Doomwinter
Character Sheet
Passive Abilities
Doomwinter
Tauren (Shu'halo) Hybrid - Level 5
Frost Death Knight - Level 1
- Ability Score: +2 STR
- Size: +1 CON, -1 DEX
- Class Skill (Rank 3): +3 Spellcraft
- Inspiration Points: 1 (Using your abilities in a clever/strategic way)
Knowledge Proficiencies
Runecarving: Gain a +3 to knowledge rolls for Runecarving, specifically those known to Death Knights, and the general use of any Rune that you can see.
Scourge Lore: Gain a +3 to Knowledge rolls regarding topics the Scourge, their tactics their abilities, and overall history.
Rites: Gain a +3 to Shamanistic Rites, tribe general rites and cultures.
- Inscription:Gain a +3 to Knowledge rolls to Inscription with focus on inks, types of paper, writing styles, and uses.
- Battle Tactics: Gain a +3 to Knowledge rolls regarding general combat tactics and overall combat abilities in battle situations.
Racial Passive Abilities
Brawn
Tauren (Shu'halo) AbilityIncreased damage from Critical Strikes; 4 to 5 when dealing a Melee Attack. Additionally, gain +1 to Melee Attack.
Prestige Passive Abilities
Rune of Spellshatter
Frost Death Knight Class FeatureUse your blade to deflect Spells that are cast against you. Spell Attacks cannot Critically Strike you and you have Advantage on Melee Attacks made against spellcasters.
Lastly, while you have a Runed weapon, you can summon the weapon to your hand as a free action, even if it is very far away. While you have a Runed weapon, you cannot die-- your soul is merely stored within the blade until restored into your body (or a new body). These benefits end if your Runed weapon breaks or is otherwise disenchanted.
Active Abilities
Racial Active Abilities
Warstomp
Tauren (Shu'halo) Ability- Duration: 1 Round
- Targets: 3
You are able to automatically stun (no roll required) up to 3 targets within Melee range of you for 1 turn. Useable once per encounter.
Permanently, you have +2 to Grapple.
Spirit Totem
Tauren (Shu'halo) Ability- Duration: 1 Round
- Targets: 3
Call on your Spirit Totem to assist you in battle once per encounter. Your Spirit Totem grants you a random +1 to a Main Stat for the remainder of the encounter.
Additionally, it will follow your command for 2 turns before returning to the Shadowlands.
Roll 1d6 to determine which stat is blessed:
1: Charisma
2: Constitution
3: Dexterity
4: Intelligence
5: Strength
6: Wisdom
Base Class Active Abilities
Mass Dispell
Priest Class Feature (Borrowed)- Duration: Instant
- Targets: 4
Remove 1 harmful magical effect or curse from up to 4 party members. Gain +1 to Will Saves permanently.
Vampiric Touch (Rank 2)
Priest Ability (Borrowed)- Duration: 2 Turns
- Targets: 1
Touch a Target with void energies which leech their health to you for a rate of 2 for 2 turns.
Paralysis
Monk Class Feature (Borrowed)- Duration: Instant
- Targets: 1
Incapacitate any target close to your level range for 2 rounds. Gain +1 to Grapple permanently.
Touch of Death (Rank 2)
Monk Ability (Borrowed)- Duration: Instant
- Targets: 1
When a target is at or below 4 HP deal a mortal wound that kills them.
Prestige Active Abilities
When you unlock a Prestige Class via an RP Quest, you will gain access to three new toolkit abilities you select as you level up. These are typically active, but can be passive.
Remember: you still have access to your Base Class toolkit abilities as well as your Prestige abilities if you undergo this quest.
Frostscythe
1st Toolkit SelectionCulling as many enemies as possible is the true calling of Death Knights. Striking fear and metal into the hearts of the Lich King's enemies. At least that was the case. Now they use their great skill to their own ends and the ends of the Ebon Blade.
- Duration: Instant
- Targets: Any within Melee Range
Deal a sweeping attack that strikes any target within Melee range in front of you for 3 damage. Enemies struck by your Frostscythe are afflicted by Chilled Blood, reducing their actions from every turn to every other turn for the rest of the encounter.
EXAMPLE PRESTIGE ABILITY
2nd Toolkit Selection- Acquisition: Level 2 of your Prestige Class
A spell description goes here.
EXAMPLE PRESTIGE ABILITY
3rd Toolkit Selection- Acquisition: Level 3 of your Prestige Class
A spell description goes here.
Special Abilities
Army of Winter
3rd Toolkit Selection- Duration: 5 Turns
- Targets: 3
Once per encounter, spend 1 turn to summon up a army of iceborne constructs animated with Necromancy. These constructs attack up to 3 targets of your choosing, and you may switch these targets once per turn, dealing 1 damage each turn to the chosen targets. Any target currently being assaulted by this army gains a debuff, Winter's Doom. This army lasts for 5 turns before they collapse, dissipate, or are otherwise destroyed. While the army is active, you gain +3 to Intimidation checks.
Winter's Doom: Attackers have Advantage against you while you are distracted by the army.
EXAMPLE SPECIAL ABILITY
Epic RP Quest
Type: Active or Passive
You unlock this ability when you undergo an Epic RP Quest.
EXAMPLE SPECIAL ABILITY
Level 5 Prestige Class
Type: Active or Passive
You unlock this ability when you reach level 5 in your Prestige Class.
EXAMPLE SPECIAL ABILITY
Secondary Epic RP Quest
Type: Active or Passive
You unlock this ability when you undergo an Epic RP Quest.
