Hriston
Dungeon Master of Middle-earth (He/him)
Reeve Bible, aka “Fistblood” the Sailor
Human Champion Fighter, level 10
Lawful neutral
AC 18 (breastplate +1) / 20 (breastplate +1, shield)
HP 94 (94)
Hit dice: 10(d10 + 3)
Speed: 30 feet
Passive Perception: 16
STR 20 (+5)
DEX 14 (+2)
CON 16 (+3)
INT 12 (+1)
WIS 14 (+2)
CHA 9 (-1)
Skills: Athletics, Perception, Persuasion, Religion
Tools: Navigator’s tools, Water vehicles
Languages: Common, Hill Giant
Human Champion Fighter, level 10
Lawful neutral
AC 18 (breastplate +1) / 20 (breastplate +1, shield)
HP 94 (94)
Hit dice: 10(d10 + 3)
Speed: 30 feet
Passive Perception: 16
STR 20 (+5)
DEX 14 (+2)
CON 16 (+3)
INT 12 (+1)
WIS 14 (+2)
CHA 9 (-1)
Skills: Athletics, Perception, Persuasion, Religion
Tools: Navigator’s tools, Water vehicles
Languages: Common, Hill Giant
Waythe, greatsword, +1. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 13 (2d6 + 6) slashing damage, or 20 (4d6 + 6) slashing damage when she hits creatures of the giant type, and they must make a DC 15 Strength saving throw or fall prone.
Longsword, +1. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 12 (1d8 + 8) slashing damage.
Handaxe. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 8 (1d6 + 5) slashing damage, or 10 (1d6 + 7) slashing damage when wielding no other weapons.
Belaying pin (club). Melee Weapon Attack: + 9 to hit, reach 5 ft., one target.
Hit: 7 (1d4 + 5) bludgeoning damage, or 9 (1d4 + 7) bludgeoning damage when wielding no other weapons.
Unarmed strike. Melee Weapon Attack: + 9 to hit, reach 5 ft., one target.
Hit: 7 (1d4 + 5) bludgeoning damage.
Hit: 13 (2d6 + 6) slashing damage, or 20 (4d6 + 6) slashing damage when she hits creatures of the giant type, and they must make a DC 15 Strength saving throw or fall prone.
Longsword, +1. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 12 (1d8 + 8) slashing damage.
Handaxe. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 8 (1d6 + 5) slashing damage, or 10 (1d6 + 7) slashing damage when wielding no other weapons.
Belaying pin (club). Melee Weapon Attack: + 9 to hit, reach 5 ft., one target.
Hit: 7 (1d4 + 5) bludgeoning damage, or 9 (1d4 + 7) bludgeoning damage when wielding no other weapons.
Unarmed strike. Melee Weapon Attack: + 9 to hit, reach 5 ft., one target.
Hit: 7 (1d4 + 5) bludgeoning damage.
Tavern Brawler
Bible is proficient with improvised weapons.
Her unarmed strike uses a d4 for damage.
When she hits a creature with an unarmed strike or an improvised weapon on her turn, Bible can use a bonus action to attempt to grapple the target.
Bible is proficient with improvised weapons.
Her unarmed strike uses a d4 for damage.
When she hits a creature with an unarmed strike or an improvised weapon on her turn, Bible can use a bonus action to attempt to grapple the target.
Fighting Style: Dueling
When Bible is wielding a melee weapon in one hand and no other weapons, she gains a +2 bonus to damage rolls with that weapon.
Second Wind
On her turn, Bible can use a bonus action to regain hit points equal to 1d10 + her fighter level. Once she uses this feature, Bible must finish a short or long rest before she can use it again.
Action Surge
On her turn, Bible can take one additional action on top of her regular action and a possible bonus action.
Once she uses this feature, Bible must finish a short or long rest before she can use it again.
Improved Critical
Bible’s weapon attacks score a critical hit on a roll of 19 or 20.
