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[[The Wilderlands of Absalom]]
 
[[The Wilderlands of Absalom]]
 
Originally a sea raider of the Iron Isles, Karag Two-Blades has carved a reputation as a cutthroat mercenary in the armies of the Scarlet Principalities. Driven now by fancies of robbing ghosts and claiming valor, he chases troubled dreams in pursuit of carving his name in the wild territories beyond civilization. His giant mustachio has been named 'The Caterpillar' by the men, and his favorite possession, inexplicably, is a battered horned helm.
 
 
 
== Rank ==
 
== Rank ==
*L8 Assassin (Assassin)
+
*L5 Assassin (Destroyer)
*XP: 192,132/230,000 (receives +5% bonus)
+
*XP: 20000/28000
 
*Neutral Alignment
 
*Neutral Alignment
*PC with four henchmen: [[Hira of the Seven]], [[P'zev the Hairless]], [[Hosfai]] the Cerves, and [[Ishka]] Bronze-skin
+
*PC with two henchmen: [[Hira of the Seven]] and [[P'zev the Perspicacious]]
*Titles/Holdings: ''Kuutamo'' and ''Vaitiolo'', hideouts of the [[Shadow Wolves]]
+
*Titles/Holdings: None
*Age: 29 (potion of speed'd)
 
  
 
== Attributes ==
 
== Attributes ==
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**'''Mapping''' The character can understand and make maps, even if he cannot read or write. With a proficiency throw of 11+, the character can interpret or draft complicated layouts or map an area by memory. This proficiency can be selected multiple times.
 
**'''Mapping''' The character can understand and make maps, even if he cannot read or write. With a proficiency throw of 11+, the character can interpret or draft complicated layouts or map an area by memory. This proficiency can be selected multiple times.
 
**'''Riding''' Judge of horseflesh, mounted combat, and control animal
 
**'''Riding''' Judge of horseflesh, mounted combat, and control animal
**'''Seafaring x2''' The character can crew large sailing ships or galleys. If a character selects this proficiency twice, he can serve as a captain on a seagoing vessel, as described in Specialists.
+
**'''Seafaring''' The character can crew large sailing ships or galleys.
**'''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.
 
 
*Class Proficiencies
 
*Class Proficiencies
**'''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 13+ 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.
 
 
**'''Combat Trickery (Disarm)''' When the character attempts this special maneuver in combat, the normal penalty for attempting the maneuver is reduced by 2 (e.g. from -4 to -2), and his opponent suffers a -2 penalty to his saving throw to resist the special maneuver.
 
**'''Combat Trickery (Disarm)''' When the character attempts this special maneuver in combat, the normal penalty for attempting the maneuver is reduced by 2 (e.g. from -4 to -2), and his opponent suffers a -2 penalty to his saving throw to resist the special maneuver.
 
**'''Fighting Style (two weapons)''' Additional +1 to attack throws
 
**'''Fighting Style (two weapons)''' Additional +1 to attack throws
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**in leather or lighter
 
**in leather or lighter
 
***backstab x3 (damage roll only, not bonuses)
 
***backstab x3 (damage roll only, not bonuses)
***move silently 8+ (1⁄2 standard combat movement rate without penalty. If moving greater than 1⁄2 speed, take a -5 penalty to the proficiency throw. If running, take a -10 penalty.)
+
***move silently 13+ (1⁄2 standard combat movement rate without penalty. If moving greater than 1⁄2 speed, take a -5 penalty to the proficiency throw. If running, take a -10 penalty.)
***hide in shadows 10+ (2+ with ''Elven Cloak)'' (remain hidden so long as he stays motionless. If he moves, he must make a new proficiency throw to hide.)
+
***hide in shadows 15+ (remain hidden so long as he stays motionless. If he moves, he must make a new proficiency throw to hide.)
  