Negative Traits
EXAMPLE NEGATIVE TRAIT
Description: goes here.
Stat Modifications: goes here.
Rites & Quests Completed
Rites
Offering of the Blooded Feather
- Rewards: +1 Strength
The Skypath
- Rewards: +2 Perception, +2 Dexterity Wyvern Totem
Quests
More Power!
- Rewards: Unlocked the Mechanical Abilities for Frost DK as your Prestige class.
Stats & Skills
Charisma Constitution Dexterity - +1 -1 (+1 On Uchek'mani)
Charisma: A measure of your character's influence over other people in a social aspect. It affects Bluff, Diplomacy, Disguise, Intimidation, and Performance.
Constitution: A measure of your character's stamina and ability to take damage. It affects Defense and Fortitude Save.
Dexterity: A measure of how dexterous your character is. It affects Acrobatics, Disable Device, Escape, Stealth, Ranged Attack, and Reflex Save.
Intelligence Strength Wisdom - +3 -
Intelligence: A measure of how intelligent your character is and their magical power. It affects Spell Attack, Spell Defense, Knowledge, and Spellcraft.
Strength: A measure of your character's raw strength. It affects Melee Attack, Athletics, and Grapple.
Wisdom: A measure of your character's application of knowledge and inner strength. It affects Healing, Insight, Perception, Survival, and Will Save.
Combat Stats
Name | Bonus |
---|---|
Melee Attack | +1 |
Ranged Attack | - |
Spell Attack | - |
Defense | - |
Spell Defense | - |
Saving Throws
Name | Bonus |
---|---|
Fortitude Save | - |
Reflex Save | - |
Will Save | +1 |
Skills
Name | Bonus |
---|---|
Acrobatics | - |
Athletics | - |
Bluff | - |
Diplomacy | - |
Disable Device | - |
Disguise | - |
Escape | - |
Grapple | +3 |
Healing | - |
Insight | - |
Intimidation | - |
Knowledge | - |
Perception | +2 |
Performance | - |
Spellcraft | +3 |
Stealth | - |
Survival | - |
Inventory
The Shattered Horn
Ritualistic Drinking Horn - Unique
This drinking horn was clearly cut from some large beast. Rings of gold tastefully adorn each end, with stout leather ties fastened to the rings to allow the horn to be slung over a shoulder. The outside of the horn has been painstakingly carved and painted in onyx pigment to give the appearance of its outer layer being shattered. The craftsmanship and bead work at the end of the leather carrying string hints at Highmountain origin.
- Acquisition Taken as a token from a former Tribe
- D20 Modifiers +1 HP upon use, Once per Encounter
- Special Effects Any drop of liquid hitting the inside of the horn will cause it to fill with a sweet-smelling water that restores some health.
- Attunement None
Totem of the Winds
A totem carved to look like a tribal wyvern (Trinket)
- Acquisition Completion of the Skypath
- D20 Modifiers +2 DEX when riding your wyvern
- Special Effects N/A
- Attunement: This totem may upgrade each time you complete the Skypath, gaining +1 DEX for each subsequent victory, up to a maximum total of +5 to DEX.
EXAMPLE ITEM
Armor, weapons, consumables, or enchants
- Acquisition Unlock 2 additional inventory slots by becoming a Tribesman.
- D20 Modifiers
- Special Effects
- Attunement:
EXAMPLE ITEM
Armor, weapons, consumables, or enchants
- Acquisition Allies and Unblooded start with 2 inventory slots unlocked automatically.
- D20 Modifiers + or - modifiers to your Dice Stats. Not every item has to add modifiers.
- Special Effects Unique effects that happen in or out of combat. This could apply buffs, debuffs, or cause some kind of spell or ability to happen, or anything in between.
- Attunement: Rarely, some items will require attunement to unlock further effects. This could simply be wearing it for long enough or passing some kind of "test", or anything in between.
EXAMPLE ITEM
Armor, weapons, consumables, or enchants
- Acquisition Unlock 2 additional inventory slots by becoming a Tribesman.
- D20 Modifiers
- Special Effects
- Attunement:
EXAMPLE ITEM
Armor, weapons, consumables, or enchants
- Acquisition Unlock 2 additional inventory slots by hitting level 3 in your Base Class.
- D20 Modifiers
- Special Effects
- Attunement:
EXAMPLE ITEM
Armor, weapons, consumables, or enchants
- Acquisition Unlock 2 additional inventory slots by hitting level 3 in your Prestige class.
- D20 Modifiers
- Special Effects
- Attunement:
EXAMPLE ITEM
Armor, weapons, consumables, or enchants
- Acquisition
- D20 Modifiers
- Special Effects
- Attunement:
EXAMPLE ITEM
Armor, weapons, consumables, or enchants
- Acquisition Unlock 2 additional inventory slots by hitting level 3 in your Prestige class.
- D20 Modifiers
- Special Effects
- Attunement:
Wyvern Sheet
Uchek'mani
Borrowed Wyvern
- Species: Wyvern
- Age: 20
- Gender: Female
HEALTH TRUST ARMORED 5 10 NO
SIZE TEMPERAMENT ARMOR BONUS OVERSIZED AGGRESSIVE -
Actions
Pridewing Venom: Stun your target for 2 rounds. Attacks against them cannot miss and attackers gain Advantage on the target allowing Critical Strikes with modifiers.
Limited Trust: Your wyvern can only attack when you do not take the attack action on your turn. You may still roll for skill checks if your wyvern attacks, but you cannot both attack in the same round unless otherwise stated.