Phill McKraken

Season:
Forgotten Realms
Race:
Hadozee
Class:
Fighter
Background:
Sailor
Lifestyle:
Poor
Current Level:
1
Total GP:
104
Total Downtime:
15
Tag:
T1
Faction:
None
Faction Rank:
Novice (rank 1)
Magic Item Count:
0
Magic Item Limit:
1
Mithral Plate Armor

Log Entries

Date Played ▼ Adventure Title Session Levels GP Downtime Magic Items
2024-05-17 07:38 Trade Log -5 Adamantine Plate Armor > Mithral Plate Armor Show Trade Log

Player: RaimundoO
DCI: 6320847593
Character: Murmel
Item: Mithral Plate Armor
Found in: DDHC-MORD-01 Riddle of the Raven Queen Part Two – Phorkyryl Outpost

2024-03-01 19:00 DDHC-DoSI Dragons of Stormwreck Isle 1 74 10 Show

GAINED:
1x Potion of Health, 1x Elixir of Health

2024-02-08 19:00 Keys from the Golden Vault - 01 - The Murkmire Malevolence 20 10 Adamantine Plate Armor Show
2022-10-06 18:38 Charakter Creation 10 Show

Race: Hadozee (AAC)
Point buy:
STR: 08 DEX: 15 CON: 15 INT: 08 WIS: 10 CHA: 15
Ability Score Increase: DEX +1, CON +1, CHA +1
Dexterous Feet
As a bonus action, you can use your feet to manipulate an object, open or close a door or container, or pick up or set down a Tiny object.
Glide
When you fall at least 10 feet above the ground, you can use your reaction to extend your skin membranes to glide horizontally a number of feet equal to your walking speed, and you take 0 damage from the fall. You determine the direction of the glide.
Hadozee Resilience
The magic that runs in your veins heightens your natural defenses. When you take damage, you can use your reaction to roll a d6. Add your proficiency bonus to the number rolled, and reduce the damage you take by an amount equal to that total (minimum of 0 damage).
You can use this trait a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Languages:
You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.

/
Background: Variant Sailor (Pirate)
Skill Proficiencies: Athletics, Perception
Tool Proficiencies: Navigator's tools, vehicles (water)
Equipment: A belaying pin (club), silk rope (50 feet), a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 10 gp
Aditional Feat: Magic Initiate Warlock
Eldritch Blast, Magic Stone
Hex

/
Class: Fighter
Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Strength, Constitution
Skills: Acrobatics, Survival
Equipment:
(b) Leather armor, Longbow, and 20 Arrows
(a) a Rapier and a shield
(a) a light crossbow and 20 bolts
(b) an explorer's pack

/
Fighting Style:
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
/
Second Wind:
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.

Date Played ▼ Adventure Title Tier Session ACP TCP Downtime Renown
2024-05-17 07:38 Trade Log -5 Show Trade Log

Player: RaimundoO
DCI: 6320847593
Character: Murmel
Item: Mithral Plate Armor
Found in: DDHC-MORD-01 Riddle of the Raven Queen Part Two – Phorkyryl Outpost

2024-03-01 19:00 DDHC-DoSI Dragons of Stormwreck Isle 1 10 Show

GAINED:
1x Potion of Health, 1x Elixir of Health

2024-02-08 19:00 Keys from the Golden Vault - 01 - The Murkmire Malevolence 10 Show
2022-10-06 18:38 Charakter Creation Show

Race: Hadozee (AAC)
Point buy:
STR: 08 DEX: 15 CON: 15 INT: 08 WIS: 10 CHA: 15
Ability Score Increase: DEX +1, CON +1, CHA +1
Dexterous Feet
As a bonus action, you can use your feet to manipulate an object, open or close a door or container, or pick up or set down a Tiny object.
Glide
When you fall at least 10 feet above the ground, you can use your reaction to extend your skin membranes to glide horizontally a number of feet equal to your walking speed, and you take 0 damage from the fall. You determine the direction of the glide.
Hadozee Resilience
The magic that runs in your veins heightens your natural defenses. When you take damage, you can use your reaction to roll a d6. Add your proficiency bonus to the number rolled, and reduce the damage you take by an amount equal to that total (minimum of 0 damage).
You can use this trait a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Languages:
You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.

/
Background: Variant Sailor (Pirate)
Skill Proficiencies: Athletics, Perception
Tool Proficiencies: Navigator's tools, vehicles (water)
Equipment: A belaying pin (club), silk rope (50 feet), a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 10 gp
Aditional Feat: Magic Initiate Warlock
Eldritch Blast, Magic Stone
Hex

/
Class: Fighter
Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Strength, Constitution
Skills: Acrobatics, Survival
Equipment:
(b) Leather armor, Longbow, and 20 Arrows
(a) a Rapier and a shield
(a) a light crossbow and 20 bolts
(b) an explorer's pack

/
Fighting Style:
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
/
Second Wind:
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.

Date Played ▼ Adventure Title Session XP GP Downtime Renown Magic Items
2024-05-17 07:38 Trade Log -5 Adamantine Plate Armor > Mithral Plate Armor Show Trade Log

Player: RaimundoO
DCI: 6320847593
Character: Murmel
Item: Mithral Plate Armor
Found in: DDHC-MORD-01 Riddle of the Raven Queen Part Two – Phorkyryl Outpost

2024-03-01 19:00 DDHC-DoSI Dragons of Stormwreck Isle 1 74 10 Show

GAINED:
1x Potion of Health, 1x Elixir of Health

2024-02-08 19:00 Keys from the Golden Vault - 01 - The Murkmire Malevolence 20 10 Adamantine Plate Armor Show
2022-10-06 18:38 Charakter Creation 10 Show

Race: Hadozee (AAC)
Point buy:
STR: 08 DEX: 15 CON: 15 INT: 08 WIS: 10 CHA: 15
Ability Score Increase: DEX +1, CON +1, CHA +1
Dexterous Feet
As a bonus action, you can use your feet to manipulate an object, open or close a door or container, or pick up or set down a Tiny object.
Glide
When you fall at least 10 feet above the ground, you can use your reaction to extend your skin membranes to glide horizontally a number of feet equal to your walking speed, and you take 0 damage from the fall. You determine the direction of the glide.
Hadozee Resilience
The magic that runs in your veins heightens your natural defenses. When you take damage, you can use your reaction to roll a d6. Add your proficiency bonus to the number rolled, and reduce the damage you take by an amount equal to that total (minimum of 0 damage).
You can use this trait a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Languages:
You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.

/
Background: Variant Sailor (Pirate)
Skill Proficiencies: Athletics, Perception
Tool Proficiencies: Navigator's tools, vehicles (water)
Equipment: A belaying pin (club), silk rope (50 feet), a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 10 gp
Aditional Feat: Magic Initiate Warlock
Eldritch Blast, Magic Stone
Hex

/
Class: Fighter
Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Strength, Constitution
Skills: Acrobatics, Survival
Equipment:
(b) Leather armor, Longbow, and 20 Arrows
(a) a Rapier and a shield
(a) a light crossbow and 20 bolts
(b) an explorer's pack

/
Fighting Style:
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
/
Second Wind:
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.