======Ketsuo Domingo====== {{:rpg:oota:characters:ketsuo.jpg?200|}} **Level 4 Half-Elf fighter -- Battlemaster**\\ **Background:** Urchin\\ **Proficiency bonus:** +2 \\ **Alignment:** Chaotic Good \\ **Player:** Aus \\ **Height:** 5'10" \\ **Weight:** 148 lbs\\ ^ AC ^ Initiative ^ Speed ^ HP/MaxHP ^ Hit Dice ^ Inspiration ^ | 15 | +3 | 30 ft | 33/33 | 3d10 | Ketsuo is feeling Inspired | **__Ability Scores__**\\ Strength: 16 (+3)\\ Dexterity: 16 (+3)\\ Constitution: 14 (+2)\\ Intelligence: 12 (+1)\\ Wisdom: 12 (+1)\\ Charisma: 16 (+3)\\ **__Saving throws__**\\ Strength: +3 +2\\ Dexterity: +3\\ Constitution: +2 +2\\ Intelligence: +1\\ Wisdom: +1\\ Charisma: +3\\ ^ Skill Name ^ Proficency ^ Bonus ^ | Acrobatics | Yes | 5 | | Animal Handling | No | 1 | | Arcana | No | 1 | | Athletics | Yes | 5 | | Deception | No | 3 | | History | No | 1 | | Insight | No | 1 | | Intimidation | No | 3 | | Investigation | No | 1 | | Medicine | No | 1 | | Nature | No | 1 | | Perception | No | 1 | | Performance | No | 3 | | Persuasion | No | 3 | | Religion | No | 1 | | Sleight of hand | Yes | 5 | | Stealth | Yes | 5 | | Survival | No | 3 | ^ Racial Features ^ Class Features ^ | **Darkvision:**\\ Thanks to your elf blood, you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only shades of gray. | **Fighting Style: Two weapon fighting:**\\ When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack | | **Fey Ancestry:**\\ You have advantage on saving throws against being Charmed, and magic can’t put you to sleep | **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 | | **Drow Magic:**\\ Spellcasting ability is Charisma (spell save DC 13). User can innately cast the following Spells, requiring no material components: Dancing lights (at will), Faerie fire (1/day) | | **City Secrets:** (background) You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow. ^ Languages Known ^ Tool Proficencies ^ Gaming Proficencies ^ Musical Instrements ^ Weapons ^ Armor ^ | Common, Elvish, undercommon | Thieves' tools | None | None | All Weapons | All Armor | __**Personality**__\\ **Personality Traits:** I take almost nothing seriously, except for my commitments to those I respect and trust. I will look Death in the eye and tell her she's lost weight. \\ **Ideals:** I believe that others should be judged on what they do, not what they are. I may not seem serious, but I will seriously defend the vulnerable against those that would abuse or exploit them. \\ **Bonds:** Bo is my soulmate, and if we must die, we will die together. \\ **Flaws:** My mother was a drow captured by high elves as a spoil of war; I'm still not sure whether she murdered the rest of my family to escape or really did love my father but was abducted by another 'admirer'. \\ === Second Wind === At first level, 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. === Action Surge === Starting at second level, on your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. === Martial Archetype: Battle Master === At third level, you choose an archetype that you strive to emulate in your combat styles and techniques. It grants you a feature a 3rd level, and again at 7th, 10th, 15th, and 18th level. == Combat Superiority == You have three maneuvers, and 4 d8 Superiority Dice. You use these dice for maneuvers. Your saving throw DC for these maneuvers is 8 + Proficiency + Strength or Dexterity modifier (current DC 13). == Combat Maneuvers == Distracting Strike: When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn. Goading Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has a disadvantage on all attack rolls against targets other than you until the end of your next turn. Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee attack against the creature. If you hit, you add the superiority die to the attack's damage roll. === Student of War === You gain proficiency with one type of artisan's tools to be determined later. === Magic Initiate === Cantrips: Vicious Mockery (1d4 psychic damage plus disadvantage on next attack if Wis save vs DC 13 fails), Minor Illusion (Investigation vs DC 13 to disprove, can create noises of any volume or visible effects no larger than a 5 foot cube). 1st Level: Healing Word (heals 1d4+3, bonus action, 60 feet, once per long rest) === Inventory === Studded leather armor (AC 12 + Dex mod) Light crossbow (+5 to hit, 1d8+3 damage, 80/320, two-handed, loading, ammunition) Crossbow bolt case with 20 bolts Hand crossbow (+5 to hit, 1d6+3 damage, 30/120, light, loading, ammunition) 4 hand crossbow bolt cases with 20 bolts each Longsword (+5 to hit, 1d8+3 damage, versatile (1d10+3)) Shortsword (+5 to hit, 1d6+3 damage, finesse, light) Daggers x 4 (+5, 1d4+3 damage, finesse, 20/60 thrown, light) Backpack 100' Coil of silk rope Candles, 3 Spare clothing x 2 Crowbar Manacles Pouches, 4 Book with journal writing Ink pen and vial Mess kit Iron rations, 3 days Two person tent Bedroll Blanket Tinderbox Torches, 4 Waterskin Whetstone Bag of 20 caltrops [[rpg:oota:characters|OotA Characters]]