F.R.I.D.A. ([personal profile] gunsandrosegold) wrote2025-04-05 08:37 pm

Character Info



Note: While most of the information is provided on the wiki, some is only speculation made while trying to recreate the character sheet

F.R.I.D.A.
Fighter 8, Rogue 1, Cleric 1
???
CLASS & LEVEL
BACKGROUND
PLAYER
Aeormaton
???
RACE
ALIGNMENT
CODE CREDIT
STATS
STRENGTH
12 ( +1 )
DEXTERITY
19 ( +4 )
CONSTITUTION
16 ( +3 )
INTELLIGENCE
12 ( +1 )
WISDOM
17 ( +3 )
CHARISMA
10 ( +0 )
bonuses/saving throws
PROFICIENCY
+4
STRENGTH
+5●
DEXTERITY
+4○
CONSTITUTION
+7●
INTELLIGENCE
+1○
WISDOM
+3○
CHARISMA
+0○
vitality
17
+8
ARMOR CLASS
INITIATIVE
92
8d10, 2d8
MAX HIT POINTS
HIT DICE
skills
acrobatics
+4○
animal handling
+3○
arcana
+1○
athletics
+5●
deception
+0○
history
+1○
insight
+3○
intimidation
+0○
investigation
+1○
medicine
+3○
nature
+1○
perception
+11⦿
performance
+0○
persuasion
+0○
religion
+1○
sleight of hand
+4○
stealth
+12⦿
survival
+3○
other proficiencies & languages
=== WEAPONS ===
Firearms, Martial Weapons, Simple Weapons

=== ARMOR ===
Heavy Armor, Light Armor, Medium Armor, Shields

=== LANGUAGES ===
Common, Aeorian, Thieves’ Cant
weapons
weapon
atk bonus
damage/type
Blunderbuss
+10
2d8+4 Piercing
Crossbow, Light
+10
1d8+4 Piercing
Scimitar
+8
1d6+4 Slashing
Unarmed Strike
+5
2 Bludgeoning
features & traits

=== AEORMATON TRAITS ===

* Constructed Resilience
— Resistant to poison damage and advantage on saves against the poisoned condition
— Doesn't require air, food, or drink
— Doesn't require sleep and can't be put to sleep by magic
— Immune to disease

* Integrated Protection • +1 AC, must spend 1 hour to integrate armor onto their body, integrated armor can't be removed unwillingly

* Living Shield • They can impose disadvantage on an attack against someone next to them until the end of that turn

=== FIGHTER FEATURES ===

* Fighting Style
— Archery • They gain a +2 bonus to attack rolls they make with ranged weapons.

* Second Wind • Once per short rest, they can use a bonus action to regain 1d10 + 8 HP. (1 / Short Rest • 1 Bonus Action )

* Action Surge • They can take one additional action on their turn. This can be used 1 times per short rest.

* Martial Archetype • Gunslinger
— Firearm Proficiency
— Gunsmith • They gain proficiency with Tinker’s Tools and can use them to craft ammunition at half cost, repair firearms, and create new ones.
— Adept Marksman • They gain 3 grit points that they regain after a short rest. They also regain 1 when they roll a 20 on firearm attacks or they deal a killing blow to a significant threat. Their saving throws for trick shots have a DC of 16. (3 / Short Rest)

* Trick Shots
— Dazing Shot • When they make a firearm attack against a creature, they can expend 1 grit point. On a hit, the creature takes damage and must make a CON saving throw (DC 16) or suffer disadvantage on attacks until the end of their next turn.
— Deadeye Shot • When they make a firearm attack against a creature, they can expend 1 grit point to gain advantage on the attack roll.
— Disarming Shot • When they make a firearm attack against a creature, they can expend 1 grit point. On a hit, the creature takes damage and must succeed on a STR saving throw (DC 16) or drop 1 held object of their choice and have that object be pushed 10 ft. away from them.

* Extra Attack • They can attack twice whenever they take the Attack action on their turn.

* Quickdraw • They can stow a firearm, then draw another firearm as a single object interaction on their turn.

=== ROGUE FEATURES ===

* Sneak Attack • Once per turn, they can deal an extra 1d6 damage to one creature they hit with an attack with a finesse or ranged weapon if they have advantage on the attack roll. They don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and they don’t have disadvantage on the attack roll.

=== CLERIC FEATURES ===

* Divine Domain • Life Domain

* Disciple of Life • Whenever they use a spell of 1st level or higher to restore HP, the creature regains additional HP equal to 2 + the spell’s level.

=== FEATS ===

* Crossbow Expert • They ignore the loading property of crossbows with which they are proficient. Being within 5 ft. of a hostile creature doesn’t impose disadvantage on their ranged attack rolls, and when they use the Attack action and attack with a one-handed weapon, they can use a bonus action to attack with a hand crossbow they are holding. (1 Bonus Action)

* Sharpshooter • Attacking at long range doesn't impose disadvantage on their ranged weapon attack rolls and their ranged weapon attacks ignore half cover and three-quarters cover. Before they make an attack with a ranged weapon that they are proficient with, they can choose to take a -5 penalty to the attack roll to add +10 to the attack's damage.

* Telepathic • Can cast Detect Thoughts (1/Day).

* Lycanthropy • Werewolf transformation

SpellS
WIS SPELLCASTING ABILITY 15 SPELL SAVE DC +7 SPELL ATTACK BONUS
cantrips level one (two slots) level two
Detect Thoughts (1 / day)
level three
n/a
level four
n/a
level five
n/a
level six
n/a
level seven
n/a
level eight
n/a
level nine
n/a