Difference between revisions of "Ishka"

From RPGnet
Jump to: navigation, search
(Skills)
Line 63: Line 63:
 
**Spells 14+
 
**Spells 14+
  
== STILL IN DRAFT ==
 
  
 
== Equipment ==
 
== Equipment ==
Line 80: Line 79:
 
The sword is masterwork and grants a non-magical +1 bonus to the attack throw. It's made of some unknown metal that reflects light like mother-of-pearl.
 
The sword is masterwork and grants a non-magical +1 bonus to the attack throw. It's made of some unknown metal that reflects light like mother-of-pearl.
  
== Mount TBC ==
+
== Mount ==
 
*Medium riding horse - '''Name TBC'''
 
*Medium riding horse - '''Name TBC'''
 
**3HD 15hp
 
**3HD 15hp

Revision as of 17:05, 11 February 2016

The Wilderlands of Absalom

Ishka is the daughter of Azhlo Gesht, King of the Bronze-skins and ruler of the Underworld. Gesht is now a vassal of the party, and has offered his daughter as tribute, to serve as a Sneak for the party, on the proviso that she is not needlessly endangered.

Rank

  • L3 Kobold Sneak
  • XP: 3485/5300 (+5% bonus)
  • Alignment Chaotic
  • Henchman of the PC Karag Two-Blades
  • Age xx

Attributes

  • 10 STR
  • 09 INT
  • 09 WIS
  • 13 DEX (+1)
  • 17 CON (+2)
  • 09 CHA

Skills

  • Languages
    • Common
    • UnderTongue
  • General Proficiencies
    • Adventuring
    • 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. (Included in stats below.)
  • Class Proficiencies
    • Expert Caver (+1 Caving) The character has learned to keep a map in his head of where she is when exploring underground caves, cavern complexes, and rivers. On a proficiency throw of 10+, the character with this proficiency will be able to automatically know the route she has taken to get where she is, if she was conscious at the time. (includes bonus from Expert)
    • Thief skills
      • Open Locks 16+
      • Find and Remove Traps 16+
      • Pick Pockets 15+
      • Move Silently 13+
      • Climb Walls 5+
      • Hide in Shadows 15+
      • Hear Noise 12+
    • Backstab x2
  • Racial Proficiencies
    • 90' infravision
    • Acrobatics The character is trained to jump, tumble, somersault, and free-run around obstacles. The character gains +2 to saving throws where agility would help avoid the situation, such as tilting floors and pit traps. In lieu of moving during a round, the character may attempt a proficiency throw of 19+ to tumble behind an opponent in melee. If successful, the character is behind his opponent. The opponent gains no benefit from his shield. Thieves and others eligible to backstab an opponent gain their usual +4 on the attack throw and bonus to damage. Characters with an encumbrance of 6 stone or more may not tumble.
    • Set Traps Kobolds are expert trap setters and, given time (minimum of 1 turn) and the proper equipment (rope, spikes, crowbars, etc) can jury rig traps. A reverse Remove Traps throw is made, with the roll modified by the material on hand, the amount of time allowed and the complexity of the trap.
    • Sensitivity to Rock and Stone (+1 bonus to surprise while underground)
    • Sensitivity to Light (-1 penalty to surprise, initiative and attack rolls during daylight, unless special tinted glasses are worn).

Combat

  • AC 3 leather + dex
  • HP: 5
  • Movement Rate: 120/40/120
  • Initiative Modifier +1 (-1 sunlight / +1 underground)
  • Attacks:
    • Primary Melee Attack: Dagger (9+ melee, 8+ thrown), 1d4 dmg, range 10 / 20 / 30
    • Primary Ranged Attack: Crossbow (8+), 1d6 dmg, range 80 / 60 / 240
    • possible penalty in sunlight
  • Saves:
    • Petrification & Paralysis 12+
    • Poison & Death 12+
    • Blast & Breath 15+
    • Staves & Wands 13+
    • Spells 14+


Equipment

Gear, Armor, Weapons: Total Encumbrance 3 stone

  • Backpack (can hold 3 stone)
    • Leather armor (kobold sized)
    • Dagger (1d4 damage)
    • Crossbow (1d4 damage) w/20 bolts (note these must be commissioned in human lands because of their small size)
    • Wineskin with watered down kobold ale
    • One weeks dried rations (giant insect jerky, mushroom pemmican, etc.)
    • Set of Thieves tools
    • Bedroll

The sword is masterwork and grants a non-magical +1 bonus to the attack throw. It's made of some unknown metal that reflects light like mother-of-pearl.

Mount

  • Medium riding horse - Name TBC
    • 3HD 15hp
  • Saddle and tack (riding)
  • Saddlebags
    • Blanket, wool (1 item)
  • Spare medium riding horse - Name TBC - lead by groom
    • 3HD 14hp


Class Construction

Kobold Sneaks have a maximum Strength of 13 and may advance to level 13 in the Sneak class. The Sneak class is as follows:

  • Has 1d4 HD (0 build points, 0 XP) and require 1325 XP to reach 2nd level.
  • Fighting capability (1 build point, as per cleric, limited to small weapons but unlimited armor) +2/4 levels, 2 fighting styles, 1 Cleave/2 levels, 500 XP) Kobold sneaks are restricted to chain mail or lighter and are restricted to using either small weapons sized for humans or custom-made weapons. In any case, standard weapons inflicts 1d4 points of damage when used one handed or 1d6 points of damage if wielded two-handed. Sneaks may not use shields. They attack as clerics
  • Reduce armor capability from Unrestricted to Broad (+1 custom power)
    • +1 Expert Caver (Caving Proficiency)
  • Thievery Value: 3 build points, excluding the ability to Read Languages and Read and Cast Magic Scrolls, 700 XP Sneaks gain thieving ability as per thieves of the same level, excluding the abilities to Read Languages and Read and Cast Magic Scrolls but including Backstabbing.
  • Thief saving throw progression.
  • Dex prime requisite.
  • Plus four custom racial powers (+125 XP)
    • Infravision 90' (2.5 custom powers)
    • Acrobatics
    • Sensitivity to Rock and Stone (+1 bonus to surprise while underground) (1/2 custom power)
    • Set Traps (custom custom power). Kobolds are expert trap setters and, given time (minimum of 1 turn) and the proper equipment (rope, spikes, crowbars, etc) can jury rig traps. A reverse Remove Traps throw is made, with the roll modified by the material on hand, the amount of time allowed and the complexity of the trap.

Drawback

  • Sensitivity to Light (-1 penalty to surprise, initiative and attack rolls during daylight, unless special tinted glasses are worn).