 
== Combat ==
 
== Combat ==
*AC 7 (+1 chainmail AC5, +1 protection [sword], +1 dexterity) or sometimes 8 (masterwork lamellar AC 6, +1 protection [sword], +1 dexterity)
+
*AC 7 (masterwork lamellar AC 6, +1 dexterity)
*''Dances with Death'': attacks that would hit AC 6 exactly receive an immediate riposte
+
*HP 23
*HP 25
+
*Movement Rate
*Movement Rate: 120/40/120
 
 
*Initiative Modifier: +1
 
*Initiative Modifier: +1
*Attacks (w/ up to 6 cleave attacks)
+
*Attacks
**Primary Melee Attack: ''Dances with Death'' + ''Frenzy'', attack throw is (-1+), 1d6+6
+
**Primary Melee Attack: Frenzy + handaxe or dagger, 2+, 1d6+5
**Secondary Melee Attack: ''Dances with Death'' + masterwork handaxe, attack throw is (-1+), 1d6+6
+
**Secondary Melee Attack: Handaxe + dagger, 3+, 1d6+4
**Tertiary Melee Attack: ''Dances with Death'' alone, attack throw 2+, 1d6+6
+
**Tertiary Melee Attack: Frenzy alone, 4+, 1d6+5
**Primary Ranged Attack: Longbow 4+, 1d6+3, 70'/140/210'
+
**Primary Ranged Attack: Longbow, 6+, 1d6+2, 70'/140/210'
**Secondary Ranged Attack: masterwork Handaxe 3+, 1d6+3, 10'/20'/30'
+
**Secondary Ranged Attack: Handaxe 6+, 1d6+2, 10'/20'/30'
**Tertiary Ranged Attack: normal Dagger 4+, 1d4+3, 10/20/30'
+
**Tertiary Ranged Attack: Dagger 6+, 1d4+2, 10/20/30'
  
*Saves: (-1 WIS penalty vs spells & magic items) (+1 protection added into values below)
+
*Saves:
**Petrification & Paralysis 9+
+
**Petrification & Paralysis 12+
**Poison & Death 8+
+
**Poison & Death 11+
**Blast & Breath 10+
+
**Blast & Breath 13+
**Staves & Wands 10+
+
**Staves & Wands 13+
**Spells 11+
+
**Spells 14+
  
== Equipment==
+
== Equipment (Work in Progress)==
Gear, Armor, Weapons: 3 stone, 4 items
+
*Gear, Armor, Weapons: 6s + Xt (5s armor, 3it weapons, X gear)
*Clothing (22.8 gp): Fur-lined cloak, tunic and pants, belt, high boots, gloves, horned helm
+
**Lamellar, masterwork (+1 AC, -1 encumbrance), 2050 gp
*Armor: chainmail +1 (weighs 2 stone)
 
*''Elven Cloak:'' This light, iridescent cloak is made by the magical and nimble hands of the elves. It allows the wearer to blend into his surroundings to the point of becoming nearly invisible. The cloak adds a +8 bonus to any proficiency throws to hide in shadows.
 
*Weapons
 
**Sword +1, ''Dances with Death''
 
 
**Sword, masterwork ''Frenzy'' (+1 accuracy, +1 damage), 1260 gp
 
**Sword, masterwork ''Frenzy'' (+1 accuracy, +1 damage), 1260 gp
**Short sword +3, ''Xiuxiueig'', forged by the bronze men of Pesh three Cycles ago
+
**Handaxe, 4 gp
**masterwork handaxe
 
 
**Silver dagger, 30 gp
 
**Silver dagger, 30 gp
*Belt, leather: waterskin, 6sp, coinpurse 5sp
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**Belt
*Backpack (55.8 gp): flint & steel, map book, mapping tools, ink - 1 oz
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***waterskin, 6sp
**Potion of ''Invulnerability'' and ''Healing''
+
**Backpack
 
+
***flint & steel, 8 sp
Gold: 2551.28 gp stored securely with Mr. Hand, 96.68 gp on person, (owes 5200 gp against loan from Company Coffers)
+
***1 week iron rations, 5 gp
 
+
**Cyclone, Medium WarHorse, HP 17, 250 gp
Backup armor: Lamellar, masterwork (+1 AC, -1 encumbrance), 2050 gp
+
***saddle & tack, saddlebags (2), 35 gp
 
+
***masterwork longbow (+1 accuracy) + two quivers (all on horse), 509 gp
Cyclone, Medium WarHorse, HP 17/17, 250 gp
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***dagger, 3 gp
*Saddle & Tack - War (25 gp)
+
***leather armor, 20 gp
*Saddlebag One (37 gp): shield, longbow, two quivers of 20 arrows, backup dagger, backup handaxe, blanket, tunic and pants
+
***shield x2, 20 gp
*Saddlebag Two (22.2 gp):  iron rations - 2 weeks, waterskin - full (x2), flask of oil - military (x4)
+
***2 weeks iron rations, 10 gp
-2 arrows
+
***tent, 20 gp
 
