts to pull a +  *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
-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
  • character/albaz/stats.1692405411.txt.gz
  • Last modified: 9 months ago
  • by Cinder