Difference between revisions of "Karag Two-Blades"

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(Rank)
(Rank)
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== Rank ==
 
== Rank ==
 
*L5 Assassin (Destroyer)
 
*L5 Assassin (Destroyer)
*XP: 21164/28000 (receives +5% bonus)
+
*XP: 21183/28000 (receives +5% bonus)
 
*Neutral Alignment
 
*Neutral Alignment
 
*PC with three henchmen: [[Hira of the Seven]], [[P'zev the Hairless]], and [[Hosfai]] the Cerves
 
*PC with three henchmen: [[Hira of the Seven]], [[P'zev the Hairless]], and [[Hosfai]] the Cerves

Revision as of 09:48, 27 November 2015

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

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.
    • Survival The character is an expert at hunting small game, gathering fruits and vegetables, and finding water and shelter. The character forages enough food to feed himself automatically, even when on the move, so long as he is in a fairly fertile area. If he is trying to supply more than one person, he must make a proficiency throw (as described in Wilderness Adventures), but gains a +4 bonus on the roll.
  • 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: 90/30/90
  • Initiative Modifier: +1
  • Attacks
    • Primary Melee Attack: Frenzy & magical dagger 1+, 1d6+5
    • Secondary Melee Attack: Handaxe & magical dagger 2+, 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: normal Dagger 6+, 1d4+2, 10/20/30'
  • Saves: (-1 WIS penalty vs spells & magic items)
    • Petrification & Paralysis 12+
    • Poison & Death 11+
    • Blast & Breath 13+
    • Staves & Wands 13+
    • Spells 14+

Equipment

Gear, Armor, Weapons: 6 stone, 5 items

  • Clothing (22.8 gp): Fur-lined cloak, tunic and pants, belt, high boots, gloves, horned helm
  • Armor: Lamellar, masterwork (+1 AC, -1 encumbrance), 2050 gp
  • Weapons
    • Sword, masterwork Frenzy (+1 accuracy, +1 damage), 1260 gp
    • Handaxe, 4 gp
    • Silver dagger, 30 gp
  • Belt, leather: waterskin, 6sp, coinpurse 5sp
  • Backpack (55.8 gp): flint & steel, 8 sp, map book, mapping tools, ink - 1 oz


Cyclone, Medium WarHorse, HP 17/17, 250 gp

  • Saddle & Tack - War (25 gp)
  • Saddlebag One (37 gp): shield, longbow, two quivers of 20 arrows, backup dagger, backup handaxe, blanket, tunic and pants
  • Saddlebag Two (22.2 gp): iron rations - 2 weeks, waterskin - full (x2), flask of oil - military (x4)

-2 arrows


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)
  • Saddlebag Two (41 gp): flasks of oil - military (x18)
  • Saddlebag Three (17 gp): woodaxes (x3)
  • Saddlebag Four (17 gp): woodaxes (x3)

Magic Items

  • Sword, masterwork: Frenzy, +1 to hit and +1 damage
  • dagger, +1: Xallijk's dagger
  • Lamellar Armor, masterwork, +1 AC and -1 stone encumbrance
  • chain mail, +1 (total AC 5, weighs 2 stone)
  • Scroll of spells (secured with Mr. Hand)
    • First Level
      • Floating Disc
      • Shield
    • Third Level
      • Protection from Evil, Sustained
    • Fifth Level
      • Animate Dead
      • Conjure Elemental
    • Sixth Level
      • Trollblood

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

193.7 gp remaining

Contributions to Expedition: 191.2 Karag eq + 592 Hira eq + 80.8 P'zev eq + 136 gp = 1000 gp Owes 2000 gp to Harn