Difference between revisions of "Gerey Cote"

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(Created page with "The Wilderlands of Absalom == Rank == *Human Thief 4 (Burglar) *XP: 7,522/10,000 *Neutral *Henchman of P'zev the Hairless, who is a henchman of Karag Two-Blades S...")
 
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*Henchman of [[P'zev the Hairless]], who is a henchman of [[Karag Two-Blades]]
 
*Henchman of [[P'zev the Hairless]], who is a henchman of [[Karag Two-Blades]]
  
Sub-Boss of the ''Kuutamo'' (Moonlight), the [[Shadow Wolves]] hideout in Junction
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Sub-Boss of the Vaitiolo (Secrecy/Silence), the [[Shadow Wolves]] hideout in Hob
  
 
== Attributes ==
 
== Attributes ==
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*Languages
 
*Languages
 
**Common  
 
**Common  
**X
 
 
*General Proficiencies
 
*General Proficiencies
**'''Art (pottery)''' The character has studied under a guild craftsman. The character is considered an apprentice in her trade. She can manufacture 10gp per month of goods, and can identify masterwork items, rare materials, and famous artisans with a proficiency throw of 11+
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**'''Disguise''' The character can make someone look like someone else through make-up and clothing. A successful Disguise requires a proficiency throw of 11+. Someone who is intimately familiar with the subject of the disguise may throw 14+ to see through it, adding their Wisdom modifier to their die roll.
**'''Lip Reading''' The character can “overhear” conversations spoken in a language she understands. If the subject of her lip reading is not speaking clearly in bright light, the character may need to make a successful proficiency throw to hear noise in order to determine if she gleans the appropriate information. Characters with Lip Reading proficiency receive a +1 bonus to carousing and spying hijinks. II'''
 
 
*Class Proficiencies
 
*Class Proficiencies
**'''Alertness''' The character gains a +4 bonus on any proficiency throws to hear noises and detect secret doors. With a proficiency throw of 18+ she can notice secret doors with just casual observation. She gains a +1 bonus to avoid surprise.
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**'''Bribery II''' The character is exceptionally skilled at bribing officials with gifts of money or merchandise. Offering a bribe permits an additional reaction roll during encounters, with the throw modified by the size of the bribe. As a general rule, a bribe equal to one day’s pay for the target provides a +1 bonus, a week’s pay provides a +2 bonus, and a month’s pay provides a +3 bonus. Only one bribe can be attempted per target in any given situation.
**'''Skulking''' The character excels at moving furtively and finding concealment. She receives a +2 bonus on proficiency throws to hide in shadows and move silently.
 
 
*Class Abilities
 
*Class Abilities
 
**'''Read Languages''' including ciphers, treasure maps, and dead languages, but not magical writings with a proficiency throw of 5+ on 1d20. If the roll does not succeed, the thief may not try to read that particular piece of writing until she reaches a higher level of experience.  
 
**'''Read Languages''' including ciphers, treasure maps, and dead languages, but not magical writings with a proficiency throw of 5+ on 1d20. If the roll does not succeed, the thief may not try to read that particular piece of writing until she reaches a higher level of experience.  

Revision as of 17:40, 22 October 2017

The Wilderlands of Absalom

Rank

Sub-Boss of the Vaitiolo (Secrecy/Silence), the Shadow Wolves hideout in Hob

Attributes

  • STR 14 (+1)
  • INT 11
  • WIS 15 (+1)
  • DEX 12
  • CON 15 (+1)
  • CHA 14 (+1)

Skills

  • Languages
    • Common
  • General Proficiencies
    • Disguise The character can make someone look like someone else through make-up and clothing. A successful Disguise requires a proficiency throw of 11+. Someone who is intimately familiar with the subject of the disguise may throw 14+ to see through it, adding their Wisdom modifier to their die roll.
  • Class Proficiencies
    • Bribery II The character is exceptionally skilled at bribing officials with gifts of money or merchandise. Offering a bribe permits an additional reaction roll during encounters, with the throw modified by the size of the bribe. As a general rule, a bribe equal to one day’s pay for the target provides a +1 bonus, a week’s pay provides a +2 bonus, and a month’s pay provides a +3 bonus. Only one bribe can be attempted per target in any given situation.
  • Class Abilities
    • Read Languages including ciphers, treasure maps, and dead languages, but not magical writings with a proficiency throw of 5+ on 1d20. If the roll does not succeed, the thief may not try to read that particular piece of writing until she reaches a higher level of experience.
    • Thief skills (includes proficiency bonuses)
      • Open Locks 15+
      • Find and Remove Traps 15+
      • Pick Pockets 14+
      • Move Silently 14+
      • Climb Walls 4+
      • Hide in Shadows 16+
      • Hear Noise 11+
    • Backstab x2

Combat

  • AC 2 (leather)
  • HP 16
  • Movement Rate 120/40/120
  • Initiative Modifier +0
  • Attacks
    • Primary Melee Attack: +1 sword 8+, 1d6+1
    • Primary Ranged Attack: crossbow 9+, 1d6
  • Saves:
    • Petrification & Paralysis 12+
    • Poison & Death 12+
    • Blast & Breath 15+
    • Staves & Wands 13+
    • Spells 14+

Equipment

  • Gear, Armor, Weapons:
    • leather armor
    • Sword +1
    • crossbow and 20 bolts
    • Y gp kept with Mr. Hand, X gp kept on person