Kohl of Twin Horns, level 4 Fighter
HP: 40 AC 18 XP 5300
Stats | STR +5 (18) | DEX +2 (14) | CON +3 (16) | INT +2 (14) | WIS +0 (10) | CHA +2 (14) |
Saves | STR +7 | DEX +2 | CON +5 | INT +1 | WIS +2 | CHA +4 |
PROF | MOD | SKILL | BONUS |
DEX | Acrobatics | +2 | |
WIS | Animal Handling | +2 | |
INT | Arcana | +2 | |
P | STR | Athletics | +7 |
CHA | Deception | +2 | |
INT | History | +2 | |
P | WIS | Insight | +2 |
CHA | Intimidation | +2 | |
INT | Investigation | +2 | |
WIS | Medicine | +0 | |
INT | Nature | +2 | |
P | WIS | Perception | +2 |
CHA | Performance | +2 | |
CHA | Persuasion | +2 | |
INT | Religion | +2 | |
DEX | Sleight of Hand | +2 | |
DEX | Stealth | +2 | |
P | WIS | Survival | +2 |
Background: Far Traveler
Skill Proficiencies Insight, Perception
Tool Proficiencies Any one musical instrument or gaming set of your choice, likely something native to your homeland
Languages Any one of your choice
Equipment One set of traveler's clothes, any one musical instrument or gaming set you are proficient with, poorly wrought maps from your homeland that depict where you are in Faerûn, a small piece of jewelry worth 10 gp in the style of your homeland's craftsmanship, and a pouch containing 5 gp
Feature: All Eyes on You
Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.
You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.
Class Features
As a fighter, you gain the following class features.
Hit Points 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
Proficiencies Armor: All armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Strength, Constitution Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Archetype: Fighter: Champion The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.
Source: Player's Handbook
Improved Critical Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
Equipment:
Plate Mail (AC 18)
Greatsword (2d6 damage, +7 to hit, +5 to damage, crit on 19-20, reroll 1s and 2s once for damage)
5 gp
Finely made two-horned skull with rune carvings, worth 10 gp, amulet