Silver Duty

Assailant

The SHSL Shadow Alchemy Stand Using Lab Member
General DetailsCharacter Name - Silver Duty

Race - Earth Pony

Class & Level - Fighter 14

Talents Trees - Dueling, Leadership


Hit Points - 169 [lvl(6+con+2+1)]

Armor Class - 20 (Plate Mail + Heavy Shield) No Crit

Proficiency Bonus - +5

Proficiency (Equipment) - All Weapons


Ability StatsStrength Score - +5

Dexterity Score - +3

Constitution Score - +4

Intelligence Score - +1

Charisma Score - +0

Ability ChecksStrength Check - +10

Dexterity Check - +8

Constitution Check - +5

Intelligence Check - +2

Charisma Check - +1

Abilities
Racial Abilities - Earth Pony
  • +1 Strength
  • The ability to take the 'Nature Magic' talent tree. This is not granted automatically and must be taken as one of your Talent Tree specializations.
Trait Talent - Strength, Constitution

    • Intimidation: At the beginning of battle, each enemy is treated as -2 AC lower for you on the first round.
    • Healthy: You gain a +1 to HP every level.

Combat Stats
  • -2 damage against me
  • +2 damage with one-handed weapons
  • All allies around gain +1 to hit
  • Bonus +2 to hit
  • Proficiency with weapons
  • 3 Attacks per turn
  • Cannot be hit by a critical


Combat Talents - (Dueling, Leadership)
  • Dueling
    • Passive Ability: You gain proficiency with all simple and martial one-handed weapons. In addition, your hours of practice have made your skill remarkable. You gain a +2 damage with one-handed melee weapons.
    • Passive Buff
      • Openings: Any enemy you strike loses 2 AC against you, permanently. This effect can only happen once to each enemy.
    • Tier 2
      • Luck (2 Round CD): You seem to have an extraordinary amount of luck when hitting a foe. When rolling to make an attack, you may instead roll two D20's and use the highest one.
      • Run Through (4 Round CD): You attempt to run your blade through the enemy. To use this ability, apply the following bonuses to one of your attacks for the round; -3 to-hit and +10 damage.
    • Tier 3
      • Parry: Once per turn, you may choose an attack which would hit you and attempt to parry it. To do so, make a dexterity check (Dexterity Modifier + Proficiency Bonus). If your roll is equal to or greater than the roll you are trying to parry, you deflect the attack and take no damage. Using this ability takes away 1 of your attacks that turn.
      • Vicious Mockery: You have learned how to really get under an opponents skin when dueling them. On your turn, you may choose a target to mock, demean, insult, and all around just piss off. When you do so, they have a -2 to hit anybody else besides you, which they gain a +1 to-hit against.
  • Leadership
    • Passive Ability: Your hours of practice have made your ability to command others remarkable. All allies around you gain a +1 to-hit.
    • Passive Buff
      • Tough Old Pony: You're used to being injured in battle. You gain +2 HP every level.
      • Veteran: You have seen many battles before, and know how to take care of yourself. You gain a +2 to-hit.
    • Tier 2
      • Rallying Cry (2 Round CD): You inspire the troops around you, urging them to fight on through the pain and exhaustion. All allies who can reasonably hear your character regain 1D8 HP.
      • To Victory! (4 Round CD): You inspire a soldier of your choice, urging them to win the battle for their side. For 1D6 rounds, the soldier gains a +4 to AC, +4 to damage, +2 to-hit and critically strikes on an 18-20.
    • Tier 3
      • Get Down!: You know that the fate of your troops rests in your hooves. Once per turn you can shout to warn an ally of an attack. Roll a 1D10 and add your proficiency bonus; they reduce the damage by the amount that you rolled.
      • Weak Point: You have learned to sense an enemies weakness, and know how to order your troops to take advantage of it. When you hit an enemy, all your allies gain a +1 to-hit that enemy.