Extra Attack
Bible can attack twice, instead of once, whenever she takes the Attack action on her turn.
Remarkable Athlete
Bible can add half her proficiency bonus (round up) to any Strength, Dexterity, or Constitution check she makes that doesn’t already use her proficiency bonus.
In addition, when Bible makes a running long jump, the distance she can cover increases by a number of feet equal to her Strength modifier.
Indomitable
Bible can reroll a saving throw that she fails. If she does so, she must use the new roll, and she can’t use this feature again until she finishes a long rest.
Fighting Style: Defense
While Bible is wearing armor, she gains a +1 bonus to AC.
When Bible is wielding a melee weapon in one hand and no other weapons, she gains a +2 bonus to damage rolls with that weapon.
Second Wind
On her turn, Bible can use a bonus action to regain hit points equal to 1d10 + her fighter level. Once she uses this feature, Bible must finish a short or long rest before she can use it again.
Action Surge
On her turn, Bible can take one additional action on top of her regular action and a possible bonus action.
Once she uses this feature, Bible must finish a short or long rest before she can use it again.
Improved Critical
Bible’s weapon attacks score a critical hit on a roll of 19 or 20.
Extra Attack
Bible can attack twice, instead of once, whenever she takes the Attack action on her turn.
Remarkable Athlete
Bible can add half her proficiency bonus (round up) to any Strength, Dexterity, or Constitution check she makes that doesn’t already use her proficiency bonus.
In addition, when Bible makes a running long jump, the distance she can cover increases by a number of feet equal to her Strength modifier.
Indomitable
Bible can reroll a saving throw that she fails. If she does so, she must use the new roll, and she can’t use this feature again until she finishes a long rest.
Fighting Style: Defense
While Bible is wearing armor, she gains a +1 bonus to AC.
Background Feature: Ship’s Passage
When she needs to, Bible can secure free passage on a sailing ship for herself and her adventuring companions. She might sail on the ship she served on, or another ship she has good relations with (perhaps one captained by a former crewmate). Because she’s calling in a favor, Bible can’t be certain of a schedule or route that will meet her every need. @FitzTheRuke will determine how long it takes to get where she needs to go. In return for her free passage, Bible and her companions are expected to assist the crew during the voyage.
Personality Traits
My friends know they can rely on me, no matter what.
My language is as foul as the nether regions of a sea hag.
Ideal
Freedom. The sea is freedom—the freedom to go anywhere and do anything. (Chaotic)
Bond
I’m loyal to my captain first, everything else second.
Flaw
Once I start drinking, it’s hard for me to stop.
Backstory
The small fishing village of Steelport, sandwiched, as it was, between the Dense Bay and the Ponoree Hillside, depended for its survival on the preservation of a peaceful coexistence with the local hill giants. This uneasy truce had been maintained for generations and had allowed the people of Steelport a hope of defending their coasts from the pirates that often plagued their shores. In fact, some said the villagers were half giant themselves.
Bible was born at sea, in the midst of a raging typhoon. She grew up stronger than most and soon joined the effort to free her village home from the pirate scourge. In a few short seasons of fierce ship to ship fighting, Bible proved her mettle in battle. She became known as a hard fighter (and a hard drinker) and earned the nickname “Fistblood” from her crew mates. Soon the pirates no longer dared to approach Steelport, and it was clearly time to take the fight to them!
As the campaign against the pirates expanded, seasons became years, and Bible served under a ship’s captain to whom she was extremely loyal. On a night of uncanny darkness, the pirates, in league with a sea hag, lured the captain’s ship onto the jagged rocks, and it was pulled down by a gaping whirlpool that opened to swallow it whole. Bible escaped the wreck, clinging to a floating timber, but her captain was lost in the deep. Someday, she believes, she will go in search of her captain, and they will be reunited at last.
