WoA Qutai

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The Wilderlands of Absalom

Qutai's entire tribe, the White Khanate, was decimated by constant fighting against competing tribes in a succession crisis. When the tribal chieftain was slain in battle (after ignoring Qutai's advice) and the host was scattered, Qutai -- the tribe's elderly shaman and adviser -- rescued the chief's son, a youth named Jochi, and gathered what remained of the tribe's fighting men to look for greener pastures.

Qutai is ornery, rude, and has no patience for fools, but as an exceptionally canny and experienced warrior, his word carries great weight and the men respect him for saving them from certain death after their last defeat. Jochi leads the remainder of the host but he takes his cues from the old shaman who speaks not only to the great sky spirit but to the horses of the tribe's herd, without which they have nothing.

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
    • Command Word
    • Cure Light Wounds (Touch, heal 1d6+1)
    • Faerie Fire (Range 60, Duration 5 rounds, grants +2 to hit one man sized creature)
    • Locate Animal or Plant
    • Pass Without Trace
    • Predict Weather
    • Purify Food and Water
    • Remove Fear
    • Resist Cold
    • Trance
  • Second Level: 2
    • Bless
    • Charm Animal (no save, animal becomes friendly)
    • Delay Poison
    • Holy Chant (allies within 30' are +1 to hit and enemies suffer -1 to hit, must maintain chanting)
    • Obscuring Cloud
    • Produce Fire
    • Resist Fire
    • Snake Charm
    • Speak with Animals
    • Warp Wood

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 will need to buy lots of horses for the men and for supply trains, etc.