不酔不闘bù zuì bù dòu(D&D5版用キャラクターシート)
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TRPGの種別: | D&D5版 |
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キャラクター名: | 不酔不闘bù zuì bù dòu | |
♥: | 21 / 21 | |
♥: | ki3 / 3 | |
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メモ: | キャラクターデータPC Data No.2 DM nalさん OGL準拠版 https://trpgsession.click/session-detail.php?s=163949042234j2052094 キャラクター保管庫データベース登録url http://dndjp.sakura.ne.jp/OUTPUT.php?ID=19778 |
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Background:Baldur’s Gate Sailor Source:Baldur’s Gate: Descent into Avernus, page 204. Additional information from PHB, page 139. * Skill Proficiencies Athletics, Perception * Tool Proficiencies Navigator’s tools, vehicles (water) * Equipment A belaying pin (club), silk rope (50 feet), a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 10 gp *Feature: Ship’s Passage When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage. *Baldur’s Gate Feature: Smuggler’s Sense The effects of a Baldur’s Gate feature can be used only while the character is in Baldur’s Gate—though, at the DM’s discretion, they might have applicable effects in situations similar to those in Baldur’s Gate. You’re familiar with the docks of Baldur’s Gate, the movement of inspectors and tax collectors, the way cargo and coin flows. As a result, it’s easy for you to hustle a load of cargo ashore or see such a cargo onto a cooperative ship without attracting suspicion or taxation. You also know the movements of the Gray Wavers—the Flaming Fist harbor guards—and have a sense of how to operate the city’s mechanized cranes. *Suggested Characteristics Sailors can be a rough lot, but the responsibilities of life on a ship make them generally reliable as well. Life aboard a ship shapes their outlook and forms their most important attachments. *Personality Trait 1d8 1 My friends know they can rely on me, no matter what. 2 I work hard so that I can play hard when the work is done. 3 I enjoy sailing into new ports and making new friends over a flagon of ale. 4 I stretch the truth for the sake of a good story. 5 To me, a tavern brawl is a nice way to get to know a new city. 6 I never pass up a friendly wager. 7 My language is as foul as an otyugh nest. 8 I like a job well done, especially if I can convince someone else to do it. *Ideal 1d6 1 Respect. The thing that keeps a ship together is mutual respect between captain and crew. (Good) 2 Fairness. We all do the work, so we all share in the rewards. (Lawful) 3 Freedom. The sea is freedom—the freedom to go anywhere and do anything. (Chaotic) 4 Mastery. I’m a predator, and the other ships on the sea are my prey. (Evil) 5 People. I’m committed to my crewmates, not to ideals. (Neutral) 6 Aspiration. Someday, I’ll own my own ship and chart my own destiny. (Any) *Bond d16 1 I’m loyal to my captain first, everything else second. 2 The ship is most important—crewmates and captains come and go. 3 I’ll always remember my first ship. 4 In a harbor town, I have a paramour whose eyes nearly stole me from the sea. 5 I was cheated out of my fair share of the profits, and I want to get my due. 6 Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine. *Flaw 1d6 1 I follow orders, even if I think they’re wrong. 2 I’ll say anything to avoid having to do extra work. 3 Once someone questions my courage, I never back down no matter how dangerous the situation. 4 Once I start drinking, it’s hard for me to stop. 5 I can’t help but pocket loose coins and other trinkets I come across. 6 My pride will probably lead to my destruction. Tiefling https://forgottenrealms.fandom.com/wiki/Tiefling http://dnd5e.wikidot.com/tiefling Tiefling Features •Winged Bloodline Sword Coast Adventurer’s Guide page 118 Rather than magic, certain tieflings inherit the leathery wings of their devilish ancestors. Ability Scores: Int +1; Choose Dex or Cha +2 Size: Medium Speed: 30 ft., fly 30 ft. Winged. You have bat-like wings sprouting from your shoulders. You have a flying speed of 30 feet while you aren’t wearing heavy armor. • Age. 90-150old,Tieflings mature at the same rate as humans but live a few years longer. • Alignment. Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment. • Size. Tieflings are about the same size and build as humans. Your size is Medium. • Speed. Your base walking speed is 30 feet. • Darkvision. Thanks to your infernal heritage, 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. • Hellish Resistance. You have resistance to fire damage. • Languages. You can speak, read, and write Common and Infernal. Monk https://roll20.net/compendium/dnd5e/Monk#content https://forgottenrealms.fandom.com/wiki/Monk Armor: none Weapons: Simple Weapons, shortswords Tools: any one type of artisan’s tools or any one musical Instrument of your choice Starting Equipment • (a) a Shortsword or (b) any simple weapon • (a) a Dungeoneer’s Pack or (b) an Explorer’s Pack • 10 darts Saving Throws: Strength, Dexterity Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth Monk Class HD 1d8 HP Monk3:21=(Monk1:9=8+1CON mod.