Difference between revisions of "WoA Jochi"

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(Combat)
(Skills)
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*General Proficiencies
 
*General Proficiencies
** Riding x2 (horse archery/casting, mount +2 morale, +2 to animal husbandry throws on horses, use horse as shield for +3 AC and can cast on 7+ throw)
+
** Riding x2 (horse archery/casting, mount +2 morale, use horse as shield for +3 AC and -2 to attack throws)
  
 
*Class Proficiencies
 
*Class Proficiencies

Revision as of 12:39, 1 September 2015

The Wilderlands of Absalom

Rank

  • Human Explorer 4
  • XP: 8,000 / 16,000
  • Alignment Neutral
  • Henchman of Qutai

Attributes

  • STR 12 (0)
  • INT 10 (0)
  • WIS 9 (0)
  • DEX 13 (+1)
  • CON 13 (+1)
  • CHA 12 (0)

Skills

  • Languages
    • Common
  • General Proficiencies
    • Riding x2 (horse archery/casting, mount +2 morale, use horse as shield for +3 AC and -2 to attack throws)
  • Class Proficiencies
    • Ranged Combat Bonuses(+1 on ranged attack throws, +2 to ranged attack damage)
    • Animal Reflexes (+1 to surprise)
    • Hard to Spot (hide in underbrush on 3+, in shadows on 14+)
    • Wilderness Explorer (+4 to avoid getting lost, +5 to evade encounters except in clear or grassland terrain, evade wilderness encounters when surprised on 19+)
    • Precise Shooting (may fire into melee at -2 on the attack throw)
    • Fighting Style: Ranged (+1 to ranged attack throws)

Combat

  • AC 6 (chain + shield + dex)
  • HP 18/18
  • Movement Rate 90' explore / 30' combat
  • Initiative Modifier +1
  • Attacks
    • Primary Melee Attack: Sword + 1 -- 7+ for 1d6+1
    • Primary Ranged Attack: Masterwork Recurve Bow -- 4+ for 1d6+3
  • Saves:
    • Petrification & Paralysis 13
    • Poison & Death 12
    • Blast & Breath 14
    • Staves & Wands 14
    • Spells 15

Equipment

  • Gear, Armor, Weapons: Total Encumbrance.
    • Sword +1
    • Silver Dagger
    • Masterwork Recurve Bow
      • Quiver 20 arrows
    • Shield
    • Chain armor
    • Warhorse (Light)
      • Leather barding
      • Saddle and tack (war)
      • Saddle bags
    • Backpack
      • Blanket
      • Military oil
      • Grappling hook
      • Rope
      • Hammer and spikes
      • Pouch
      • Iron rations
      • Tent
      • Torches
      • Tinder box
      • Sacks (2)
      • Waterskin



  • Masterwork weapons gain one of the following qualities for a base cost of 500 gp: +1 to hit, +1 to damage, +20/40/80' (ranged weapons only), +2 to Saves (such as from Sundering or other applicable effects. Qualities can be stacked, but not in a linear cost. Each additional quality adds 250 gp to the cost. Therefore, a masterwork sword with a +1 to hit and +1 to damage would cost 1250 gp, as opposed to 1000.
  • Masterwork armor can be purchased with the following qualities, each at a cost of 750 gp: +1 to AC (note that this quality adds to the encumbrance of the suit), -1 to encumbrance (minimum 1 stone), +3 to Saves. As with masterwork weapons, qualities can be stacked, with an additional 500 gp added to the cost per quality. Therefore, a suit of plate that has a +1 to AC and a -1 to AC would cost 2000 gp, and would be as encumbering as a normal suit of plate.