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	<updated>2026-05-15T11:08:56Z</updated>
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	<entry>
		<id>https://wiki.rpg.net/index.php?title=Noman&amp;diff=473994</id>
		<title>Noman</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Noman&amp;diff=473994"/>
		<updated>2024-12-15T19:52:43Z</updated>

		<summary type="html">&lt;p&gt;Lefteris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Human Berserker 1&lt;br /&gt;
&lt;br /&gt;
== Noman ==&lt;br /&gt;
Human Berserker 1&lt;br /&gt;
&lt;br /&gt;
XP 252/500&lt;br /&gt;
&lt;br /&gt;
Alignment Chaotic&lt;br /&gt;
&lt;br /&gt;
XP Modifier +5%&lt;br /&gt;
&lt;br /&gt;
Max Level 14&lt;br /&gt;
&lt;br /&gt;
== Attributes == &lt;br /&gt;
&lt;br /&gt;
STR 14 (+1)&lt;br /&gt;
&lt;br /&gt;
INT 10&lt;br /&gt;
&lt;br /&gt;
WIS 10&lt;br /&gt;
&lt;br /&gt;
DEX 12&lt;br /&gt;
&lt;br /&gt;
CON 14 (+1)&lt;br /&gt;
&lt;br /&gt;
CHA 11&lt;br /&gt;
&lt;br /&gt;
==Class abilities/ Background/Languages/Knacks/Skills ==&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
&lt;br /&gt;
*Berserkers Cleave as fighters.&lt;br /&gt;
&lt;br /&gt;
*A berserker may enter a rage, during which they gain&lt;br /&gt;
the following benefits:&lt;br /&gt;
&lt;br /&gt;
➢ They take 1/2 damage (rounded down) from physical attacks.&lt;br /&gt;
&lt;br /&gt;
➢ If subjected to fear or mind-affecting spells they may roll twice for the saving throw, taking the better result. Berserker NPCs in a rage roll twice for morale checks, again taking the better result.&lt;br /&gt;
&lt;br /&gt;
➢ Each of their successful attacks inflicts extra damage equal to the berserker’s Hit Dice.&lt;br /&gt;
&lt;br /&gt;
➢ The character ignores one level of encumbrance, moving at the next higher movement rate: a character with a move of 60’ (20’) would instead move at 90’ (30’). If their movement is already&lt;br /&gt;
120’ it increases to 150’.&lt;br /&gt;
&lt;br /&gt;
There are drawbacks to the berserker rage, as well:&lt;br /&gt;
&lt;br /&gt;
➢ The character must continue to attack while they are raging, even if there are no foes left (see below).&lt;br /&gt;
&lt;br /&gt;
➢ Attacks made against the berserker gain a +2 bonus as, in their fury, they no longer try to actively avoid blows.&lt;br /&gt;
➢ The raging character cannot cast spells, activate items, drink a potion, etc. They also cannot coordinate with their companions.&lt;br /&gt;
&lt;br /&gt;
Typically, a berserker is not able to enter their rage at will. There’s a base 1 in 6 chance when a berserker enters combat that they will enter their rage. This increases by 1 for every additional round they remain in combat. If they are wounded during combat the chance increases by 1. Make the roll at the beginning of the berserker’s turn. At 7th level the berserker may roll twice when checking to enter or leave a rage, choosing which of the two results to take.&lt;br /&gt;
&lt;br /&gt;
A berserker enters battle. During the first round her player rolls a 2, so she does not enter a rage. At the beginning of the second round, before her turn, she is wounded, increasing the chance by 1, in addition to the +1 for entering the second round of combat. The chance of entering a rage is now 3 in 6. She rolls a 4 and does not enter a rage. She is wounded again, and in the 3rd round has a 5 in 6 chance of entering the rage. She rolls a 1 and begins to rage.&lt;br /&gt;
&lt;br /&gt;
A character can rage for no more than 1d4 rounds (rolled each time they enter the rage), plus an additional round per Hit Die they possess, and upon leaving their rage must rest for one turn for every round they spent raging or suffer a –2 penalty to all attack rolls and saving throws until they can rest. This penalty is cumulative.&lt;br /&gt;
&lt;br /&gt;
The berserker typically cannot easily exit a rage, either. Once all of their foes are slain they must roll equal to or less than their Wisdom score on 3d6 to leave the rage brefore it naturally ends. This check is made once every round. Otherwise, they will continue to attack those nearby.&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
The melting ice ushered in Dry Gulch, Noman the Northerner. Driven from his homeland by guilt, and seeking to lay low, chose the shouts and chatter of this city. What Noman lacks in size, makes it up triple in brooding and scowling. His goal is to prove his worth in battle, and bring back trophies of his adventures, in particular relics of the barbarian tribes lost in raids of the southern cities of old.&lt;br /&gt;
&lt;br /&gt;
===Languages===&lt;br /&gt;
&lt;br /&gt;
Common&lt;br /&gt;
&lt;br /&gt;
===Knacks===&lt;br /&gt;
&lt;br /&gt;
Toughness. The berserker rolls 1d10 for her HD, rather than 1d8. This Knack can only be selected once, but it can be selected at any level, provided the character reroll their hit points at each level.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
AC 17&lt;br /&gt;
&lt;br /&gt;
HP 6/6&lt;br /&gt;
&lt;br /&gt;
HD 1d10&lt;br /&gt;
&lt;br /&gt;
Movement Rate 60&#039; (20&#039;)&lt;br /&gt;
&lt;br /&gt;
Initiative Modifier None&lt;br /&gt;
&lt;br /&gt;
Attacks&lt;br /&gt;
*Primary Melee Attack: Sword (1d8+1) +1 to attack&lt;br /&gt;
*Secondary Melee Attack: Dagger (1d4+1), +1 to attack&lt;br /&gt;
*Primary Ranged Attack: Crossbow (1d6), +0 to attack&lt;br /&gt;
&lt;br /&gt;
Saves:&lt;br /&gt;
*Poison 12&lt;br /&gt;
*Wands 13&lt;br /&gt;
*Paralysis 14&lt;br /&gt;
*Breath 15&lt;br /&gt;
*Spells 16&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*Money: 34 gp&lt;br /&gt;
*Encumbrance: 754 cn&lt;br /&gt;
*Readied:&lt;br /&gt;
**Plate mail (500 cn)&lt;br /&gt;
**Shield (100 cn)&lt;br /&gt;
**Sword (60 cn)&lt;br /&gt;
**Dagger (10 cn)&lt;br /&gt;
**Crossbow + 28 quarrels (50 cn)&lt;br /&gt;
**Magical Lantern&lt;br /&gt;
&lt;br /&gt;
*Packed&lt;br /&gt;
**Backpack (316 of 400 cn available)&lt;br /&gt;
**6 torches&lt;br /&gt;
**Tinderbox&lt;br /&gt;
**waterskin&lt;br /&gt;
**1 wk iron rations&lt;br /&gt;
**2 small sacks (200 cn each)&lt;br /&gt;
**1 large sack (400 cn)&lt;br /&gt;
**Stakes (3) and mallet&lt;/div&gt;</summary>
		<author><name>Lefteris</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Katja&amp;diff=473993</id>
