At 5’7″, Carter is not all that tall, but his muscular build makes him appear larger. His ear length, grey tinged blonde hair frames his round but pretty face with blackish-grey eyes set in shadowy-golden skin. He wears a simple grey and black tunic and long breeches with a thin silver necklace is just visible at the collar of his shirt. Belt with two daggers, a quiver of crossbow bolts, and a bastard sword (updated version). Strapped to his back is a great sword and a crossbow.
Proficiency Score: +19
Medium; Integrity/Community; halfling, human, humanoid, shadowling
Armor Class: 40 (+3 Dex, +8 Armor, +19 Proficiency)
Hit Points: 285 (19d12+57)
Speed: 35 feet
Initiative: +3 (advantage)
STR | DEX | CON | INT | WIS | CHA |
18 (+4) | 16 (+3) | 16 (+3) | 10 (+0) | 13 (+1) | 10 (+0) |
Saves: Fortitude +22, Reflex +22, Will +20
Skills:
- Athletics +23
- Insight +20
- Perception +20
- Stealth +22
Resistances: 38 against all weapon damage except that with the adamantine tag
Senses: Passive Perception 30, dark vision 60 feet
Languages: Common
Actions
Bastard Sword. Melee Attack +23 (two hand d8, versatile [piercing]) with 3d6+4 slashing damage.
Cleave. As a single action, Carter can attack two adjacent targets with a single Melee Strike. The attack is rolled once against both of the targets, but the damage is rolled individually.
Combat Hold. As part of a Strike action once per round, Carter can grab hold of an opponent and inflict the Grabbed condition on a successful attack.
Greatsword. Melee Attack +23 (deadly d12, versatile [piercing]) with 6d12+4 slashing damage. While wielding this sword, Carter has the Quick condition to make an extra Strike with this weapon.
Heavy Crossbow. Ranged Attack (120 feet) +22 (deadly d12) with 4d12 piercing damage. All crossbow bolts ignore the Concealed and Covered penalties.
Improvised Weapon. Melee Attack +23 (unarmed, versatile [piercing or slashing]) with 1d4+4 bludgeoning damage with light weapon or 1d6+4 bludgeoning damage with heavy weapon.
Mighty Swing. Once per 24 hours as a triple action, Carter can automatically make a critical hit.
No Escape. As a reaction to an adjacent enemy using the Withdraw action while Carter is using Rage, he can move up to double his Speed. This has the move tag.
Powerful Stance. As an action, Carter can gain 2d8 Insight bonus to melee damage until his next action with the move tag. This damage is doubled on critical hits.
Rage. As a free action, Carter can Rage as long as he does not have the Fatigued condition. He has 22 rounds of rage per 24 hours. During rage he gains the following:
- 5d10 Insight bonus to damage
- 5d10 Insight bonus to Will saves
- 114 temporary hit points which are lost first when Carter takes damage
- -6 to AC
- Carter cannot use DEX, INT, or CHA skills except Acrobatics or Intimidation, and he cannot use actions that have the concentration tag while in rage
Carter can use Calm Rage instead and only gain the temporary hit points without any of the benefits. This uses the rounds of rage.
After ending a Rage, Carter gains the Fatigued condition for a minute.
Renewed Vigor. Once per 24 hours as an action while using Rage, Carter can heal 10d8+3 hit points.
Stand Up. As an action, Carter can stand up from Prone without provoking attacks of opportunity. He can, alternatively, stand up as a free action which does provoke.
Throwing Knife. Ranged Attack (40 feet) +22 (agile, finesse) with 3d4 piercing damage. Both throwing knives return to Carter’s hand if it is still free, otherwise it falls to the ground at his feet.
Equipment
- Bastard Sword with +2 Weapon Potency Rune
- Breastplate with +4 Armor Potency Rune
- Elixir of Life, 3 Basic and 2 Greater
- Great Sword with +5 Weapon Potency Rune and Speed Rune
- Heavy Crossbow with +3 Weapon Potency Rune and Seeking Runes
- Throwing Knives, 2 with +2 Weapon Potency Rune and Returning Runes
Build Notes
Heritage
Traits (Total Spent: 199, Possible Points: 0 Unspent)
- Ability Score Boost (x4, +2 Str, +2 Dex, +4 Con)
- Armor Proficiency (Light, Medium)
- Armor Training (x4)
- Armor Mastery
- Cleave
- Combat Hold
- Improved Combat Hold
- Fast Movement (Land)
- Improved Initiative
- Powerful Stance (x2)
- Rage (x5)
- Calm Rage
- Greater Rage
- Mighty Rage
- Mighty Swing
- No Escape
- Renewed Vigor (x5)
- Saving Proficiency
- Skill Proficiency (Athletics, Insight, Perception, Stealth)
- Stand Up
- Weapon Proficiency (Martial Melee, Exotic Melee, Improvised, Simple Ranged, Martial Ranged)