 
 
 
Skeg, Medium Draft Horse, HP 20/20 (30 gp)
 
*Saddlebag One (29 gp): backup longbow (x2), four quivers of arrows, backup dagger (x2)
 
*Saddlebag Two (35 gp): leather armor, backup shield
 
*Saddlebag Three (43.2 gp): backup sword, backup handaxe (x2), iron spikes (x 36), crowbar (x2), sacks - large (x9), ink - 1 oz
 
*Saddlebag Four (53 gp): iron rations - 1 week, 400' rope, grappling hook, blanket, tunic and pants, whip
 
 
 
 
 
Pintle, Medium Draft Horse, HP 13/13 (30 gp)
 
*Saddlebag One (41 gp): flasks of oil - military (x18) [all 18 used in hobgoblin siege on kobolds}
 
*Saddlebag Two (41 gp): flasks of oil - military (x18) [2 used in hobgoblin siege on kobolds}
 
*Saddlebag Three (17 gp): woodaxes (x3)
 
*Saddlebag Four (17 gp): woodaxes (x3)
 
 
 
==Magic Items==
 
 
 
*Sword, masterwork: ''Frenzy'', +1 to hit and +1 damage
 
*Sword forged from some a dull, almost blue metal that is untouched by age or element: ''Dances with Death, +1''
 
*dagger, +1: Xallijk's dagger
 
*Lamellar Armor, masterwork, +1 AC and -1 stone encumbrance
 
*Chain Mail, +1 (total AC 5, weighs 2 stone)
 
*''Cloak of Elvenkind''
 
*Scroll of spells (in the Magical Library)
 
**First Level
 
***Floating Disc
 
***Shield
 
**Third Level
 
***Protection from Evil, Sustained
 
**Fifth Level
 
***Animate Dead
 
***Conjure Elemental
 
**Sixth Level
 
***Trollblood
 
 
 
'''Dances with Death:''' The blade is named Dances with Death in the Common tongue. It is semi-sentient, endowed at its creation with an air elemental a half-dozen cycles ago by the brass-skinned smiths of Pesh. The wielder of Dances with Death gains the benefits of a ''ring of protection +1'' while it is carried, including the bonuses to saving throws. In addition, whenever an attack roll against the wielder would have hit their old AC *exactly* the wielder can make an automatic riposte, regardless if the wielder is surprised, has already acted or has yet to act. This attack cannot lead to a Cleave. (''Ex. The current wielder, Anna, has an AC of 4 without the sword and an AC of 5 with the sword. She is fighting an opponent with an Attack throw of 10+, who needs to roll a 15+ to hit her. The attacker rolls a 14, which *would* have exactly hit the Anna's old AC. The simple intelligence that inhabits the sword guides Anna's hand and enables her to make a free attack.'')
 
 
 
==Mercenaries and Henchmen==
 
8830 gp/month
 
*personal expenses, 3000 gp/month
 
**1 platoon Horse Archers (led by Hosfai), 675 gp/month
 
**1 platoon Medium Cavalry (led by Karag), 675 gp/month
 
***supplies, 480 gp/month
 
*Hira, 800 gp/month
 
*P'zev, 800 gp/month
 
*Hosfai, 800 gp/month
 
*Ishka, 1600 gp/month
 
 
 
[[Shadow Wolves]]
 
 
 
==Adventures of Note==
 
*Troll Keep
 
*[http://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19581688#post19581688 Iskikkigiri]
 
*charging the hobgoblin guardpost
 
 
 
==Expenses==
 
16000
 
-4000 magic gamble
 
-3310 masterwork items
 
-6500 henchmen XP
 
-753.3 Hira's equipment
 
-322.9 P'zek's equipment
 
-784.1 Karag equipment
 
-50 Hosfai equipment
 
 
 
143.7 gp remaining
 
 
 
*Contributions to Expedition: 191.2 Karag eq + 592 Hira eq + 80.8 P'zev eq + 136 gp = 1000 gp
 

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