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Adventure Title
Char Creation
Char Creation
Session
Date Played
2022-08-28 04:50:00 UTC
2022-08-28 04:50:00 UTC
Levels Gained
GP +/-
15
15
Downtime +/-
Location Played
DM Name
DM DCI Number
Notes
Rasse: Thri-kreen Dexterity +2 Charisma +1 Alignment: Chaotic Neutral Size: Small Speed: 30 Language: Common Custom Race Features Chameleon Carapace While you aren’t wearing armor, your carapace gives you a base Armor Class of 13 + your Dexterity modifier. As an action, you can change the color of your carapace to match the color and texture of your surroundings, giving you advantage on Dexterity (Stealth) checks made to hide in those surroundings. Darkvision You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. Secondary Arms You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property. Sleepless You do not require sleep and can remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest. Thri-kreen Telepathy Without the assistance of magic, you can’t speak the non-thri-kreen languages you know. Instead you use telepathy to convey your thoughts. You have the magical ability to transmit your thoughts mentally to willing creatures you can see within 120 feet of yourself. A contacted creature doesn’t need to share a language with you to understand your thoughts, but it must be able to understand at least one language. Your telepathic link to a creature is broken if you and the creature move more than 120 feet apart, if either of you is incapacitated, or if either of you mentally breaks the contact (no action required). *Class: * Fighter Weapon Proficiencies Simple weapons, Martial weapons Armor Proficiencies: Light Armor, Medium Armor, Heavy Armor, Shields Skill Proficiencies: Perception Athletics Fighting Style Archery Ability Score Method: Point Buy Strength: 8 Dexterity: 15 - 17 Constitution: 14 Intelligence: 12 Wisdom: 12 Charisma: 11 - 12 *Background * Urban Bounty Hunter Proficiencies: Stealth (SRD) Deception (SRD) Dice Set (SRD) Drum (SRD) Custom Background Features Ear to the Ground You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area. Personality Traits I eat like a pig and have bad manners. I don’t like to bathe. Ideal Independence. I am a free spirit—no one tells me what to do. Bond I owe everything to my mentor Flaw I be afraid of big flying creatures
Rasse: Thri-kreen Dexterity +2 Charisma +1 Alignment: Chaotic Neutral Size: Small Speed: 30 Language: Common Custom Race Features Chameleon Carapace While you aren’t wearing armor, your carapace gives you a base Armor Class of 13 + your Dexterity modifier. As an action, you can change the color of your carapace to match the color and texture of your surroundings, giving you advantage on Dexterity (Stealth) checks made to hide in those surroundings. Darkvision You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. Secondary Arms You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property. Sleepless You do not require sleep and can remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest. Thri-kreen Telepathy Without the assistance of magic, you can’t speak the non-thri-kreen languages you know. Instead you use telepathy to convey your thoughts. You have the magical ability to transmit your thoughts mentally to willing creatures you can see within 120 feet of yourself. A contacted creature doesn’t need to share a language with you to understand your thoughts, but it must be able to understand at least one language. Your telepathic link to a creature is broken if you and the creature move more than 120 feet apart, if either of you is incapacitated, or if either of you mentally breaks the contact (no action required). *Class: * Fighter Weapon Proficiencies Simple weapons, Martial weapons Armor Proficiencies: Light Armor, Medium Armor, Heavy Armor, Shields Skill Proficiencies: Perception Athletics Fighting Style Archery Ability Score Method: Point Buy Strength: 8 Dexterity: 15 - 17 Constitution: 14 Intelligence: 12 Wisdom: 12 Charisma: 11 - 12 *Background * Urban Bounty Hunter Proficiencies: Stealth (SRD) Deception (SRD) Dice Set (SRD) Drum (SRD) Custom Background Features Ear to the Ground You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area. Personality Traits I eat like a pig and have bad manners. I don’t like to bathe. Ideal Independence. I am a free spirit—no one tells me what to do. Bond I owe everything to my mentor Flaw I be afraid of big flying creatures