The Pirate War, as it came to be called, lasted until the coasts of the kingdom were clear and safe. For her services to the crown, Bible was awarded the title of Reeve and Protector of Steelport, where she resides to this day. Her duties include knocking heads together when rough customers land in port to cause mischief and maintaining the fragile peace with the hill giants. But now, with giant-raids on the rise and the peace evidently broken, she is determined to root out the cause and restore order to the kingdom.
When she needs to, Bible can secure free passage on a sailing ship for herself and her adventuring companions. She might sail on the ship she served on, or another ship she has good relations with (perhaps one captained by a former crewmate). Because she’s calling in a favor, Bible can’t be certain of a schedule or route that will meet her every need. @FitzTheRuke will determine how long it takes to get where she needs to go. In return for her free passage, Bible and her companions are expected to assist the crew during the voyage.
Personality Traits
My friends know they can rely on me, no matter what.
My language is as foul as the nether regions of a sea hag.
Ideal
Freedom. The sea is freedom—the freedom to go anywhere and do anything. (Chaotic)
Bond
I’m loyal to my captain first, everything else second.
Flaw
Once I start drinking, it’s hard for me to stop.
Backstory
The small fishing village of Steelport, sandwiched, as it was, between the Dense Bay and the Ponoree Hillside, depended for its survival on the preservation of a peaceful coexistence with the local hill giants. This uneasy truce had been maintained for generations and had allowed the people of Steelport a hope of defending their coasts from the pirates that often plagued their shores. In fact, some said the villagers were half giant themselves.
Bible was born at sea, in the midst of a raging typhoon. She grew up stronger than most and soon joined the effort to free her village home from the pirate scourge. In a few short seasons of fierce ship to ship fighting, Bible proved her mettle in battle. She became known as a hard fighter (and a hard drinker) and earned the nickname “Fistblood” from her crew mates. Soon the pirates no longer dared to approach Steelport, and it was clearly time to take the fight to them!
As the campaign against the pirates expanded, seasons became years, and Bible served under a ship’s captain to whom she was extremely loyal. On a night of uncanny darkness, the pirates, in league with a sea hag, lured the captain’s ship onto the jagged rocks, and it was pulled down by a gaping whirlpool that opened to swallow it whole. Bible escaped the wreck, clinging to a floating timber, but her captain was lost in the deep. Someday, she believes, she will go in search of her captain, and they will be reunited at last.
The Pirate War, as it came to be called, lasted until the coasts of the kingdom were clear and safe. For her services to the crown, Bible was awarded the title of Reeve and Protector of Steelport, where she resides to this day. Her duties include knocking heads together when rough customers land in port to cause mischief and maintaining the fragile peace with the hill giants. But now, with giant-raids on the rise and the peace evidently broken, she is determined to root out the cause and restore order to the kingdom.
Worn/carried items:
Backpack
Belaying pin (club)
Belt pouch
Breastplate, +1
Common clothes
Handaxes (2)
Longsword, +1
Waythe
Lucky charm
Potions of healing (7)
Shield
Tinderbox
Torch
Waterskin
Items in backpack:
Crowbar
Hammer
Pitons (10)
Rations (5 days)
Torches (8)
Items strapped to backpack:
Hempen rope (50’)
Silk rope (50’)
Coins in belt pouch:
10 gp
Items on riding horse:
Bit and bridle
Riding saddle
Saddle bags
Items in saddle bags:
Feed (3 days)
Rations (5 days)
Backpack
Belaying pin (club)
Belt pouch
Breastplate, +1
Common clothes
Handaxes (2)
Longsword, +1
Waythe
Lucky charm
Potions of healing (7)
Shield
Tinderbox
Torch
Waterskin
Items in backpack:
Crowbar
Hammer
Pitons (10)
Rations (5 days)
Torches (8)
Items strapped to backpack:
Hempen rope (50’)
Silk rope (50’)
Coins in belt pouch:
10 gp
Items on riding horse:
Bit and bridle
Riding saddle
Saddle bags
Items in saddle bags:
Feed (3 days)
Rations (5 days)
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