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Feats

Background: Fighter Initiate
Lv4 Barb: Stone Giant Gift
Lv4 Monk: Tavern Brawler
Lv: -
Lv: -

Vision

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


Attunment

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 -
Amulet Yellow Stone Prayer Beads A gift from another Goliath, Most Goliath tribes are rooted in their religions belief and so carry some sort of trinket that represents that. Raishin had none and so was gifted this necklace of beads.
Cloak Travel Cloak A Simple sturdy cloak made for a smaller body, its more of a scarf on Raishin but something is better than nothing.
Clothes Worn Clothes Less clothes and more covering material. These simple yellow coverings made hastily by a goliath tribe that Raisin was staying at. The yellow colour coming from a dye used for religious purpose to show other Goliaths she is tribeless.
Armor -
Arms/Hands -
Ring/s -
Belt Rope Belt A simple belt made of rope, But its purpose and design hold great meaning. Many tribeless Goliath wear thick dyed rope as a way to hold their souls to earth, So the Gods know they are not ready to be taken. A Goliath with no tribe and no rope tends to be one who has given up on life.
Boots -
Weapon Kanabo Of Calamity
Shield/Ammo/Offhand -
Sub-Weapon -

Carrying Capacity
Strength x 15 = Carrying Capacity
Strength x 30 = 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
Draconic Endurance Various Species
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
Giant's Endurance Resistance Reaction Proficiency Bonus Species
Adrenalin Rush Movement Free Action Proficiency Bonus Species
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

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