		<title>Katja</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Katja&amp;diff=473993"/>
		<updated>2024-12-15T19:51:37Z</updated>

		<summary type="html">&lt;p&gt;Lefteris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Katja ==&lt;br /&gt;
Human Female Dervish 1&lt;br /&gt;
&lt;br /&gt;
XP 0/375&lt;br /&gt;
&lt;br /&gt;
Alignment Lawful&lt;br /&gt;
&lt;br /&gt;
XP Modifier 5%&lt;br /&gt;
&lt;br /&gt;
Max Level 14&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
STR 14 (+1)&lt;br /&gt;
&lt;br /&gt;
INT 12&lt;br /&gt;
&lt;br /&gt;
WIS 16 (+2)&lt;br /&gt;
&lt;br /&gt;
DEX 13 (+1)&lt;br /&gt;
&lt;br /&gt;
CON 11&lt;br /&gt;
&lt;br /&gt;
CHA 11&lt;br /&gt;
&lt;br /&gt;
==Class abilities/ Background/Languages/Knacks/Skills ==&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
&lt;br /&gt;
*Cleave as fighter.&lt;br /&gt;
&lt;br /&gt;
*Starting at 2nd level can enter a holy trance once per day, gaining the benefits of a bless spell for 6 rounds.&lt;br /&gt;
&lt;br /&gt;
*Also gains the ability to cast clerical spells at 2nd level.&lt;br /&gt;
&lt;br /&gt;
*Dervishes may channel divinity as a cleric of the same level. At 1st level they may do this three times per day, and can choose one of the following options:&lt;br /&gt;
**Turn undead as a cleric of the same level.&lt;br /&gt;
**Increase their base movement rate by 30&#039; for a number of rounds equal to the HD rolled on the turning table. This only functions if the dervish is wearing leather or lighter armor.&lt;br /&gt;
&lt;br /&gt;
*Dervishes gain a +1 bonus to Initiative. This bonus only applies when the dervish is wearing leather armor or lighter.&lt;br /&gt;
&lt;br /&gt;
*They may add their Wisdom bonus to their AC. This bonus only apply when wearing leather armor or lighter.&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
Katja of Vesta, Goddess-Protector of Home and Hearth&lt;br /&gt;
&lt;br /&gt;
===Languages===&lt;br /&gt;
&lt;br /&gt;
Common&lt;br /&gt;
&lt;br /&gt;
===Knacks===&lt;br /&gt;
&lt;br /&gt;
Whirlwind. Once per day the dervish may make a second melee attack during a round. If their opponent is slain with the second attack they may Cleave through their opponents, but they may only Cleave once per round, even if both primary attacks kill. They can do this twice per day at level 7 and thrice per day at level 13. This can only be selected once.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
AC 15&lt;br /&gt;
 &lt;br /&gt;
HP 3/3&lt;br /&gt;
&lt;br /&gt;
HD 1d6&lt;br /&gt;
&lt;br /&gt;
Movement Rate 120&#039; (40&#039;)&lt;br /&gt;
&lt;br /&gt;
Initiative Modifier +2&lt;br /&gt;
&lt;br /&gt;
Attacks&lt;br /&gt;
*Primary Melee Attack: Sword (1d8+1) +1 to attack&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
&lt;br /&gt;
Saves:&lt;br /&gt;
*Poison 11&lt;br /&gt;
*Wands 12&lt;br /&gt;
*Paralysis 14&lt;br /&gt;
*Breath 16&lt;br /&gt;
*Spells 15&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*Money: 18 gp&lt;br /&gt;
*Encumbrance: 398&lt;br /&gt;
&lt;br /&gt;
*Readied:&lt;br /&gt;
*Sword (60 cn)&lt;br /&gt;
*Hand Axe (30 cn)&lt;br /&gt;
*Dagger (10 cn)&lt;br /&gt;
*Leather armor (200 cn)&lt;br /&gt;
&lt;br /&gt;
*Packed&lt;br /&gt;
**Backpack (295 cn of 400 left)&lt;br /&gt;
**Waterskin&lt;br /&gt;
**Lantern&lt;br /&gt;
**4 flasks of oil&lt;br /&gt;
**1 wk iron rations&lt;br /&gt;
**50&#039; rope&lt;br /&gt;
**1 clump wolfsbane&lt;br /&gt;
**1 vial holy water&lt;br /&gt;
**holy symbol (a pair of intertwined palms - silver)&lt;br /&gt;
**1 large sack&lt;/div&gt;</summary>
		<author><name>Lefteris</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Noman&amp;diff=473992</id>
		<title>Noman</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Noman&amp;diff=473992"/>
		<updated>2024-12-15T19:45:37Z</updated>

		<summary type="html">&lt;p&gt;Lefteris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Human Berserker 1&lt;br /&gt;
&lt;br /&gt;
== Noman ==&lt;br /&gt;
Human Berserker 1&lt;br /&gt;
&lt;br /&gt;
XP 252/500&lt;br /&gt;
&lt;br /&gt;
Alignment Chaotic&lt;br /&gt;
&lt;br /&gt;
XP Modifier +5%&lt;br /&gt;
&lt;br /&gt;
Max Level 14&lt;br /&gt;
&lt;br /&gt;
== Attributes == &lt;br /&gt;
&lt;br /&gt;
STR 14 (+1)&lt;br /&gt;
&lt;br /&gt;
INT 10&lt;br /&gt;
&lt;br /&gt;
WIS 10&lt;br /&gt;
&lt;br /&gt;
DEX 12&lt;br /&gt;
&lt;br /&gt;
CON 14 (+1)&lt;br /&gt;
&lt;br /&gt;
CHA 11&lt;br /&gt;
&lt;br /&gt;
==Class abilities/ Background/Languages/Knacks/Skills ==&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
&lt;br /&gt;
*Berserkers Cleave as fighters.&lt;br /&gt;
&lt;br /&gt;
*A berserker may enter a rage, during which they gain&lt;br /&gt;
the following benefits:&lt;br /&gt;
&lt;br /&gt;
➢ They take 1/2 damage (rounded down) from physical attacks.&lt;br /&gt;
&lt;br /&gt;
➢ If subjected to fear or mind-affecting spells they may roll twice for the saving throw, taking the better result. Berserker NPCs in a rage roll twice for morale checks, again taking the better result.&lt;br /&gt;
&lt;br /&gt;
➢ Each of their successful attacks inflicts extra damage equal to the berserker’s Hit Dice.&lt;br /&gt;
&lt;br /&gt;
➢ The character ignores one level of encumbrance, moving at the next higher movement rate: a character with a move of 60’ (20’) would instead move at 90’ (30’). If their movement is already&lt;br /&gt;
120’ it increases to 150’.&lt;br /&gt;
&lt;br /&gt;
There are drawbacks to the berserker rage, as well:&lt;br /&gt;
&lt;br /&gt;
➢ The character must continue to attack while they are raging, even if there are no foes left (see below).&lt;br /&gt;
&lt;br /&gt;
➢ Attacks made against the berserker gain a +2 bonus as, in their fury, they no longer try to actively avoid blows.&lt;br /&gt;
➢ The raging character cannot cast spells, activate items, drink a potion, etc. They also cannot coordinate with their companions.&lt;br /&gt;
&lt;br /&gt;