Magic Schools - Lost Art: Rune Sorcery

  • Earth Rune: Bend and twist the earth nearby to your fancy. Roll to hit an opponent, doing 1d6 bludgeoning damage by throwing ballistic earth at your opposition if you hit. They must also make a Strength check or fall prone. This damage increases to 2d6 at level 5, 2d8 at level 11 and 3d8 at level 17. Alternatively, raise earth to provide cover on the go, giving you and teammates a +2 ac.
  • Fire Rune: Spray destructive fire at your opposition! Up to 4 enemies in a cone in front of you must make a Dexterity Check or take 2d8 fire damage. At levels 5, 10, 15 and 20 this does 1d8 more damage.
  • Air Rune: Blow away the opposition! Sweep them off their feet! All creatures within either a ten foot cube in front of you or a circle of ten foot radius around you, including friendlies, must make a dexterity saving throw or be knocked back five feet and knocked prone. At level 5, this ability also deals 1d8 damage. At level 11 it deals 2d8 damage and at level 17 it deals 3d8 damage.
  • Water Rune: Control the fluid force of water! Useful for fording rivers and the like. Alternatively, you can attack someone with it for 1d4 bludgeoning damage. At level 5 this deals 2d4 bludgeoning damage. At level 11 this also gives the target disadvantage on their first attack, and at level 17 is deals 3d4 damage.
  • Agility Rune: Move swiftly! Act light on your hooves! Gain +1 to all dexterity checks/saves. Also +1 to AC. At level 5 this becomes +2 to all dexterity checks. At level 11 this becomes +2 AC. At level 17 it becomes +3 to dexterity checks and +3 to AC.
  • Strength Rune: Be the tank your team needs you to be! Gain +1 to all strength checks/saves and do an extra 1d4 damage on a melee weapon attack. At level 5 this becomes +2 to all strength checks. At level 11 this becomes 1d6 extra damage. At level 17 this becomes +3 to all strength checks and 1d8 damage.
  • Communication Rune: They may speak in tongues, but good thing you know a thing or two about tongues... wait... While active, the user can understand any spoken or written language. Furthermore, anything they speak will be understood by anyone who hears it that they will.
  • Health Rune: Clerics wish they were you! Gain 1d4 + 1d4 per point spent back in HP. At levels 5, 11 and 17 this hit dice increases to d6/d8/d10 respectively.
  • Magic Rune (Receiver): Looks like you have someone looking out for you! Unicorns can, if they so choose, sacrifice spell points of their own to give to you. Does not allow you to go above your maximum spell points in terms of storage across multiple turns, but CAN allow you to spend more spell points than you otherwise would have been able to that turn.
Class Abilities - Fighter
    • Second Wind: Starting at level 1, you may heal yourself an amount equal to 1d10 + your fighter level. You may use this ability a number of times equal to 1/2 your Constitution modifier.
    • Weapon Specialization (One Hoofed): Starting at level 1, you gain additional skill with a weapon of your choice. Choose one category of Martial Weapon (One-Hoofed). When using that type of weapon, you gain a +2 damage bonus and a +1 to hit.
    • Extra Attack (3): At level 11, you may make one additional attack on your turn, bringing the total up to 3.
    • Extra Attack (4): At level 15, you may make one additional attack on your turn; bringing the total to 4.
    • Weapon Master: At level 20, you have mastered the art of warfare. Choose one ability score and raise it by +1 (this can exceed +5). In addition, your chosen weapon from Weapon Specialization now deals +4 damage rather than +2 and you gain a +2 to hit rather than +1.


Equipment- Stone of Good Luck (+1 to all checks)


Armor - Plate Mail, Heavy Shield
  • Plate Mail
    • Heavy Armor
    • 18 AC
    • Adamantine
  • Heavy Shield
    • +2 AC

Weapons - Longsword, Daggers, Broadsword
  • Longsword
    • One-Hoofed
    • Martial
    • To Hit: 1D20 + 13(Prof. Bonus + Specialization + Strength + Veteran + Enchantment)
    • Damage: 1D10 + 10(Specialization + Strength + Duel. Pass. + Enchantment)
    • 20 Crit (+2D6 on Crit)
  • Daggers
    • Thrown
    • Martial
    • To Hit: 1D20 + 9(Prof. Bonus + Dex + Veteran)
    • Damage: 1D8 + 3(Dex)
    • 19-20 Crit
  • Broadsword
    • Two-Hoofed
    • Martial
    • To Hit: 1D20 + 11(Prof. Bonus + Strength + Veteran)
    • Damage: 2D6 + 5(Strength)
    • 20 Crit
 
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