Bert
Human Skinwalker Adventurer
SPOILER WARNING: All campaigns will take place AFTER the final book in Dragonwatch. If you want to avoid spoilers, finish the series!
Human Skinwalker Adventurer
HIT POINTS
9
SPEED
30
ARMOR CLASS
16
LEVEL
1
CURRENT ARMOR
Medium Armor
CARRY LIMIT
150 lbs
ALIGNMENT
Lawful Dark
SIZE
Medium
DEXTERITY
15 (+3)
CHARISMA
12 (+1)
STRENGTH
15 (+3)
INTELLIGENCE
12 (+1)
CONSTITUTION
8 (-1)
WISDOM
12 (+1)
ACTIONS ON YOUR TURN
Choose ONE of the following. You may speak while performing any action.
ATTACK
(If you have multiple attacks, you may use as many as you are able.)
TRANSFORM
RUN/MOVE
(You can move as many feet forward as your speed allows.)
USE A MAGIC ITEM
USE AN ITEM FROM INVENTORY
HIDE
ASSIST
DODGE
READY FOR ACTION
SEARCH
INTERACT WITH OBJECT
DO NOTHING
CURSE & UNIQUE ABILITIES
ADVENTURER PERK: You have ADVANTAGE on all survival rolls and saving throws.
SPECIFICS OF CURSE
Touched a book that killed everyone else. Instead of dying, you gained the ability to speak UnderSpeak (the language the book is written in). A ‘presence" is after you.
You have been changed by the curse. You have added a language, and your eyes are more open to dark creatures.
You are constantly aware of a 'presence' that has followed you since you touched the book. Sometimes it feels close, other times far away. You have grown to understand that it will likely come for you one day. You have no idea when that may be.
WOLVERINE STATS
DEXTERITY CONSTITUTION STRENGTH
10 (+0) 15 (+2) 13 (+1)
SIZE ARMOR CLASS SPEED
Small 10 30 ft.
10 ft burrowing.
All your attacks have a +3 chance to hit.
BITE 1d6 + STR
CLAWS 2d4 + STR
While in wolverine form, your DEX, CON, and STR stats are replaced by your new shape. The rest of your stats remain the same.
You now have DARKVISION & ADVANTAGE on perception checks that rely on smell.
WEAPONS/ATTACKS
When you attack, roll the number of dice asked for and add the required modifier score to figure out how much damage you did.
FOR EXAMPLE:
1d4 + Dex
Roll one 4-sided die and add the (+#) next to your Dexterity Score
from the top of your character sheet.
RANGE: (thrown range #/#) means that anytime you attack outside of that range, below or above, you roll with disadvantage.
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All your attacks have a +1 chance to hit.
UNARMED STRIKE 3 Damage
DAGGERS 1d4 + DEX (thrown range 20/60)
MUZZLELOADER 2d6 + INT (shooting range 10/300)
AMMO ENCHANTMENTS
If you want to add magical enchantments to your weapons, mix the black powder in your weapons with one of these magical substitutes. Some of these effects can be made with other ingredients, should you or your potion master want to try out some ideas.
NOTE: These alterations take your attacks from physical to magical, meaning they can hit enemies that would otherwise deflect ordinary attacks.
FLAMING BULLETS MADE FROM: Phoenix Feathers
Your bullets emerge in a blaze of fire, leaving your targets burned. +2 damage on attacks.
LIGHTNING BULLETS MADE FROM: Thunderbird Feathers
Your bullets emerge crackling with electricity, leaving your targets paralyzed. +2 damage on attacks.
POISON BULLETS MADE FROM: Basilisk Scales
Your bullets emerge slicked with poison, leaving your targets poisoned. +2 damage on attacks.
EXTRA-FAST BULLETS MADE FROM: Griffon Feathers
Your bullets emerge twice as fast as normal, letting you attack twice in a turn. +2 damage on attacks.
BOOMERANG BULLETS MADE FROM: Jackalope Antlers
Your bullets roll themselves back to you harmlessly along the ground after a battle.
MAGICAL ARTIFACTS
NAME OF ARTIFACT
Describe Artifact. (# of uses per day)
INVENTORY
STANDARD KNIGHT-ISSUED ADVENTURE KIT
Tinderbox. (50 uses)
Simple Rations. (36 meals)
Bedroll.
Tent.
Adventure Clothes. (3 sets)
Mess Kit.
Rope. (20 ft.)
Pocketknife.
Small Torch.
Water Bottle.
Walrus Butter. (50 uses)
Pencil & Paper.
English, Spanish, Korean, UnderSpeak
Dark Creatures
Nature
Magic Artifacts
BACKSTORY
Part of the Order of Teancim Order, (a holy order that protects humanity from magical creatures in case they try to take over and destroy mankind. Bert has no problem with destroying heretics, mutants, and magical creatures.) His order has given him the green light to destroy the ranch if the darkness becomes too great. He carries a magical bomb that could destroy everything. He especially hates demons because he thinks that is the cause of his curse as well as the federal government and wants to live off the grid in a public domain to avoid paying taxes. He is a gun nut with a military background serving 4 years in the army rangers.
PHYSICAL DESCRIPTION
6 ft 2 inches, 26 years old, shaved head with a red mustache that goes to the corner of his mouth. Very muscular and red neck looking with his red flannel shirt, tactical vest, and blue and white BYU hat.