Ragnar Conversion
Posted: Sat Oct 01, 2016 7:46 pm
Ragnar "Blackmane" Svarthårig [EDITED USING BOB'S "+" CONVERSION SCALE]
Race: Human (Suel)
Background: Outlander (Wanderer)
Alignment: Chaotic Good
Classes: Barbarian (Berserker) / Fighter (Champion)
Level: 9/9
Abilities----Mod----Save
Str 20------5--------11 (Barbarian)
Dex 19-----4--------10 (Resilient)
Con 20-----5--------11 (Barbarian)
Int 10------0--------0
Wis 12------1-------1
Chr 8-----(-1)------(-1)
Senses:
Passive Perception 17
+12 Initiative, Advantage on rolls, can't be surprised while conscious, other creatures can't gain advantage on attack rolls as result of being hidden (Alertness feat, Feral Instinct and Remarkable Athlete feature)
Proficient Skills: (+3 to any Str, Dex, or Con check that doesn't include Proficiency Bonus)
Athletics +11
Intimidation +11
Nature +6
Perception +7
Survival +7
HP: 267
AC: 21
Armor: Bracers of Defense, Fur Underpants
Attacks: 2
Kjelmarson +13 melee, crit 19-20, 2d6+7 (6d6 on critical) +3d6 vs Dragons
Class Abilities:
Barbarian:
Rage (4X, advantage on Str checks and saves, +3 damage on attacks using Str, resistance to bludgeoning, piercing, slashing damage)
Unarmored Defense (add Dex and Con bonus to AC when unarmored)
Reckless Attack (gain advantage on one attack using Str at cost of attacks against you also having advantage)
Danger Sense (advantage on Dex saves against effects you can see)
Primal Path: Berserker
--Frenzy: make extra attack as bonus action for duration of rage, gain level of exhaustion afterwards
--Mindless Rage: immune to charm and fear effects while raging, suspend those effects if rage is entered
Extra Attack
Fast Movement +10'
Feral Instinct (advantage on Initiative rolls, can act normally on surprise round if rage entered first[bonus action])
Brutal Critical (roll additional damage dice on critical hits)
Fighter:
Fighting Style (Great Weapon Fighting)
Second Wind
Action Surge
Extra Attack (redundant)
Martial Archtype: Champion
--Improved Critical (19-20)
--Remarkable Athlete: +3 to any Str, Dex, or Con check that doesn't include Proficiency Bonus
--Indomitable (reroll save that you fail, must use new result, regain after long rest)
Feats:
Alert
Charger
Great Weapon Master
Ability Score Improvement
Magic Initiate (Cleric: Guidance, Sacred Flame, Shield of Faith)
Resilient (Dex)
Sword of Kane (+2 Longsword, +3 vs werewolves, +1 to Int and Wis, advantage on Wisdom (Perception) checks that rely on hearing or smell, cast Enhance Ability[Bull’s Strength] 1/day) [attunement]
Kjelmarson (+2 Dragonslayer Greatsword) [attunement]
Boots of the Winterlands [attunement]
Bracers of Defense [attunement]
Race: Human (Suel)
Background: Outlander (Wanderer)
Alignment: Chaotic Good
Classes: Barbarian (Berserker) / Fighter (Champion)
Level: 9/9
Abilities----Mod----Save
Str 20------5--------11 (Barbarian)
Dex 19-----4--------10 (Resilient)
Con 20-----5--------11 (Barbarian)
Int 10------0--------0
Wis 12------1-------1
Chr 8-----(-1)------(-1)
Senses:
Passive Perception 17
+12 Initiative, Advantage on rolls, can't be surprised while conscious, other creatures can't gain advantage on attack rolls as result of being hidden (Alertness feat, Feral Instinct and Remarkable Athlete feature)
Proficient Skills: (+3 to any Str, Dex, or Con check that doesn't include Proficiency Bonus)
Athletics +11
Intimidation +11
Nature +6
Perception +7
Survival +7
HP: 267
AC: 21
Armor: Bracers of Defense, Fur Underpants
Attacks: 2
Kjelmarson +13 melee, crit 19-20, 2d6+7 (6d6 on critical) +3d6 vs Dragons
Class Abilities:
Barbarian:
Rage (4X, advantage on Str checks and saves, +3 damage on attacks using Str, resistance to bludgeoning, piercing, slashing damage)
Unarmored Defense (add Dex and Con bonus to AC when unarmored)
Reckless Attack (gain advantage on one attack using Str at cost of attacks against you also having advantage)
Danger Sense (advantage on Dex saves against effects you can see)
Primal Path: Berserker
--Frenzy: make extra attack as bonus action for duration of rage, gain level of exhaustion afterwards
--Mindless Rage: immune to charm and fear effects while raging, suspend those effects if rage is entered
Extra Attack
Fast Movement +10'
Feral Instinct (advantage on Initiative rolls, can act normally on surprise round if rage entered first[bonus action])
Brutal Critical (roll additional damage dice on critical hits)
Fighter:
Fighting Style (Great Weapon Fighting)
Second Wind
Action Surge
Extra Attack (redundant)
Martial Archtype: Champion
--Improved Critical (19-20)
--Remarkable Athlete: +3 to any Str, Dex, or Con check that doesn't include Proficiency Bonus
--Indomitable (reroll save that you fail, must use new result, regain after long rest)
Feats:
Alert
Charger
Great Weapon Master
Ability Score Improvement
Magic Initiate (Cleric: Guidance, Sacred Flame, Shield of Faith)
Resilient (Dex)
Sword of Kane (+2 Longsword, +3 vs werewolves, +1 to Int and Wis, advantage on Wisdom (Perception) checks that rely on hearing or smell, cast Enhance Ability[Bull’s Strength] 1/day) [attunement]
Kjelmarson (+2 Dragonslayer Greatsword) [attunement]
Boots of the Winterlands [attunement]
Bracers of Defense [attunement]