Subotai -- Samurai -- Includes Magic Items

Name: Subotai Ken'rishi
Race/Ancestry/Heritage: Human
Class & Level: Fighter 1
Background: Knight
Alignment: Neutral Good
Experience: 0 xp


ABILITY SCORES & ABILITIES
(* includes +2 proficiency bonus; ** includes expertise, if any)

Strength 17
+3 ... Strength Ability Checks
+5 ... Strength Saving Throws *
+3 ... Athletics Skill
255 lbs. ... Maximum Carrying Capacity
510 lbs. ... Max. Push or Drag (Speed -5 ft.)
510 lbs. ... Maximum Lift

Dexterity 18
+4 ... Dexterity Ability Checks
+4 ... Dexterity Saving Throws
+6 ... Acrobatics Skill *
+4 ... Sleight of Hand Skill
+4 ... Stealth Skill (Disadv.)

Constitution 16
+3 ... Constitution Ability Checks
+5 ... Constitution Saving Throws *

Intelligence 13
+1 ... Intelligence Ability Checks
+1 ... Intelligence Saving Throws
+1 ... Arcana Skill
+3 ... History Skill *
+1 ... Investigation Skill
+1 ... Nature Skill
+1 ... Religion Skill

Wisdom 14
+2 ... Wisdom Ability Checks
+2 ... Wisdom Saving Throws
+2 ... Animal Handling Skill
+2 ... Insight Skill
+2 ... Medicine Skill
+4 ... Perception Skill *
+2 ... Survival Skill

Charisma 15
+2 ... Charisma Ability Checks
+2 ... Charisma Saving Throws
+2 ... Deception Skill
+2 ... Intimidation Skill
+2 ... Performance Skill
+4 ... Persuasion Skill *

COMBAT [PHB p. 189]

14 ... Passive Perception
+4 ... Initiative Modifier

Armor Class 18... Armor worn: chain mail

30 ft. Speed ... Base distance per move

13 hit points ... 1d10 Hit Dice


+3 Defender Katana. Melee Weapon Attack: +9 to hit, reach 5 ft. Hit: 1d12+6 piercing damage. AC Bonus +2

Katana. Melee Weapon Attack: +6 to hit, reach 5 ft. Hit: 1d8+4 slashing damage.

Hand Crossbow Ranged Weapon Attack: +6 to hit. Hit: 1d6+4 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.)

Fighting Style: Two-Weapon Fighting. Add ability modifier to damage of second weapon's hits.


FEATURES, TRAITS, SPECIAL ABILITIES

Knight Background [PHB p. 136]

• Feature: Retainers.

• Traits: Earned title in conquest. Aloof manner.

• Ideal: Service is life's greatest honor.

• Bond: Puts nobles above all else.

• Flaw: Sees mercy as weakness.


Proficiencies & Languages
• Proficiency Bonus: +2
• Armor: light armor, medium armor, heavy armor, shields
• Weapons: simple weapons, martial weapons
• Tools: gaming set (Dragonchess)
• Saving Throws: Strength, Constitution
• Skills: Acrobatics, History, Perception, Persuasion
• Languages: Common, Giant, Halfling


Human Traits [PHB p. 29]

• Creature Type: Humanoid

• Age: 20 years old

• Medium Size (5' 4", 174 lbs.)


Fighter Class Features [PHB p. 70, XGtE p. 31]

• Fighting Style (Two-Weapon Fighting)

• Second Wind (regain 1d10+1 h.p.)

Fighting Style: Two-Weapon Fighting. Add ability modifier to damage of second weapon's hits.


EQUIPMENT & TREASURE

Carried Gear [PHB, p. 143]: chain mail armor (AC 16), (2) katana (worn dragon style), hand crossbow and 20 bolts, set of fine clothes, noble house's or faith's banner, writ of service, a purse. (This load is about 123 lbs.; add 1 lb. per 50 coins carried. Note your bag of holding holds 500 lbs.)

Coins & Gems: 11 gold pieces (gp); 10 silver pieces (sp); 71 copper pieces (cp); 4 gems (worth 10 gp each)

Magic Items [DMG p. 135]
• +3 defender katana (nated above, attuned to character)
• bag of holding
• eversmoking bottle
• periapt of proof against poison
• potion of longevity
• potion of storm giant strength (STR 29)
• robe of stars 
• potion of healing (2d4+2 hp)

Bag of Holding 
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 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.

Eversmoking Bottle
Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an Action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet.

The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its Command word as an Action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a Strong Wind (21 or more miles per hour) can do so after 1 round.

Periapt of Proof Against Poison
This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, Poisons have no Effect on you. You are immune to the Poisoned condition and have immunity to poison damage.

Potion of Longevity
When you drink this potion, your physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. Each time you subsequently drink a potion of longevity, there is 10 percent cumulative chance that you instead age by 1d6 + 6 years. Suspended in this amber liquid are a scorpion's tail, an adder's fang, a dead spider, and a tiny heart that, against all reason, is still beating. These ingredients vanish when the potion is opened.

Potion of Storm Giant Strength
When you drink this potion, your Strength score changes to 29 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.

This potion's transparent liquid has floating in it a sliver of fingernail from a storm giant.

Robe of Stars 
This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to Saving Throws while you wear it.

Six stars, located on the robe’s upper front portion, are particularly large. While wearing this robe, you can use an Action to pull off one of the stars and use it to cast Magic Missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe.

While you wear the robe, you can use an Action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an Action to Return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.

Potion of Healing 
You regain 2d4+2 Hit Points when you drink this potion. Whatever its potency, the potion’s red liquid glimmers when agitated.



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