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Feats

Feat: Background
Feat: LV4
Feat: LV8
Feat: LV12
Feat: LV16

Vision

Common Sight:1) -
Passive Perception: 00
Dark Vision: 00ft
True Sight: 0ft
Tremor Sense: 0ft
Blind Sight: 0ft


Attunment

Slot 1:
Slot 2:
Slot 3:

Movement

Walking 00ft
Swimming 00ft
Climbing 00ft
Flying 00ft

Currency

Platinum Gold Silver Copper
0 657 34 100
Occupation Labourer
Hired Muscle
Income Lifestyle
+2 SpD -2 SpD
Other Expences/Income
Prepared Meals
Inns
Hunting Spoils

SpD = Silver per Day

Location Item Stats
Head Oni Mask
Amulet Red Stone Prayer Beads
Cloak Travel Cloak
Clothes Worn Clothes
Armour -
Arms/Hands Arm Guards
Ring/s -
Belt Rope Belt
Boots -
Weapon Kanabo Of Calamity
Shield/Ammo/Offhand -
Sub-Weapon -

Carrying Capacity
Strength x 15 = Carrying Capacity
Strength x 15 = Lift,Push,Pull Capacity

Carry Capacity Lift, Push, Pull Capacity Equipped Load
000ibs 000Ibs 000Ibs

Consumables & Useful Items

Item Name Details
Tinderbox
Torch x10
Rations x10
Rope 50ft
Metal Staff
Hunting Trap x3
-
-
-
-

Special Items

Name Detail
Bedroll
Waterskin
Raishin's Notebook
Wood-Carver's Tools
Backpack
Money Pouch
Flute
-
-
-

Misc / Junk Items

Item Detail
Fine Animal Pelts 4
-
-
-
-
-
-
-
-
-
Attack Hit Damage
Weapon Attack +00 1d6+0
Unarmed Attack +00 1d4+0
Core Saves
STR +0 DEX +0 CON +0
INT +0 WIS +0 CHA +0
Spell Slots
1st 0 2nd 0 3rd 0
4th 0 5th 0 6th 0
7th 0 8th 0 9th 0
Skill Saves
Acrobatics +0
Medicine +0
Animal Handling +0
Nature +0
Arcana +0
Perception +0
Athletics +0
Performance +0
Deception +0
Persuasion +0
History +0
Religion +0
Insight +0
Sleight of Hand +0
Intimidation +0
Stealth +0
Investigation +0
Survival +0
Passive Ability Stat Source
Ability Name Stat Source
Ability Name Stat Source
Ability Name Stat Source
Ability Name Stat Source
Ability Name Stat Source
Ability Name Stat Source
Ability Name Stat Source
Ability Name Stat Source
Ability Name Stat Source
Ability Name Stat Source
Active Ability Description Action Usage/Recovery Source
Name Stat Action/Bonus/Reaction 1 per rest Racial
Name Stat Action/Bonus/Reaction 1 per rest Racial
Name Stat Action/Bonus/Reaction 1 per rest Racial
Name Stat Action/Bonus/Reaction 1 per rest Racial
Name Stat Action/Bonus/Reaction 1 per rest Racial
Name Stat Action/Bonus/Reaction 1 per rest Racial
Name Stat Action/Bonus/Reaction 1 per rest Racial
Name Stat Action/Bonus/Reaction 1 per rest Racial
Name Stat Action/Bonus/Reaction 1 per rest Racial
Name Stat Action/Bonus/Reaction 1 per rest Racial

Raishin is covered from head to toe in traditional Golaith tribal tattoos, unknown to her this is in fact a magic tattoo that has been left unfinished.
passed down by her parents as she reached age milestones she was granted new markings as was tradition of the Goliaths. but due to the circumstances involving her parents that tattoo was never completely finished and so lies dormant on Rashin's body.

Raishin dose not know of her markings hidden power and is only vaguely a wear that it may not be finished, this is a plot point designed to awaken some power within her when the DM decides she is ready.

If / When that tattoo is complete it will become the Blood Fury Tattoo seen Tasha's Culdron and has the following effects.

Source: Tasha's Cauldron of Everything

Magic Tattoo, Blood Fury

  • Wondrous item (tattoo)
  • legendary (requires attunement)

Produced by a special needle, this magic tattoo evokes fury in its form and colors.

Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Bloodthirsty Strikes
The tattoo has 10 charges, and it regains all expended charges daily at dawn. While this tattoo is on your skin, you gain the following benefits:

  • When you hit a creature with a weapon attack, you can expend a charge to deal an extra 4d6 necrotic damage to the target, and you regain a number of hit points equal to the necrotic damage dealt.
  • When a creature you can see damages you, you can expend a charge and use your reaction to make a melee attack against that creature, with advantage on your attack roll.

You grew up in the wilds, far from civilization and the comforts of town and technology. You've witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don't know the specific features of the terrain, you know the ways of the wild.

Source: Player's Handbook

  • Skill Proficiencies: Perception, Survival
  • Tool Proficiencies: Musical instrument: Flute
  • Languages: Elvish
  • Equipment: A metal staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a pouch containing 10gp

Features

Origin You've been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.

5 Exile or outcast

Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

A handy place for you to write notes as if your character was writing.
For Reference or Lore fill it how you want.

Illumar + 2-3 assistances

mountain resercher


1)
Standard eye sight
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  • Last modified: 11 months ago
  • by Cinder