FC/OC VS Battles Wiki

If you are on a mobile device, we strongly suggest you switch to using desktop view in your web browser when using this wiki.

For more information, please click here.

READ MORE

FC/OC VS Battles Wiki
Advertisement

Summary[]

Copper also known as Slasher while disguised, is a kenku that works within the city as a charlantan with numerous tricked games in order to collect some easy money, however, he has a large hatred for people calling him out on it. Whenever he's called out, he tells them that he'll go and get his friend to challenge them for his honor, before leaving and coming back fully disguised and fighting them himself.

Personal Statistics[]

Alignment: Chaotic Neutral (Copper is a kenku who cares merely for himself, having no issues in taking advantage of other if it betters his life, but he isn't heartless as he never tries to steal from those who are already suffering)

Name: Copper, Slasher (While disguised)

Origin: D&D Homebrew

Gender: Male

Age: 23 yearsd old (In kenku years)

Classification: Kenku, Rogue (swashbuckler), charlatan, Adventurer

Weight: 43 kilograms

Height: 1,54 meters

Eye Color: Black

Hair Color: Black

Status: Alive

Affiliation: None

Powers and Stats[]

Tier: 9-B

Powers and Abilities: Superhuman Physical Characteristics, Multilingual (Copper can speak common and elvish), Weapon Mastery (Copper is a skilled rapier fighter along with having skilled using a shortbow), Acrobatics (Copper is proficient in acrobatics and as a swashbuckler he naturally uses his speed and footwork in battle), Social Influencing (Copper is a charlatan who is proficient in Deception, Intimidation, and Persuasion), Stealth Mastery (Copper is proficient in Stealth and Sleight of Hand), Disguise Mastery (Copper is proficient with Disguise kits and even has a false identity named Slasher), Sound Manipulation (Copper can mimic voices and sounds), Non-Physical Interaction and Immortality Negation (Type 7; Copper can harm and kill ghosts)

Attack Potency: Wall level (Copper is comparable to the casters of Burning Hands)

Durability: Wall level (Copper can tank attacks from those comparable to him)

Striking Strength: Wall Class

Lifting Strength: Athletic Human (Copper can lift 390 lbs, or 176.9 kg)

Travel Speed: Athletic Human normally (Copper can move 30 feet per second, or 9,144 meters per second), Superhuman by dashing (Dashing double his movement)

Combat Speed: Subsonic (Copper can dodge point blank arrows)

Reaction Speed: Subsonic

Stamina: Athletic (A trained adventurer)

Range: Standard Melee, Extended Melee with his rapier, Hundreds of meters with his shortbow

Intelligence: At least Gifted (Copper is a highly intelligent charlatan being capable of forging documents including official papers and personal letters along with having a false identity that no one can reconize. Along with that, Copper is a master of one on one combat but is also highly trained in group combat. Copper also has an intel stat of 16 which makes him exceptionally intelligent)


Standard Equipment[]

Rapier, Shortbow, quiver of 20 arrows, Leather armor, two daggers, thieves’ tools, Burglar's Pack (Which inculdes a Backpack, a bag of 1,000 Ball bearings, 10 feet of string, a bell, 5 Candles, a Crowbar, a Hammer, 10 pitons, a Hooded lantern, 2 flasks of oil, 5 days Rations, a Tinderbox, a Waterskin and 50 feet of Hempen rope), A set of fine clothes, a disguise kit and a set of weighted dice


Other[]

Standard Tactics: Copper will talk his opponent out of a fight by either intimidating or presuading them to end the fight, if he's disguised as Slasher, he'll take them on in sword combat, using his sneak attacks to deal more damage to his opponent.

Weaknesses: Can only speak by mimicking others (Altough thanks to working in the city, he has no real issue with speaking)

Notable Attacks/Techniques:[]

Sneak Attack: you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 3d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

Cunning Action: your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Uncanny Dodge: when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Fancy Footwork: you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.

Rakish Audacity: your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier. You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Battle Records[]

Notable Victories:

Notable Losses:

Inconclusive Matches:

Advertisement