Typically, a berserker is not able to enter their rage at will. There’s a base 1 in 6 chance when a berserker enters combat that they will enter their rage. This increases by 1 for every additional round they remain in combat. If they are wounded during combat the chance increases by 1. Make the roll at the beginning of the berserker’s turn. At 7th level the berserker may roll twice when checking to enter or leave a rage, choosing which of the two results to take.&lt;br /&gt;
&lt;br /&gt;
A berserker enters battle. During the first round her player rolls a 2, so she does not enter a rage. At the beginning of the second round, before her turn, she is wounded, increasing the chance by 1, in addition to the +1 for entering the second round of combat. The chance of entering a rage is now 3 in 6. She rolls a 4 and does not enter a rage. She is wounded again, and in the 3rd round has a 5 in 6 chance of entering the rage. She rolls a 1 and begins to rage.&lt;br /&gt;
&lt;br /&gt;
A character can rage for no more than 1d4 rounds (rolled each time they enter the rage), plus an additional round per Hit Die they possess, and upon leaving their rage must rest for one turn for every round they spent raging or suffer a –2 penalty to all attack rolls and saving throws until they can rest. This penalty is cumulative.&lt;br /&gt;
&lt;br /&gt;
The berserker typically cannot easily exit a rage, either. Once all of their foes are slain they must roll equal to or less than their Wisdom score on 3d6 to leave the rage brefore it naturally ends. This check is made once every round. Otherwise, they will continue to attack those nearby.&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
The melting ice ushered in Dry Gulch, Noman the Northerner. Driven from his homeland by guilt, and seeking to lay low, chose the shouts and chatter of this city. What Noman lacks in size, makes it up triple in brooding and scowling. His goal is to prove his worth in battle, and bring back trophies of his adventures, in particular relics of the barbarian tribes lost in raids of the southern cities of old.&lt;br /&gt;
&lt;br /&gt;
===Languages===&lt;br /&gt;
&lt;br /&gt;
Common&lt;br /&gt;
&lt;br /&gt;
===Knacks===&lt;br /&gt;
&lt;br /&gt;
Toughness. The berserker rolls 1d10 for her HD, rather than 1d8. This Knack can only be selected once, but it can be selected at any level, provided the character reroll their hit points at each level.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
AC 17&lt;br /&gt;
&lt;br /&gt;
HP 6/6&lt;br /&gt;
&lt;br /&gt;
HD 1d10&lt;br /&gt;
&lt;br /&gt;
Movement Rate 60&#039; (20&#039;)&lt;br /&gt;
&lt;br /&gt;
Initiative Modifier None&lt;br /&gt;
&lt;br /&gt;
Attacks&lt;br /&gt;
*Primary Melee Attack: Sword (1d8+1) +1 to attack&lt;br /&gt;
*Secondary Melee Attack: Dagger (1d4+1), +1 to attack&lt;br /&gt;
*Primary Ranged Attack: Crossbow (1d6), +0 to attack&lt;br /&gt;
&lt;br /&gt;
Saves:&lt;br /&gt;
*Poison 12&lt;br /&gt;
*Wands 13&lt;br /&gt;
*Paralysis 14&lt;br /&gt;
*Breath 15&lt;br /&gt;
*Spells 16&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*Money: 27 gp&lt;br /&gt;
*Encumbrance: 720&lt;br /&gt;
*Readied:&lt;br /&gt;
**Plate mail (500)&lt;br /&gt;
**Shield (100)&lt;br /&gt;
**Sword (60)&lt;br /&gt;
**Dagger (10)&lt;br /&gt;
**Crossbow + 28 quarrels (50 cn)&lt;br /&gt;
**Magical Lantern&lt;br /&gt;
&lt;br /&gt;
*Packed&lt;br /&gt;
**Backpack (316 of 400 cn available)&lt;br /&gt;
**6 torches&lt;br /&gt;
**Tinderbox&lt;br /&gt;
**waterskin&lt;br /&gt;
**1 wk iron rations&lt;br /&gt;
**2 small sacks (200 cn each)&lt;br /&gt;
**1 large sack (400 cn)&lt;br /&gt;
**Stakes (3) and mallet&lt;/div&gt;</summary>
		<author><name>Lefteris</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Katja&amp;diff=472955</id>
		<title>Katja</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Katja&amp;diff=472955"/>
		<updated>2024-11-20T08:49:04Z</updated>

		<summary type="html">&lt;p&gt;Lefteris: Created page with &amp;quot;== Katja == Human Female Dervish 1  XP 0/375  Alignment Lawful  XP Modifier 5%  Max Level 14  == Attributes == STR 14 (+1)  INT 12  WIS 16 (+2)  DEX 13 (+1)  CON 11  CHA 11  =...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Katja ==&lt;br /&gt;
Human Female Dervish 1&lt;br /&gt;
&lt;br /&gt;
XP 0/375&lt;br /&gt;
&lt;br /&gt;
Alignment Lawful&lt;br /&gt;
&lt;br /&gt;
XP Modifier 5%&lt;br /&gt;
&lt;br /&gt;
Max Level 14&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
STR 14 (+1)&lt;br /&gt;
&lt;br /&gt;
INT 12&lt;br /&gt;
&lt;br /&gt;
WIS 16 (+2)&lt;br /&gt;
&lt;br /&gt;
DEX 13 (+1)&lt;br /&gt;
&lt;br /&gt;
CON 11&lt;br /&gt;
&lt;br /&gt;
CHA 11&lt;br /&gt;
&lt;br /&gt;
==Class abilities/ Background/Languages/Knacks/Skills ==&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
&lt;br /&gt;
*Cleave as fighter.&lt;br /&gt;
&lt;br /&gt;
*Starting at 2nd level can enter a holy trance once per day, gaining the benefits of a bless spell for 6 rounds.&lt;br /&gt;
&lt;br /&gt;
*Also gains the ability to cast clerical spells at 2nd level.&lt;br /&gt;
&lt;br /&gt;
*Dervishes may channel divinity as a cleric of the same level. At 1st level they may do this three times per day, and can choose one of the following options:&lt;br /&gt;
**Turn undead as a cleric of the same level.&lt;br /&gt;
**Increase their base movement rate by 30&#039; for a number of rounds equal to the HD rolled on the turning table. This only functions if the dervish is wearing leather or lighter armor.&lt;br /&gt;
&lt;br /&gt;
*Dervishes gain a +1 bonus to Initiative. This bonus only applies when the dervish is wearing leather armor or lighter.&lt;br /&gt;
&lt;br /&gt;
*They may add their Wisdom bonus to their AC. This bonus only apply when wearing leather armor or lighter.&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
Katja of Vesta, Goddess-Protector of Home and Hearth&lt;br /&gt;
&lt;br /&gt;
===Languages===&lt;br /&gt;
&lt;br /&gt;
Common&lt;br /&gt;
&lt;br /&gt;
===Knacks===&lt;br /&gt;
&lt;br /&gt;
