Wild One (1st Level)
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Medium humanoid (beastly-powers) 1st level brawler, neutral good


Armor Class 15 (leather jacket)
Hit Points 16 (1d12 + 3)
Speed 30 feet


STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 16 (+3) 10 (+0) 16 (+3) 12 (+1)

Saving Throws Str +3, Con +5
Skills Animal Handling +5, Athletics +3, Nature +2, Perception +5, Stealth +6, Survival +5
Tools Dice Games +2, Herbalism Tools +2, Leatherworker’s Tools +2, Motorcycles +2
Feats Armor Proficiencies (light), Weapon Proficiencies (simple weapons)
Senses passive Perception 15, passive Insight 13
Languages English, Lupine
Allegiances Protect Life
Challenge


At Home in the Wild. You have a deep respect for and understanding of nature. You have a knack for remembering your way in the wild and you can always recall the general layout of the natural terrain around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and such.

Wild-Shape (Beastly-Powers). You have a voice with enhanced abilities able to control the emotions of others. When using an attack power you can add either your power ability or your Strength or Dexterity to the attack roll.

Wisdom is your power ability (power save DC 13, +5 to hit with power attack). You regain all expended power slots when you complete a long or short rest.

*Unarmed Strike Expert.** Your practice of hand-to-hand combat grants you the following benefits while you are unarmed:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
  • You can roll a d4 in place of the normal damage of your unarmed strike or improvised melee weapon.
  • When you use the Attack action with an unarmed strike or improvised melee weapon on your turn and deal at least 6 points of damage, you gain advantage on the next unarmed strike you make against the same target, so long as it is before the end of your next turn.

Keep Fighting. You're not easy to keep down. As a reaction, when an attack causes you damage, you can ignore the damage of that attack until the end of your next turn. Once you use this feature, you must finish a short or long rest before you can use it again.

Irresistible Power. Once per long rest, you can spend a Hero Points to double your proficiency bonus in regard to your power save or power check with a super-power.

Frightful Appearance. You have advantage on Charisma (Intimidation) checks when the subject can see you.

Beastly Toughness. Your Hit Point maximum increases by 1, and it increases by 1 every time you gain a level.

Actions


Unarmed strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.

Clawed Strike. Melee Power Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 1d4 + 4) slashing damage. You must trigger this power with a bonus action. It has a duration of 1 minute. Your claws are treated as a light, finesse melee weapon and an unarmed strike.

At the end of the power's duration, you can spend a bonus action to maintain this effect.

Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Two-Handed, loading

Equipment


Lifestyle. Comfortable
Cash. $316
Gear. leather jacket, shortbow, arrows x12, back quiver

  • Student backpack: calculator, padlock, disposable pen x4, notebook x3, paper x100, hardback book ("Physical Science"), hardback book ("Algebra"), hardback book ("American Governement"), hardback book ("English Literature")
  • Satchel: paperback book ("Werewolf Diaries"), paperback book ("Little Women"), paperback book ("Captain Kanoodle Strike Again"), smartphone (history database)

Vehicles. Jeep
Home. House on the edge of the woods: A common wardrobe (with grass-stains, smudges, and rips), explorer's outfits x2, video game system, elf-shot, a collection of natural things most other people want nothing to do with

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