Kray Mercon
link to main character sheet & group stats
Vitals
AC: Base 18 (20 with Med Shield)
HP: 68/68
Status Effects:
Death Saves: +0/-0
Initiative: +5
Hit Dice: 3/6 Fighter, 0/1 Barbarian
Weapons and Armor
Equipped
Armor: None
Right Hand: Serpents Judgement +1 / Attack Bonus:
+9 (Weapon 1 + DEX 5 + 3 Prof) / Damage: 1d8+7
Left Hand: Medium Shield
Carried
Falcata / Attack Bonus: 8 (DEX 5 + Prof 3) / Damage 1d6+1 Left Handed
Gaerimundi Knife / Attack Bonus: 8 (DEX 5 +Prof 3) / Damage: (1d4+6)
Daggers x4 / Attack Bonus: 8 (DEX 5 + Prof 3) / Damage: (1d4+6)
Bow / Attack Bonus: 11 (DEX 5+ Prof 3+ Archery 2)
Quiver: Long Bow (15/15 arrows--recover? hit /miss / Damage: (1d8+5)
Tcho-Tcho Spear Guns: Javelins x3 -----They suffer -5 on Range ratings (both for normal and long range) when used above water. They gain a +5 on Range ratings (both for normal and long range) when used underwater.
When used underwater, they do not suffer Disadvantage if fired within 5'.
When used underwater, Critical Hits deliver an additional die of damage (though modifiers not added for a third time) and the victim's Movement Rate is reduced by 1/2 during its next turn.
SERPENT'S JUDGEMENT

Tactics
Refresh rest times noted in parentheses
Attacks per Turn: 2
Maneuvers: 4/4 (short rest)
---d8: Parry, Precision Attack, Rally
Action Surge: 1/1 (short rest)
Second Wind: 1/1 (short rest)
Lucky: 2/3 (long rest)
Rage: 1/2 (long rest)
Fighting Style Archery: Ranged Attacks +2
Weapon Specialization: +1 damage with Light Blades
Commitment to Mission: 1/2 (long rest)
---Allows a PC to choose to gain Advantage on an Attack Roll, Damage Roll, Ability Check, or Saving Throw of his choice, before or after a normal roll result is visible. 1/day at 1st level, 2/day at 5th level, 3/day at 10th level.
Saving Throws
Brown text indicates proficiency
Strength: +4
Dexterity: +8
Constitution: +6
Intelligence: 0
Wisdom: 0
Charisma:+3
Feats
Observant: Read lips
Lucky: 3 re-rolls per day (see Tactics above)
Resilient: DEX save proficiency
Friends with Everyone: +1 CHA. Persuade & Deception.
Ability Score Increase: DEX +2
Skills
Brown text indicates proficiency
Acrobatics +5
Animal Handling +0
Arcana +0
Athletics +4
Deception +9
History +0
Insight +0
Intimidation +6
Investigation +5 (Passive 15)
Medicine +0
Nature +0
Perception +8 (Passive 18)
Performance +3
Persuasion +9
Religion +0
Sleight Of Hand +5
Stealth +8 (Passive 17)
Survival +0
Tool Proficiency
Cartography
Dice
Languages
Yuoric - Native/Literate
Dannein - Fluent
Gaeirmundi - Fluent
Kortellan - Intermediate
Arkaddi- Intermediate
Heshaban - Basic?
Rolls
Judgement Attack 1 - (1d20+9, 1d8+7)
1d20+9 : (15) + 9 = 24
1d8+7 : (4) + 7 = 11
Judgement Attack 2 - (1d20+9, 1d8+7)
1d20+9 : (14) + 9 = 23
1d8+7 : (3) + 7 = 10