Whirlwind. Once per day the dervish may make a second melee attack during a round. If their opponent is slain with the second attack they may Cleave through their opponents, but they may only Cleave once per round, even if both primary attacks kill. They can do this twice per day at level 7 and thrice per day at level 13. This can only be selected once.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
AC 15&lt;br /&gt;
 &lt;br /&gt;
HP 3/3&lt;br /&gt;
&lt;br /&gt;
HD 1d6&lt;br /&gt;
&lt;br /&gt;
Movement Rate 120&#039; (40&#039;)&lt;br /&gt;
&lt;br /&gt;
Initiative Modifier +2&lt;br /&gt;
&lt;br /&gt;
Attacks&lt;br /&gt;
*Primary Melee Attack: Sword (1d8+1) +1 to attack&lt;br /&gt;
*Secondary Melee Attack:&lt;br /&gt;
*Primary Ranged Attack:&lt;br /&gt;
&lt;br /&gt;
Saves:&lt;br /&gt;
*Poison 11&lt;br /&gt;
*Wands 12&lt;br /&gt;
*Paralysis 14&lt;br /&gt;
*Breath 16&lt;br /&gt;
*Spells 15&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*Money: 25 gp&lt;br /&gt;
*Encumbrance: 365&lt;br /&gt;
&lt;br /&gt;
*Readied:&lt;br /&gt;
*Sword (60 cn)&lt;br /&gt;
*Leather armor (200 cn)&lt;br /&gt;
&lt;br /&gt;
*Packed&lt;br /&gt;
**Backpack (295 cn of 400 left)&lt;br /&gt;
**Waterskin&lt;br /&gt;
**Lantern&lt;br /&gt;
**4 flasks of oil&lt;br /&gt;
**1 wk iron rations&lt;br /&gt;
**50&#039; rope&lt;br /&gt;
**1 clump wolfsbane&lt;br /&gt;
**1 vial holy water&lt;br /&gt;
**holy symbol (a pair of intertwined palms - silver)&lt;br /&gt;
**1 large sack&lt;/div&gt;</summary>
		<author><name>Lefteris</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Basilisk_Hills_Breakdown&amp;diff=472954</id>
		<title>Basilisk Hills Breakdown</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Basilisk_Hills_Breakdown&amp;diff=472954"/>
		<updated>2024-11-20T08:37:38Z</updated>

		<summary type="html">&lt;p&gt;Lefteris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Basilisk Hills Breakdown=&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/recruitment-ose-sandbox-basilisk-hills-breakdown-now-open.921739/ Recruitment] | [https://forum.rpg.net/index.php?threads/ooc-basilisk-hills-breakdown.921774/ OOC] | [https://forum.rpg.net/index.php?threads/ic-basilisk-hills-breakdown.921833/ IC]&lt;br /&gt;
&lt;br /&gt;
[[File:Basilisk Hills Cluster Cover png.png]]&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
*[[Scorc]], (Atlictoatl), Goblin Mage 1 - AC 10 | HP 2/2 | Initiative +0 | movement 120&#039;/40&#039; (now 90&#039;/30&#039;)&lt;br /&gt;
**[[Zef]], henchperson, Human Assassin 1 - AC 13 | HP 4/5 | Initiative +2 (only surprised 1 in 6) | movement 90&#039;/30&#039;&lt;br /&gt;
*[[Howland]], played by sulldawga&lt;br /&gt;
**[[Makrak]], hench&lt;br /&gt;
*[[Jade1]], played by Lysus&lt;br /&gt;
*[[Vaaldya]], played by SwordCoastTaxi&lt;br /&gt;
*[[Noman]], played by Lefteris&lt;br /&gt;
**[[Katja]], henchperson&lt;br /&gt;
&lt;br /&gt;
==Adventuring==&lt;br /&gt;
====Group Fund====&lt;br /&gt;
8 pp&lt;/div&gt;</summary>
		<author><name>Lefteris</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Noman&amp;diff=472708</id>
		<title>Noman</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Noman&amp;diff=472708"/>
		<updated>2024-11-13T13:13:18Z</updated>

		<summary type="html">&lt;p&gt;Lefteris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Human Berserker 1&lt;br /&gt;
&lt;br /&gt;
== Noman ==&lt;br /&gt;
Human Berserker 1&lt;br /&gt;
&lt;br /&gt;
XP 252/500&lt;br /&gt;
&lt;br /&gt;
Alignment Chaotic&lt;br /&gt;
&lt;br /&gt;
XP Modifier +5%&lt;br /&gt;
&lt;br /&gt;
Max Level 14&lt;br /&gt;
&lt;br /&gt;
== Attributes == &lt;br /&gt;
&lt;br /&gt;
STR 14 (+1)&lt;br /&gt;
&lt;br /&gt;
INT 10&lt;br /&gt;
&lt;br /&gt;
WIS 10&lt;br /&gt;
&lt;br /&gt;
DEX 12&lt;br /&gt;
&lt;br /&gt;
CON 14 (+1)&lt;br /&gt;
&lt;br /&gt;
CHA 11&lt;br /&gt;
&lt;br /&gt;
==Class abilities/ Background/Languages/Knacks/Skills ==&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
&lt;br /&gt;
*Berserkers Cleave as fighters.&lt;br /&gt;
&lt;br /&gt;
*A berserker may enter a rage, during which they gain&lt;br /&gt;
the following benefits:&lt;br /&gt;
&lt;br /&gt;
➢ They take 1/2 damage (rounded down) from physical attacks.&lt;br /&gt;
&lt;br /&gt;
➢ If subjected to fear or mind-affecting spells they may roll twice for the saving throw, taking the better result. Berserker NPCs in a rage roll twice for morale checks, again taking the better result.&lt;br /&gt;
&lt;br /&gt;
➢ Each of their successful attacks inflicts extra damage equal to the berserker’s Hit Dice.&lt;br /&gt;
&lt;br /&gt;
➢ The character ignores one level of encumbrance, moving at the next higher movement rate: a character with a move of 60’ (20’) would instead move at 90’ (30’). If their movement is already&lt;br /&gt;
120’ it increases to 150’.&lt;br /&gt;
&lt;br /&gt;
There are drawbacks to the berserker rage, as well:&lt;br /&gt;
&lt;br /&gt;
➢ The character must continue to attack while they are raging, even if there are no foes left (see below).&lt;br /&gt;
&lt;br /&gt;
➢ Attacks made against the berserker gain a +2 bonus as, in their fury, they no longer try to actively avoid blows.&lt;br /&gt;
➢ The raging character cannot cast spells, activate items, drink a potion, etc. They also cannot coordinate with their companions.&lt;br /&gt;
&lt;br /&gt;
Typically, a berserker is not able to enter their rage at will. There’s a base 1 in 6 chance when a berserker enters combat that they will enter their rage. This increases by 1 for every additional round they remain in combat. If they are wounded during combat the chance increases by 1. Make the roll at the beginning of the berserker’s turn. At 7th level the berserker may roll twice when checking to enter or leave a rage, choosing which of the two results to take.&lt;br /&gt;
&lt;br /&gt;
A berserker enters battle. During the first round her player rolls a 2, so she does not enter a rage. At the beginning of the second round, before her turn, she is wounded, increasing the chance by 1, in addition to the +1 for entering the second round of combat. The chance of entering a rage is now 3 in 6. She rolls a 4 and does not enter a rage. She is wounded again, and in the 3rd round has a 5 in 6 chance of entering the rage. She rolls a 1 and begins to rage.&lt;br /&gt;
