Sond of the Tickleberry Clan

From The Z-Team Wiki
Jump to navigation Jump to search
D&D: Ghosts of Saltmarsh
Saltmarsh-infobox.png
GM
Mark
Milestone
Level 9
Characters
Ajasz, lizardfolk scout
Arkis "Elric", kobold paladin of Tiamat
Chimalli, tortle barbarian
Elora, elven bladesinger
Ayida Ginen, half-elf undying warlock
Sond, halfling barbarian
Yeoman Scribus, kenku bard
Party Gear
The Sea GhostThe Harridan
Saltmarsh Gear
Saltmarsh Region
The Town of Saltmarsh
Saltmarsh Region
NPCs
Saltmarsh NPCsGuests
Resources
House Rules

Statistics

Race: Stout Halfling

Class(es): Wolf Totem Barbarian 9

Attributes
+4 +4 +3 -1 -1 -1
STR 18 DEX 18 CON 16 INT 8 WIS 8 CHA 8
+8 +4 +7 -1 -1 -1
Saves


Proficiency
Bonus (PB)
Initiative AC Max HP Current HP Speed
+4 +4 17 95 95 35'
By Tier Dex 10+Dex+Con Level 1: 12
Over Level 1: (7+Con)/Level
Base speed

Skills

Skill Total = Prof. + Attribute
Acrobatics (Dex) +4 = +4
Animal Handling (Wis) +3 = +4 -1
Arcana (Int) -1 = -1
Athletics (Str) +8 = +4 +4
Deception (Cha) -1 = -1
History (Int) -1 = -1
Insight (Wis) -1 = -1
Intimidation (Cha) -1 = -1
Investigation (Int) -1 = -1
Medicine (Wis) -1 = -1
Nature (Int) +3 = +4 -1
Perception (Wis) +3 = +4 -1
Performance (Cha) -1 = -1
Persuasion (Cha) -1 = -1
Religion (Int) -1 = -1
Sleight of Hand (Dex) +4 = +4
Stealth (Dex) +4 = +4
Survival (Wis) +3 = +4 -1

Class Features

  • Rage
Bonus Action
Advantage on Strength checks and Strength saving throws
Gain +2 to damage (+3 at 9th, +4 at 16th)
Resistance to bludgeoning, piercing, slashing damage
  • 2x at 1st, 3x at 3rd, 4x at 6th, 5x at 12th, 6x at 17th
  • Unarmed Defense
While not wearing armor, AC is 10 + Dex + Con
  • Reckless Attack
Gain advantage to attack rolls using Strength, but attack rolls against me have advantage until next turn
  • Primal Knowledge
When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level.
  • Danger Sense
Advantage on Dex saves against effects you can see such as traps and spells
Cannot be blinded, deafened, or incapacitated
  • Totem Spirit: Wolf
While raging, friends have advnntage on melee attack rolls against creatures within 5' that are hostile to me
  • Fast Movement
Increase speed by 10 feet while not wearing heavy armor
  • Aspects of the Beast: Eagle
Gain eyesight of eagle, see up to 1 mile away without difficulty
Discern details up to 100 feet away
Dim light doesn't impose disadvantage to Wisdom (Perception)
  • Feral Instinct
Advantage on initiative checks
Can act normally on first turn, but must enter range
  • Instinctive Pounce
As part of the bonus action you take to enter your rage, you can move up to half your speed.
  • Brutal Critical
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
This increases to two additional dice at 13th level and three additional dice at 17th level.

Feats

Magic Initiate (Druid)

  • Casting Attribute: Wisdom
  • Cantrips: Guidance, Druidcraft
  • 1st Level Spell: Absorb Elements

Armor and Weapons

Armor: Light armor, Medium Armor, Shields

Weapons: Simple Weapons, Martial Weapons

Tools: Herbalism Kit

Weapon Skill To Hit Damage Reach Attributes
Unarmed Strike Simple Melee Weapon +4 4 B
(7 if raging)
5'
+1 Halfling Greatsword
(+1 Longsword)
Martial Melee Weapon +9 1d8+5 S (1h)
1d10+5 S (2h)
(+3 if raging)
5' Versatile (1d10)
Javelin Simple Melee Weapon +8 1d6+4 P 5' Thrown (range 30/120)
Handaxe Simple Melee Weapon +8 1d6+4 S 5' Thrown (range 20/60)

Background: Tickleberry Nomad

Feature: At Home in the Wild

The wilderness is your home and you are comfortable dwelling in it. You can find a place to hide, rest, or recuperate when out in the wild. This place of rest is secure enough to conceal you from most natural threats. Threats that are supernatural, magical, or are actively seeking you out might do so with difficulty depending on the nature of the threat (as determined by the DM). However, this feature doesn’t shield or conceal you from scrying, mental probing, nor from threats that don’t necessarily require the five senses to find you. Note: This feature is a variant of the Folk Hero feature.

Personality Trait

Having walked among giants, I am fearless in the face of bigger creatures

Ideals

One must expand their horizons by seeing the world and exploring

Bonds

The dragon cultists that invaded my homeland stole away one of my tribe's people. I will not know rest until I've found them.

Flaws

I have absolutely no patience for slowpokes and those who prove indecisive

Blade the Mastiff

Blade serves as Sond's mount.

Blade's gear:

  • Bit and bridle
  • Saddle, Military
  • Saddlebags
  • Studded Leather Armor Barding (AC 12+Dex)

Blade the Mastiff.png

Gear and Equipment

  • 1,250 gp
  • Greater Healing Potions: 5 (500)
  • Healing Potions: 7 (250)
  • Spyglass (-1,000)