Difference between revisions of "Karag Two-Blades"

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(Equipment (Work in Progress))
(Equipment (Work in Progress))
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== Equipment (Work in Progress)==
 
== Equipment (Work in Progress)==
*Gear, Armor, Weapons: 6s + Xt
+
*Gear, Armor, Weapons: 6 stone + X items
 
**Lamellar, masterwork (+1 AC, -1 encumbrance), 2050 gp
 
**Lamellar, masterwork (+1 AC, -1 encumbrance), 2050 gp
 
**Sword, masterwork ''Frenzy'' (+1 accuracy, +1 damage), 1260 gp
 
**Sword, masterwork ''Frenzy'' (+1 accuracy, +1 damage), 1260 gp

Revision as of 07:29, 1 September 2015

The Wilderlands of Absalom

Rank

Attributes

  • STR 17 (+2)
  • INT 13 (+1)
  • WIS 7 (-1)
  • DEX 13 (+1)
  • CON 9
  • CHA 12

Skills

  • Languages
    • Common
    • Swampspeak
  • General Proficiencies
    • Adventuring
    • 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
    • Seafaring The character can crew large sailing ships or galleys.
  • Class Proficiencies
    • 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
  • Class Abilities
    • damage bonus (missile and melee, already added to attack stats)
    • in leather or lighter
      • backstab x3 (damage roll only, not bonuses)
      • 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 15+ (remain hidden so long as he stays motionless. If he moves, he must make a new proficiency throw to hide.)

Combat

  • AC 7 (masterwork lamellar AC 6, +1 dexterity)
  • HP 23
  • Movement Rate
  • Initiative Modifier: +1
  • Attacks
    • Primary Melee Attack: Frenzy + handaxe or dagger, 2+, 1d6+5
    • Secondary Melee Attack: Handaxe + dagger, 3+, 1d6+4
    • Tertiary Melee Attack: Frenzy alone, 4+, 1d6+5
    • Primary Ranged Attack: Longbow, 6+, 1d6+2, 70'/140/210'
    • Secondary Ranged Attack: Handaxe 6+, 1d6+2, 10'/20'/30'
    • Tertiary Ranged Attack: Dagger 6+, 1d4+2, 10/20/30'
  • Saves:
    • Petrification & Paralysis 12+
    • Poison & Death 11+
    • Blast & Breath 13+
    • Staves & Wands 13+
    • Spells 14+

Equipment (Work in Progress)

  • Gear, Armor, Weapons: 6 stone + X items
    • Lamellar, masterwork (+1 AC, -1 encumbrance), 2050 gp
    • Sword, masterwork Frenzy (+1 accuracy, +1 damage), 1260 gp
    • Handaxe, 4 gp
    • Silver dagger, 30 gp
    • Belt
      • waterskin, 6sp
    • Backpack
      • flint & steel, 8 sp
      • 1 week iron rations, 5 gp
    • Cyclone, Medium WarHorse, HP 17, 250 gp
      • saddle & tack, saddlebags (2), 35 gp
      • masterwork longbow (+1 accuracy) + two quivers (all on horse), 509 gp
      • dagger, 3 gp
      • leather armor, 20 gp
      • shield x2, 20 gp
      • 2 weeks iron rations, 10 gp
      • tent, 20 gp