&lt;br /&gt;
A character can rage for no more than 1d4 rounds (rolled each time they enter the rage), plus an additional round per Hit Die they possess, and upon leaving their rage must rest for one turn for every round they spent raging or suffer a –2 penalty to all attack rolls and saving throws until they can rest. This penalty is cumulative.&lt;br /&gt;
&lt;br /&gt;
The berserker typically cannot easily exit a rage, either. Once all of their foes are slain they must roll equal to or less than their Wisdom score on 3d6 to leave the rage brefore it naturally ends. This check is made once every round. Otherwise, they will continue to attack those nearby.&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
The melting ice ushered in Dry Gulch, Noman the Northerner. Driven from his homeland by guilt, and seeking to lay low, chose the shouts and chatter of this city. What Noman lacks in size, makes it up triple in brooding and scowling. His goal is to prove his worth in battle, and bring back trophies of his adventures, in particular relics of the barbarian tribes lost in raids of the southern cities of old.&lt;br /&gt;
&lt;br /&gt;
===Languages===&lt;br /&gt;
&lt;br /&gt;
Common&lt;br /&gt;
&lt;br /&gt;
===Knacks===&lt;br /&gt;
&lt;br /&gt;
Toughness. The berserker rolls 1d10 for her HD, rather than 1d8. This Knack can only be selected once, but it can be selected at any level, provided the character reroll their hit points at each level.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
AC 14&lt;br /&gt;
&lt;br /&gt;
HP 6/6&lt;br /&gt;
&lt;br /&gt;
HD 1d10&lt;br /&gt;
&lt;br /&gt;
Movement Rate 60&#039; (20&#039;)&lt;br /&gt;
&lt;br /&gt;
Initiative Modifier None&lt;br /&gt;
&lt;br /&gt;
Attacks&lt;br /&gt;
*Primary Melee Attack: Sword (1d8+1) +1 to attack&lt;br /&gt;
*Secondary Melee Attack: Dagger (1d4+1), +1 to attack&lt;br /&gt;
*Primary Ranged Attack: Crossbow (1d6), +0 to attack&lt;br /&gt;
&lt;br /&gt;
Saves:&lt;br /&gt;
*Poison 12&lt;br /&gt;
*Wands 13&lt;br /&gt;
*Paralysis 14&lt;br /&gt;
*Breath 15&lt;br /&gt;
*Spells 16&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*Money: 22 pp 4 gp&lt;br /&gt;
*Encumbrance: 144&lt;br /&gt;
*Readied:&lt;br /&gt;
**Dagger (10 cn)&lt;br /&gt;
**Crossbow + 28 quarrels (50 cn)&lt;br /&gt;
**Magical Lantern&lt;br /&gt;
&lt;br /&gt;
*Packed&lt;br /&gt;
**Backpack (316 of 400 cn available)&lt;br /&gt;
**6 torches&lt;br /&gt;
**Tinderbox&lt;br /&gt;
**waterskin&lt;br /&gt;
**1 wk iron rations&lt;br /&gt;
**2 small sacks (200 cn each)&lt;br /&gt;
**1 large sack (400 cn)&lt;br /&gt;
**Stakes (3) and mallet&lt;/div&gt;</summary>
		<author><name>Lefteris</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Noman&amp;diff=472707</id>
		<title>Noman</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Noman&amp;diff=472707"/>
		<updated>2024-11-13T12:37:19Z</updated>

		<summary type="html">&lt;p&gt;Lefteris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Human Berserker 1&lt;br /&gt;
&lt;br /&gt;
== Noman ==&lt;br /&gt;
Human Berserker 1&lt;br /&gt;
&lt;br /&gt;
XP 252/500&lt;br /&gt;
&lt;br /&gt;
Alignment Chaotic&lt;br /&gt;
&lt;br /&gt;
XP Modifier +5%&lt;br /&gt;
&lt;br /&gt;
Max Level 14&lt;br /&gt;
&lt;br /&gt;
== Attributes == &lt;br /&gt;
&lt;br /&gt;
STR 14 (+1)&lt;br /&gt;
&lt;br /&gt;
INT 10&lt;br /&gt;
&lt;br /&gt;
WIS 10&lt;br /&gt;
&lt;br /&gt;
DEX 12&lt;br /&gt;
&lt;br /&gt;
CON 14 (+1)&lt;br /&gt;
&lt;br /&gt;
CHA 11&lt;br /&gt;
&lt;br /&gt;
==Class abilities/ Background/Languages/Knacks/Skills ==&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
&lt;br /&gt;
*Berserkers Cleave as fighters.&lt;br /&gt;
&lt;br /&gt;
*A berserker may enter a rage, during which they gain&lt;br /&gt;
the following benefits:&lt;br /&gt;
&lt;br /&gt;
➢ They take 1/2 damage (rounded down) from physical attacks.&lt;br /&gt;
&lt;br /&gt;
➢ If subjected to fear or mind-affecting spells they may roll twice for the saving throw, taking the better result. Berserker NPCs in a rage roll twice for morale checks, again taking the better result.&lt;br /&gt;
&lt;br /&gt;
➢ Each of their successful attacks inflicts extra damage equal to the berserker’s Hit Dice.&lt;br /&gt;
&lt;br /&gt;
➢ The character ignores one level of encumbrance, moving at the next higher movement rate: a character with a move of 60’ (20’) would instead move at 90’ (30’). If their movement is already&lt;br /&gt;
120’ it increases to 150’.&lt;br /&gt;
&lt;br /&gt;
There are drawbacks to the berserker rage, as well:&lt;br /&gt;
&lt;br /&gt;
➢ The character must continue to attack while they are raging, even if there are no foes left (see below).&lt;br /&gt;
&lt;br /&gt;
➢ Attacks made against the berserker gain a +2 bonus as, in their fury, they no longer try to actively avoid blows.&lt;br /&gt;
➢ The raging character cannot cast spells, activate items, drink a potion, etc. They also cannot coordinate with their companions.&lt;br /&gt;
&lt;br /&gt;
Typically, a berserker is not able to enter their rage at will. There’s a base 1 in 6 chance when a berserker enters combat that they will enter their rage. This increases by 1 for every additional round they remain in combat. If they are wounded during combat the chance increases by 1. Make the roll at the beginning of the berserker’s turn. At 7th level the berserker may roll twice when checking to enter or leave a rage, choosing which of the two results to take.&lt;br /&gt;
&lt;br /&gt;
A berserker enters battle. During the first round her player rolls a 2, so she does not enter a rage. At the beginning of the second round, before her turn, she is wounded, increasing the chance by 1, in addition to the +1 for entering the second round of combat. The chance of entering a rage is now 3 in 6. She rolls a 4 and does not enter a rage. She is wounded again, and in the 3rd round has a 5 in 6 chance of entering the rage. She rolls a 1 and begins to rage.&lt;br /&gt;
&lt;br /&gt;