+Monk2,3:12=(5+1CON mod.)x2) 1st +2 1d4B Unarmored Defense, Martial Arts 2nd +2 1d4B 2ki +10 ft. Ki, Unarmored Movement Ki save DC = 8 + your Proficiency Bonus + your Wisdom modifier Flurry of Blows Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action. Patient Defense You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn. Step of the Wind You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn. 3rd +2 1d4B 3ki +10 ft. Monastic Tradition, Deflect Missiles Deflect Missiles Starting at 3rd Level, you can use your Reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d 10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged Attack (range 20 feet/60 feet) with the weapon or piece of Ammunition you just caught, as part of the same Reaction. You make this Attack with proficiency, regardless of your weapon Proficiencies, and the missile counts as a monk weapon for the Attack. Way of the Drunken Master http://dnd5e.wikidot.com/monk:drunken-master ・Bonus Proficiencies When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don’t already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer’s supplies if you don’t already have it. ・Drunken Technique At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn. ・Tipsy Sway Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits. Leap to Your Feet. When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed. Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you. ・Drunkard’s Luck Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage, you can spend 2 ki points to cancel the disadvantage for that roll. ・Intoxicated Frenzy At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn. Deities:Tymora, Goddess of Good Fortune Alignment: chaotic good Alternate Names: Lady Luck, Our Smiling Lady Category: None Domains: Trickery Pantheon: Faerûnian Symbol: Face-up coin Tymora is the bright-faced goddess of fortune, the one to whom gamblers and game-players pray in Faerûn. Our Smiling Lady is said to love none so much as those who gamble with the utmost skill and daring. Yet she is thought to watch over all who take risks to better their fortunes. The battle cry of the followers of Tymora is ”Fortune favors the bold.” Someone might say words to Tymora before any endeavor in which a little good luck would help, but not when an incidence of bad luck might occur. (On such occasions folk pray to Beshaba to spare them from bad luck; praying to both is thought to anger both goddesses.) One common method of divining the future is to toss a coin to a stranger (typically a beggar) and ask if it’s heads. If it is, the coin is left with the stranger as payment for Tymora’s favor. If it’s not, the stranger can choose to keep it (and the bad luck) or return it. Those who favor Tymora - as distinct from folk who invoke her name by mumbling over the dice - tend to be daring sorts. Adventurers and gamblers make up much of their ranks. They all have the belief that what is good about their lives is the result of having both good luck and the bravery to seek it out. Tymora has worshipers among all sorts of folk: the dashing young noble, the risk-taking merchant, the daydreaming field hand, and the scheming ne’er-do-well. Priests of Tymora and temples devoted to Lady Luck are scarce, since her faith tends not to stress a need for intermediaries: ”Let the lucky man and the Smiling Lady suss it out,” as the old saying goes. Shrines to Tymora at gambling parlors aren’t unusual, however, and sometimes such establishments attract a priest and effectively become temples. The Legend of Tyche and Her Twin Daughters Before the Dawn Cataclysm, there was but one goddess of luck, Tyche. Ever flirting with fortune and disaster, Lady Luck bestowed and withdrew her favor at a whim. When her current paramour, Lathander, started a fight among the gods, Tyche kissed the Morninglord with misfortune and wandered off to explore the world. During her travels, Lady Luck discovered a budding rose of unequaled beauty. Delighted with this fortuitous happenstance, Tyche reached to pluck this delightful token, which she assumed was a peace overture from Lathander, who sought to regain her good graces. Much to her amazement, Lady Luck couldn’t pluck the rose from its bush no matter how hard she tried. Frustrated, she cursed the rose with bad luck, and the flower’s stem broke in her hands. Tyche put the plucked rose behind her ear and continued on her way. Unknown to Tyche, the rose was a manifestation of Moander, god of corruption and decay. The severed rose stem crept into Tyche’s ear and subtly began to rot her from the inside out. When Tyche returned home, she came across her dear friend, the goddess Selûne, waiting to speak with her. Also waiting for her were Lathander, who wished to regain her affections, and Azuth, who had come to mediate the dispute between the two. Selûne wept great tears as she saw the corruption destroying her friend from within, and before Tyche could discern her intent, Selûne lashed out with a bolt of purifying light. Tyche’s rotted core split down the middle and a smaller, brighter version of the goddess of luck stepped out, allowing the goddess of the moon to save that which was good and pure in her friend. However, following this first figure out of the rotten shell was another form stunning to behold, but full of dark malice and capricious ill will. As the two forms emerged, they immediately fell upon each other in hate, struggling madly, and were separated only by the combined efforts of all three visitors. It is said that Tymora, Tyche’s Fair-Haired Daughter, embodies all the grace and kindness of her mother, while Beshaba, Tyche’s Unpleasant Daughter, got only her looks. Since their birth, the twin aspects of Tyche - Tymora, Lady Luck, and Beshaba, Maid of Misfortune - have battled each other, contesting matters as great as the fate of nations and as small as the flip of a coin. Source: SCAG, page 21 This deity is a reprint. The version below was printed in an older publication (Player’s Handbook, page 294). Alignment: chaotic good Category: None Domains: Trickery Pantheon: Forgotten Realms Symbol: Face-up coin 以上 |
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Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.