Difference between revisions of "Sir Harn, the Red Knight of Tisbury"

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(Created page with "The Wilderlands of Absalom == Sir Harn, the Red Knight of Tisbury == *Human Fighter 5 *XP: 20,000/32,000 *Lawful *PC, one henchman (Brother Hanston) *Despite his fancy tit...")
 
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== Combat ==
 
== Combat ==
*AC
+
*AC 8
*HP (just list the max here, list current HP on the front page.)
+
*HP xx
*Movement Rate
+
*Movement Rate 60/20/60
*Initiative Modifier
+
*Initiative Modifier 0
*Attacks (For the below, write in what it is. Like, "Two-Handed Sword: Stats."
+
*Attacks  
**Primary Melee Attack: (List the attack throw with all magical, ability, etc., modifiers, like 5+ or whatever), (Damage.)
+
**Primary Melee Attack: Sword 6+, 1d6+3 dmg
**Secondary Melee Attack:
+
**Secondary Melee Attack: Lance 6+, 1d10+2 dmg (double damage when charging but -1 to initiative)
**Primary Ranged Attack:
+
**Primary Ranged Attack: Longbow 7+, 1d6+2 dmg
  
 
*Saves:
 
*Saves:
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== Equipment ==
 
== Equipment ==
*Gear, Armor, Weapons: Total Encumbrance. Don't list party treasure here. That's what the ape is for on the front page. This is to keep track of those things that are relatively permanently staying with your character.
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**Then list
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Gear, Armor, Weapons: 8 stone, 1 item
**Those things
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**Individually
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*Plate Armor (6 stone)
 +
*Shield (1 stone)
 +
*Sword (1 stone)
 +
*Boots, leather, high
 +
*Cloak, fur-lined
 +
*Gloves
 +
*Belt, leather
 +
**Silver dagger (1 item)
 +
**Pouch
 +
*Backpack

Revision as of 11:22, 31 August 2015

The Wilderlands of Absalom

Sir Harn, the Red Knight of Tisbury

  • Human Fighter 5
  • XP: 20,000/32,000
  • Lawful
  • PC, one henchman (Brother Hanston)
  • Despite his fancy title, Sir Harn's family is destitute, he has no land to his name, and will inherit nothing when his father dies.

Attributes

  • 14 STR (+1)
  • 16 INT (+2)
  • 11 WIS
  • 11 DEX
  • 14 CON (+1)
  • 10 CHA

Skills

  • Languages
    • Common
    • Bestial
    • Goblin
  • General Proficiencies
    • Adventuring
    • Leadership (+1 max hench, +1 base morale to any domain I rule)
    • Manual of Arms (Can train light infantry and light cavalry)
    • Riding x2 (see wiki)
    • Siege Engineering (Can construct and place temp defensive works, can operate heavy war machines)
  • Class Proficiencies
    • Added Damage (+2 base damage from melee and missile attacks)
    • Battlefield Prowess (Henchmen and mercs get +1 to morale when I personally lead them)
    • Command (Henchmen and mercs get +2 to morale)
    • Fighting Style, Weapon & Shield (+1 AC when fighting with 1H weapon and shield)

Combat

  • AC 8
  • HP xx
  • Movement Rate 60/20/60
  • Initiative Modifier 0
  • Attacks
    • Primary Melee Attack: Sword 6+, 1d6+3 dmg
    • Secondary Melee Attack: Lance 6+, 1d10+2 dmg (double damage when charging but -1 to initiative)
    • Primary Ranged Attack: Longbow 7+, 1d6+2 dmg
  • Saves:
    • 12 Petrification & Paralysis
    • 11 Poison & Death
    • 13 Blast & Breath
    • 13 Staves & Wands
    • 14 Spells

Equipment

Gear, Armor, Weapons: 8 stone, 1 item

  • Plate Armor (6 stone)
  • Shield (1 stone)
  • Sword (1 stone)
  • Boots, leather, high
  • Cloak, fur-lined
  • Gloves
  • Belt, leather
    • Silver dagger (1 item)
    • Pouch
  • Backpack