A character can rage for no more than 1d4 rounds (rolled each time they enter the rage), plus an additional round per Hit Die they possess, and upon leaving their rage must rest for one turn for every round they spent raging or suffer a –2 penalty to all attack rolls and saving throws until they can rest. This penalty is cumulative.&lt;br /&gt;
&lt;br /&gt;
The berserker typically cannot easily exit a rage, either. Once all of their foes are slain they must roll equal to or less than their Wisdom score on 3d6 to leave the rage brefore it naturally ends. This check is made once every round. Otherwise, they will continue to attack those nearby.&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
The melting ice ushered in Dry Gulch, Noman the Northerner. Driven from his homeland by guilt, and seeking to lay low, chose the shouts and chatter of this city. What Noman lacks in size, makes it up triple in brooding and scowling. His goal is to prove his worth in battle, and bring back trophies of his adventures, in particular relics of the barbarian tribes lost in raids of the southern cities of old.&lt;br /&gt;
&lt;br /&gt;
===Languages===&lt;br /&gt;
&lt;br /&gt;
Common&lt;br /&gt;
&lt;br /&gt;
===Knacks===&lt;br /&gt;
&lt;br /&gt;
Toughness. The berserker rolls 1d10 for her HD, rather than 1d8. This Knack can only be selected once, but it can be selected at any level, provided the character reroll their hit points at each level.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
AC 14&lt;br /&gt;
&lt;br /&gt;
HP 6/6&lt;br /&gt;
&lt;br /&gt;
HD 1d10&lt;br /&gt;
&lt;br /&gt;
Movement Rate 60&#039; (20&#039;)&lt;br /&gt;
&lt;br /&gt;
Initiative Modifier None&lt;br /&gt;
&lt;br /&gt;
Attacks&lt;br /&gt;
*Primary Melee Attack: Sword (1d8+1) +1 to attack&lt;br /&gt;
*Secondary Melee Attack: Dagger (1d4+1), +1 to attack&lt;br /&gt;
*Primary Ranged Attack: Crossbow (1d6), +0 to attack&lt;br /&gt;
&lt;br /&gt;
Saves:&lt;br /&gt;
*Poison 12&lt;br /&gt;
*Wands 13&lt;br /&gt;
*Paralysis 14&lt;br /&gt;
*Breath 15&lt;br /&gt;
*Spells 16&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*Money: 4 gp&lt;br /&gt;
*Encumbrance: 144&lt;br /&gt;
*Readied:&lt;br /&gt;
**Dagger (10 cn)&lt;br /&gt;
**Crossbow + 28 quarrels (50 cn)&lt;br /&gt;
&lt;br /&gt;
*Packed&lt;br /&gt;
**Backpack (316 of 400 cn available)&lt;br /&gt;
**6 torches&lt;br /&gt;
**Tinderbox&lt;br /&gt;
**waterskin&lt;br /&gt;
**1 wk iron rations&lt;br /&gt;
**2 small sacks (200 cn each)&lt;br /&gt;
**1 large sack (400 cn)&lt;br /&gt;
**Stakes (3) and mallet&lt;br /&gt;
**Magical Lantern&lt;/div&gt;</summary>
		<author><name>Lefteris</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Noman&amp;diff=472706</id>
		<title>Noman</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Noman&amp;diff=472706"/>
		<updated>2024-11-13T12:36:23Z</updated>

		<summary type="html">&lt;p&gt;Lefteris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Human Berserker 1&lt;br /&gt;
&lt;br /&gt;
== Noman ==&lt;br /&gt;
Human Berserker 1&lt;br /&gt;
&lt;br /&gt;
XP /500&lt;br /&gt;
&lt;br /&gt;
Alignment Chaotic&lt;br /&gt;
&lt;br /&gt;
XP Modifier +5%&lt;br /&gt;
&lt;br /&gt;
Max Level 14&lt;br /&gt;
&lt;br /&gt;
== Attributes == &lt;br /&gt;
&lt;br /&gt;
STR 14 (+1)&lt;br /&gt;
&lt;br /&gt;
INT 10&lt;br /&gt;
&lt;br /&gt;
WIS 10&lt;br /&gt;
&lt;br /&gt;
DEX 12&lt;br /&gt;
&lt;br /&gt;
CON 14 (+1)&lt;br /&gt;
&lt;br /&gt;
CHA 11&lt;br /&gt;
&lt;br /&gt;
==Class abilities/ Background/Languages/Knacks/Skills ==&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
&lt;br /&gt;
*Berserkers Cleave as fighters.&lt;br /&gt;
&lt;br /&gt;
*A berserker may enter a rage, during which they gain&lt;br /&gt;
the following benefits:&lt;br /&gt;
&lt;br /&gt;
➢ They take 1/2 damage (rounded down) from physical attacks.&lt;br /&gt;
&lt;br /&gt;
➢ If subjected to fear or mind-affecting spells they may roll twice for the saving throw, taking the better result. Berserker NPCs in a rage roll twice for morale checks, again taking the better result.&lt;br /&gt;
&lt;br /&gt;
➢ Each of their successful attacks inflicts extra damage equal to the berserker’s Hit Dice.&lt;br /&gt;
&lt;br /&gt;
➢ The character ignores one level of encumbrance, moving at the next higher movement rate: a character with a move of 60’ (20’) would instead move at 90’ (30’). If their movement is already&lt;br /&gt;
120’ it increases to 150’.&lt;br /&gt;
&lt;br /&gt;
There are drawbacks to the berserker rage, as well:&lt;br /&gt;
&lt;br /&gt;
➢ The character must continue to attack while they are raging, even if there are no foes left (see below).&lt;br /&gt;
&lt;br /&gt;
➢ Attacks made against the berserker gain a +2 bonus as, in their fury, they no longer try to actively avoid blows.&lt;br /&gt;
➢ The raging character cannot cast spells, activate items, drink a potion, etc. They also cannot coordinate with their companions.&lt;br /&gt;
&lt;br /&gt;
Typically, a berserker is not able to enter their rage at will. There’s a base 1 in 6 chance when a berserker enters combat that they will enter their rage. This increases by 1 for every additional round they remain in combat. If they are wounded during combat the chance increases by 1. Make the roll at the beginning of the berserker’s turn. At 7th level the berserker may roll twice when checking to enter or leave a rage, choosing which of the two results to take.&lt;br /&gt;
&lt;br /&gt;
A berserker enters battle. During the first round her player rolls a 2, so she does not enter a rage. At the beginning of the second round, before her turn, she is wounded, increasing the chance by 1, in addition to the +1 for entering the second round of combat. The chance of entering a rage is now 3 in 6. She rolls a 4 and does not enter a rage. She is wounded again, and in the 3rd round has a 5 in 6 chance of entering the rage. She rolls a 1 and begins to rage.&lt;br /&gt;
&lt;br /&gt;
A character can rage for no more than 1d4 rounds (rolled each time they enter the rage), plus an additional round per Hit Die they possess, and upon leaving their rage must rest for one turn for every round they spent raging or suffer a –2 penalty to all attack rolls and saving throws until they can rest. This penalty is cumulative.&lt;br /&gt;
