Difference between revisions of "WoA Qutai"

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(Equipment)
(Equipment)
Line 69: Line 69:
 
***Saddle and tack (war)
 
***Saddle and tack (war)
 
***Saddle bags
 
***Saddle bags
 +
****Grappling Hook + Rope
 +
****Hammer and Spikes
 +
****Philter of Love
 +
****Blanket
 +
****Tent
 
**Backpack
 
**Backpack
***Blanket
+
***Military oil (2)
***Military oil
+
***Iron rations (1 wk)
***Grappling hook
+
***Torches (6)
***Rope
 
***Hammer and spikes
 
***Pouch
 
***Iron rations
 
***Tent
 
***Torches
 
 
***Tinder box
 
***Tinder box
***Sacks (2)
 
 
***Waterskin
 
***Waterskin
***Philter of Love
+
**Pouch
 +
***Healing herbs here
  
  

Revision as of 12:49, 1 September 2015

The Wilderlands of Absalom

Rank

  • Human Shaman 5
  • XP: 20,000 / 24,000
  • Alignment Neutral
  • Full PC

Attributes

  • STR 8 (-1)
  • INT 15 (+1)
  • WIS 17 (+2)
  • DEX 16 (+2)
  • CON 13 (+1)
  • CHA 6 (-1)

Skills

  • Languages
    • Common
    • Giant
  • General Proficiencies
    • Animal Husbandry (use herbs, heal 1d3 extra per day on animals)
    • Animal Training (train horses to do tricks)
    • Healing (use herbs, heal 1d3 extra per day)
    • Riding x2 (horse archery/casting, mount +2 morale, +2 to animal husbandry and animal training throws on horses, use horse as shield for +3 AC and can cast on 7+ throw)
  • Class Proficiencies
    • Commune with Spirits (1/week the spirits will answer 3 yes-or-no questions)
    • Totem Animal -- Horse
      • Move 240', AC 4, 11 HP, #AT 2, Dmg 1d4/1d4, can be ridden. Intelligence 7, can speak to master
    • Running (+30' movement speed)
    • Spirit Ritual (spend an hour to recover an expended spell slot, cannot recover the same level spell slot on the same day)
    • Shapechange (turn into a horse 1/day)
    • Command (henchmen and mercs get +2 morale)

Combat

  • AC 5 (leather + shield + dex)
  • HP 29/29
  • Movement Rate 150' explore / 50' combat
  • Initiative Modifier +2
  • Attacks
    • Primary Melee Attack: Spear -- 9+ for 1d6-1
    • Primary Ranged Attack: Thrown Dagger -- 6+ for 1d4-1
  • Saves: (+2 from Wisdom NOT included)
    • Petrification & Paralysis 11
    • Poison & Death 8
    • Blast & Breath 14
    • Staves & Wands 11
    • Spells 13

Spells

  • First Level: 2
    • Cure Light Wounds (Touch, heal 1d6+1)
    • Faerie Fire (Range 60, Duration 5 rounds, grants +2 to hit one man sized creature)
  • Second Level: 2
    • Charm Animal (no save, animal becomes friendly)
    • Holy Chant (allies within 30' are +1 to hit and enemies suffer -1 to hit, must maintain chanting)

Equipment

  • Gear, Armor, Weapons: Total Encumbrance.
    • Spear
    • Silver Dagger
    • Shield
    • Leather armor
    • Warhorse (Light)
      • Leather barding
      • Saddle and tack (war)
      • Saddle bags
        • Grappling Hook + Rope
        • Hammer and Spikes
        • Philter of Love
        • Blanket
        • Tent
    • Backpack
      • Military oil (2)
      • Iron rations (1 wk)
      • Torches (6)
      • Tinder box
      • Waterskin
    • Pouch
      • Healing herbs here


20 mounted archers is 900gp / month, say 6 months of loyalty pre-purchased = 5400gp leave 1600gp for equipment for me and the explorer 2000 gp remaining