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f:id:Seth:20201202025329p:plain

PL:Seth
Create Date:2020/12/1 Ranger2
UpDate:-
 
PC’s Name:  Toora
Race: Hobgoblin
Class & Level: Ranger 2
Background: Folk Hero
Alignment: Lawful Neutral
Languages: Common, Undercommon, Goblin,Orc
Deite:Nomog-Geaya
Experience: 315 xp
 
Hobgoblin Traits [VGtM p. 119]
• Age: 24 years old
• Medium Size (6' 4", 190 lbs.)
• Darkvision (60 feet)
• Martial Training (prof. in longsword, longbow and light armor)
• Saving Face (on failed attack, ability check or saving throw roll, 
gain bonus equal to number of allies in sight within 30 feet, max. bonus +5,
 use once between short rests)
 
Folk Hero Background [PHB p. 131]
Feature: Rustic Hospitality
Traits: Left home, never went back. Uncomfortable when among civilization.
Ideal: We will let no enemy rob us of our destiny.
Bond: Avenges abuses by nobles.
Flaw: Actually ashamed of rural roots.
 
Proficiencies & Languages
• Proficiency Bonus: +2
• Armor: light armor, medium armor, shields
• Weapons: simple weapons, martial weapons, longbow, longsword
• Tools: cartographer's tools, vehicles (land craft)
• Saving Throws: Strength, Dexterity
• Skills: Animal Handling, Insight, Perception, Stealth, Survival
Languages: Common, Undercommon, Goblin
 
Ranger Class Features [PHB p. 90]
• Favored Enemy: Human Orc (adv. on Survival checks to track, Intelligence to recall lore)
• Natural Explorer: The Underdark (double proficiency bonus on Wisdom and Intelligence on favored terrain)
 
ABILITY SCORES & ABILITIES Normal Build 27p
(* includes +2 proficiency bonus; ** includes expertise, if any)
 
Strength 12 +1
+1 ... Strength Ability Checks
+3 ... Strength Saving Throws *
+1 ... Athletics Skill
180 lbs. ... Maximum Carrying Capacity
360 lbs. ... Max. Push or Drag (Speed -5 ft.)
360 lbs. ... Maximum Lift
 
Dexterity 15 +2
+2 ... Dexterity Ability Checks
+4 ... Dexterity Saving Throws *
+2 ... Acrobatics Skill
+2 ... Sleight of Hand Skill
+4 ... Stealth Skill  *
 
Constitution 15 +1
+2 ... Constitution Ability Checks
+2 ... Constitution Saving Throws
 
Intelligence 9 -1
-1 ... Intelligence Ability Checks
-1 ... Intelligence Saving Throws
-1 ... Arcana Skill
-1 ... History Skill
-1 ... Investigation Skill
-1 ... Nature Skill
-1 ... Religion Skill
 
Wisdom 14 +2
+2 ... Wisdom Ability Checks
+2 ... Wisdom Saving Throws
+4 ... Animal Handling Skill  *
+4 ... Insight Skill  *
+2 ... Medicine Skill
+4 ... Perception Skill  * Darkvision (60 feet)
+4 ... Survival Skill  *
 
Charisma 10 +0
+0 ... Charisma Ability Checks
+0 ... Charisma Saving Throws
+0 ... Deception Skill
+0 ... Intimidation Skill
+0 ... Performance Skill
+0 ... Persuasion Skill
 
COMBAT [PHB p. 189]
 
14 ... Passive Perception
+2 ... Initiative Modifier
 
Armor Class 16 = Armor worn: Studded Leather Armor+1 (AC11+1) + 2Dex mod. 13 lb. +2Shield 10 gp, 6 lb.
ノーマルアイテムのみ時
Armor Class 15 = Armor worn: Studded Leather Armor (AC11) + 2Dex mod. 13 lb. +2Shield 10 gp, 6 lb.
 