&lt;br /&gt;
The berserker typically cannot easily exit a rage, either. Once all of their foes are slain they must roll equal to or less than their Wisdom score on 3d6 to leave the rage brefore it naturally ends. This check is made once every round. Otherwise, they will continue to attack those nearby.&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
The melting ice ushered in Dry Gulch, Noman the Northerner. Driven from his homeland by guilt, and seeking to lay low, chose the shouts and chatter of this city. What Noman lacks in size, makes it up triple in brooding and scowling. His goal is to prove his worth in battle, and bring back trophies of his adventures, in particular relics of the barbarian tribes lost in raids of the southern cities of old.&lt;br /&gt;
&lt;br /&gt;
===Languages===&lt;br /&gt;
&lt;br /&gt;
Common&lt;br /&gt;
&lt;br /&gt;
===Knacks===&lt;br /&gt;
&lt;br /&gt;
Toughness. The berserker rolls 1d10 for her HD, rather than 1d8. This Knack can only be selected once, but it can be selected at any level, provided the character reroll their hit points at each level.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
AC 14&lt;br /&gt;
&lt;br /&gt;
HP 6/6&lt;br /&gt;
&lt;br /&gt;
HD 1d10&lt;br /&gt;
&lt;br /&gt;
Movement Rate 60&#039; (20&#039;)&lt;br /&gt;
&lt;br /&gt;
Initiative Modifier None&lt;br /&gt;
&lt;br /&gt;
Attacks&lt;br /&gt;
*Primary Melee Attack: Sword (1d8+1) +1 to attack&lt;br /&gt;
*Secondary Melee Attack: Dagger (1d4+1), +1 to attack&lt;br /&gt;
*Primary Ranged Attack: Crossbow (1d6), +0 to attack&lt;br /&gt;
&lt;br /&gt;
Saves:&lt;br /&gt;
*Poison 12&lt;br /&gt;
*Wands 13&lt;br /&gt;
*Paralysis 14&lt;br /&gt;
*Breath 15&lt;br /&gt;
*Spells 16&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*Money: 4 gp&lt;br /&gt;
*Encumbrance: 144&lt;br /&gt;
*Readied:&lt;br /&gt;
**Dagger (10 cn)&lt;br /&gt;
**Crossbow + 28 quarrels (50 cn)&lt;br /&gt;
&lt;br /&gt;
*Packed&lt;br /&gt;
**Backpack (316 of 400 cn available)&lt;br /&gt;
**6 torches&lt;br /&gt;
**Tinderbox&lt;br /&gt;
**waterskin&lt;br /&gt;
**1 wk iron rations&lt;br /&gt;
**2 small sacks (200 cn each)&lt;br /&gt;
**1 large sack (400 cn)&lt;br /&gt;
**Stakes (3) and mallet&lt;br /&gt;
**Magical Lantern&lt;/div&gt;</summary>
		<author><name>Lefteris</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Noman&amp;diff=472166</id>
		<title>Noman</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Noman&amp;diff=472166"/>
		<updated>2024-10-28T19:27:36Z</updated>

		<summary type="html">&lt;p&gt;Lefteris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Human Berserker 1&lt;br /&gt;
&lt;br /&gt;
== Noman ==&lt;br /&gt;
Race/Class/Level Human Berserker 1&lt;br /&gt;
&lt;br /&gt;
XP 0/0 0/2000&lt;br /&gt;
&lt;br /&gt;
Alignment Chaotic&lt;br /&gt;
&lt;br /&gt;
XP Modifier +5%&lt;br /&gt;
&lt;br /&gt;
Max Level 14&lt;br /&gt;
&lt;br /&gt;
== Attributes == &lt;br /&gt;
&lt;br /&gt;
STR 14 (+1)&lt;br /&gt;
&lt;br /&gt;
INT 10&lt;br /&gt;
&lt;br /&gt;
WIS 10&lt;br /&gt;
&lt;br /&gt;
DEX 12&lt;br /&gt;
&lt;br /&gt;
CON 14 (+1)&lt;br /&gt;
&lt;br /&gt;
CHA 11&lt;br /&gt;
&lt;br /&gt;
==Class abilities/ Background/Languages/Knacks/Skills ==&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
&lt;br /&gt;
*Berserkers Cleave as fighters.&lt;br /&gt;
&lt;br /&gt;
*A berserker may enter a rage, during which they gain&lt;br /&gt;
the following benefits:&lt;br /&gt;
&lt;br /&gt;
➢ They take 1/2 damage (rounded down) from physical attacks.&lt;br /&gt;
&lt;br /&gt;
➢ If subjected to fear or mind-affecting spells they may roll twice for the saving throw, taking the better result. Berserker NPCs in a rage roll twice for morale checks, again taking the better result.&lt;br /&gt;
&lt;br /&gt;
➢ Each of their successful attacks inflicts extra damage equal to the berserker’s Hit Dice.&lt;br /&gt;
&lt;br /&gt;
➢ The character ignores one level of encumbrance, moving at the next higher movement rate: a character with a move of 60’ (20’) would instead move at 90’ (30’). If their movement is already&lt;br /&gt;
120’ it increases to 150’.&lt;br /&gt;
&lt;br /&gt;
There are drawbacks to the berserker rage, as well:&lt;br /&gt;
&lt;br /&gt;
➢ The character must continue to attack while they are raging, even if there are no foes left (see below).&lt;br /&gt;
&lt;br /&gt;
➢ Attacks made against the berserker gain a +2 bonus as, in their fury, they no longer try to actively avoid blows.&lt;br /&gt;
➢ The raging character cannot cast spells, activate items, drink a potion, etc. They also cannot coordinate with their companions.&lt;br /&gt;
&lt;br /&gt;
Typically, a berserker is not able to enter their rage at will. There’s a base 1 in 6 chance when a berserker enters combat that they will enter their rage. This increases by 1 for every additional round they remain in combat. If they are wounded during combat the chance increases by 1. Make the roll at the beginning of the berserker’s turn. At 7th level the berserker may roll twice when checking to enter or leave a rage, choosing which of the two results to take.&lt;br /&gt;
&lt;br /&gt;
A berserker enters battle. During the first round her player rolls a 2, so she does not enter a rage. At the beginning of the second round, before her turn, she is wounded, increasing the chance by 1, in addition to the +1 for entering the second round of combat. The chance of entering a rage is now 3 in 6. She rolls a 4 and does not enter a rage. She is wounded again, and in the 3rd round has a 5 in 6 chance of entering the rage. She rolls a 1 and begins to rage.&lt;br /&gt;
&lt;br /&gt;
A character can rage for no more than 1d4 rounds (rolled each time they enter the rage), plus an additional round per Hit Die they possess, and upon leaving their rage must rest for one turn for every round they spent raging or suffer a –2 penalty to all attack rolls and saving throws until they can rest. This penalty is cumulative.&lt;br /&gt;