30 ft. Speed ... Base distance per move
Natural Explorer The Underdark
You are particularly familiar with one type of natural Environment and are adept at traveling and surviving in such regions. 
Choose one type of Favored terrain: Arctic, coast, Desert, Forest, Grassland, Mountain, swamp, or The Underdark. 
When you make an Intelligence or Wisdom check related to your Favored terrain, 
your Proficiency Bonus is doubled if you are using a skill that you're proficient in.
While traveling for an hour or more in your Favored terrain, you gain the following benefits:
* Difficult Terrain doesn't slow your group's Travel.
* Your group can't become lost except by magical means.
* Even when you are engaged in another Activity While Traveling (such as foraging, navigating, or tracking), you remain alert to danger.
* If you are traveling alone, you can move stealthily at a normal pace.
* When you Forage, you find twice as much food as you normally would.
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
 
HP 18 =10+6[1d10 Hit Dice]x1+1CON mod.x2
 
Attack
Fighting Style: Dueling +2 Damage
Hunter's Mark
• Saving Face (on failed attack, ability check or saving throw roll, 
gain bonus equal to number of allies in sight within 30 feet, max. bonus +5,
 use once between short rests)
 
ノーマルアイテムのみ時
Ranged
Long Bow Ranged Weapon Attack: +4 to hit. Hit: 1d8+2 piercing damage. ammunition (150/600 ft.), heavy, two-handed
Hand Crossbow Ranged Weapon Attack: +4 to hit. Hit: 1d6+2 piercing damage.
(Normal range to 30 ft.; disadvantage long range 31 to 120 ft. Reloading limits to only one attack per round regardless of extra attacks.)
 
Melee
Rapier. Melee Weapon Attack Finesse: +4 to hit, reach 5 ft. Hit: 1d8+2+2Dueling piercing damage.
 
Scimitar. Melee Weapon Attack Finesse Light: +4+1 to hit, reach 5 ft. Hit: 1d6+2+2Dueling slashing damage.
 
Mace.Melee Weapon Attack: +3 to hit, reach 5 ft. Hit: 1d6+1+2Dueling bludgeoning damage.5 gp, 4 lb.
 
Melee
Scimitar+1. Melee Weapon Attack: +4+1 to hit, reach 5 ft. Hit: 1d6+2+1+2Dueling slashing damage.
Mace.Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: 1d6+2+2Dueling bludgeoning damage.5 gp, 4 lb.
Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: 1d8+2+2Dueling piercing damage.
 
 
 
Spellcasting [PHB p. 201]
your spellcasting ability modifier:判断力WIS修正値
Spell Attack Modifier +4
Spell Save DC 12
Cantrips Known: No Ranger cantrips
 
Prepared Spells
1st Level (2 slots): Cure Wounds,Hunter's Mark
 
Source: Player's Handbook
Cure Wounds
1st-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. 
This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, 
the healing increases by 1d8 for each slot level above 1st.
 
Source: Player's Handbook
Hunter's Mark
1st-level divination
Casting Time: 1 bonus action
Range: 90 feet
Components: V
Duration: Concentration, up to 1 hour
You choose a creature you can see within range and mystically mark it as your quarry. 
Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack,
 and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. 
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Spell Lists. Ranger
 
 
EQUIPMENT & TREASURE
 
Magic Items (DMG p. 135)
• Bag of Holding 
Wondrous item, minor tier, uncommon
15 lb.
This bag has an interior space considerably larger than its outside dimensions, 
roughly 2 feet in diameter at the mouth and 4 feet deep. 
The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. 
The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. 
If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. 
Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), 
after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack, portable hole, 
or similar item instantly destroys both items and opens a gate to the Astral Plane. 
The gate originates where the one item was placed inside the other. 
Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. 
The gate then closes. The gate is one-way only and can't be reopened.
Found On: Magic Item Table A, Magic Item Table B
Source: DMG, page 153. Available in the SRD.
 
(a) Item attuned to character.
 
Carried Gear (PHB, p. 143): leather armor (AC 11), rapier, two (2) shortswords, hand crossbow and 20 bolts, longbow and 20 arrows, cartographer's tools (compass, maps, pens), belt pouch, set of common clothes, iron pot, shovel. (This load is about 55 lbs.; add 1 lb. per 50 coins carried.)
 
Longbow
PHB p149
Martial weapon, ranged weapon
50 gp, 2 lb.
1d8 piercing - ammunition (150/600 ft.), heavy, two-handed
Ammunition.
You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. 
Each time you attack with the weapon, you expend one piece of ammunition. 
Drawing the ammunition from a quiver, case, or other container is part of the attack.
 Loading a one-handed weapon requires a free hand. At the end of the battle, 
you can recover half your expended ammunition by taking a minute to search the battlefield.
If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. 
A sling must be loaded to deal any damage when used in this way.
Heavy.
Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. 
A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.
Two-Handed.
This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.
Source: PHB, page 149. Available in the SRD.
 
 
Coins & Gems: 11 gold pieces (gp); 33 silver pieces (sp); 76 copper pieces (cp); 2 gems (worth 10 gp each)
 
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