&lt;br /&gt;
The berserker typically cannot easily exit a rage, either. Once all of their foes are slain they must roll equal to or less than their Wisdom score on 3d6 to leave the rage brefore it naturally ends. This check is made once every round. Otherwise, they will continue to attack those nearby.&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
The melting ice ushered in Dry Gulch, Noman the Northerner. Driven from his homeland by guilt, and seeking to lay low, chose the shouts and chatter of this city. What Noman lacks in size, makes it up triple in brooding and scowling. His goal is to prove his worth in battle, and bring back trophies of his adventures, in particular relics of the barbarian tribes lost in raids of the southern cities of old.&lt;br /&gt;
&lt;br /&gt;
===Languages===&lt;br /&gt;
&lt;br /&gt;
Common&lt;br /&gt;
&lt;br /&gt;
===Knacks===&lt;br /&gt;
&lt;br /&gt;
Toughness. The berserker rolls 1d10 for her HD, rather than 1d8. This Knack can only be selected once, but it can be selected at any level, provided the character reroll their hit points at each level.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
AC 14&lt;br /&gt;
&lt;br /&gt;
HP 6/6&lt;br /&gt;
&lt;br /&gt;
HD 1d10&lt;br /&gt;
&lt;br /&gt;
Movement Rate 60&#039; (20&#039;)&lt;br /&gt;
&lt;br /&gt;
Initiative Modifier None&lt;br /&gt;
&lt;br /&gt;
Attacks&lt;br /&gt;
*Primary Melee Attack: Sword (1d8+1) +1 to attack&lt;br /&gt;
*Secondary Melee Attack: Dagger (1d4+1), +1 to attack&lt;br /&gt;
*Primary Ranged Attack: Crossbow (1d6), +0 to attack&lt;br /&gt;
&lt;br /&gt;
Saves:&lt;br /&gt;
*Poison 12&lt;br /&gt;
*Wands 13&lt;br /&gt;
*Paralysis 14&lt;br /&gt;
*Breath 15&lt;br /&gt;
*Spells 16&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*Money: 4 gp&lt;br /&gt;
*Encumbrance: 144&lt;br /&gt;
*Readied:&lt;br /&gt;
**Dagger (10 cn)&lt;br /&gt;
**Crossbow + 28 quarrels (50 cn)&lt;br /&gt;
&lt;br /&gt;
*Packed&lt;br /&gt;
**Backpack (316 of 400 cn available)&lt;br /&gt;
**6 torches&lt;br /&gt;
**Tinderbox&lt;br /&gt;
**waterskin&lt;br /&gt;
**1 wk iron rations&lt;br /&gt;
**2 small sacks (200 cn each)&lt;br /&gt;
**1 large sack (400 cn)&lt;br /&gt;
**Stakes (3) and mallet&lt;br /&gt;
**Magical Lantern&lt;/div&gt;</summary>
		<author><name>Lefteris</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Noman&amp;diff=468636</id>
		<title>Noman</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Noman&amp;diff=468636"/>
		<updated>2024-09-04T13:28:15Z</updated>

		<summary type="html">&lt;p&gt;Lefteris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Human Berserker 1&lt;br /&gt;
&lt;br /&gt;
== Noman ==&lt;br /&gt;
Race/Class/Level Human Berserker 1&lt;br /&gt;
&lt;br /&gt;
XP 0/0 0/2000&lt;br /&gt;
&lt;br /&gt;
Alignment Chaotic&lt;br /&gt;
&lt;br /&gt;
XP Modifier +5%&lt;br /&gt;
&lt;br /&gt;
Max Level 14&lt;br /&gt;
&lt;br /&gt;
== Attributes == &lt;br /&gt;
&lt;br /&gt;
STR 14 (+1)&lt;br /&gt;
&lt;br /&gt;
INT 10&lt;br /&gt;
&lt;br /&gt;
WIS 10&lt;br /&gt;
&lt;br /&gt;
DEX 12&lt;br /&gt;
&lt;br /&gt;
CON 14 (+1)&lt;br /&gt;
&lt;br /&gt;
CHA 11&lt;br /&gt;
&lt;br /&gt;
==Class abilities/ Background/Languages/Knacks/Skills ==&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
&lt;br /&gt;
*Berserkers Cleave as fighters.&lt;br /&gt;
&lt;br /&gt;
*A berserker may enter a rage, during which they gain&lt;br /&gt;
the following benefits:&lt;br /&gt;
&lt;br /&gt;
➢ They take 1/2 damage (rounded down) from physical attacks.&lt;br /&gt;
&lt;br /&gt;
➢ If subjected to fear or mind-affecting spells they may roll twice for the saving throw, taking the better result. Berserker NPCs in a rage roll twice for morale checks, again taking the better result.&lt;br /&gt;
&lt;br /&gt;
➢ Each of their successful attacks inflicts extra damage equal to the berserker’s Hit Dice.&lt;br /&gt;
&lt;br /&gt;
➢ The character ignores one level of encumbrance, moving at the next higher movement rate: a character with a move of 60’ (20’) would instead move at 90’ (30’). If their movement is already&lt;br /&gt;
120’ it increases to 150’.&lt;br /&gt;
&lt;br /&gt;
There are drawbacks to the berserker rage, as well:&lt;br /&gt;
&lt;br /&gt;
➢ The character must continue to attack while they are raging, even if there are no foes left (see below).&lt;br /&gt;
&lt;br /&gt;
➢ Attacks made against the berserker gain a +2 bonus as, in their fury, they no longer try to actively avoid blows.&lt;br /&gt;
➢ The raging character cannot cast spells, activate items, drink a potion, etc. They also cannot coordinate with their companions.&lt;br /&gt;
&lt;br /&gt;
Typically, a berserker is not able to enter their rage at will. There’s a base 1 in 6 chance when a berserker enters combat that they will enter their rage. This increases by 1 for every additional round they remain in combat. If they are wounded during combat the chance increases by 1. Make the roll at the beginning of the berserker’s turn. At 7th level the berserker may roll twice when checking to enter or leave a rage, choosing which of the two results to take.&lt;br /&gt;
&lt;br /&gt;
A berserker enters battle. During the first round her player rolls a 2, so she does not enter a rage. At the beginning of the second round, before her turn, she is wounded, increasing the chance by 1, in addition to the +1 for entering the second round of combat. The chance of entering a rage is now 3 in 6. She rolls a 4 and does not enter a rage. She is wounded again, and in the 3rd round has a 5 in 6 chance of entering the rage. She rolls a 1 and begins to rage.&lt;br /&gt;
&lt;br /&gt;
A character can rage for no more than 1d4 rounds (rolled each time they enter the rage), plus an additional round per Hit Die they possess, and upon leaving their rage must rest for one turn for every round they spent raging or suffer a –2 penalty to all attack rolls and saving throws until they can rest. This penalty is cumulative.&lt;br /&gt;
&lt;br /&gt;
The berserker typically cannot easily exit a rage, either. Once all of their foes are slain they must roll equal to or less than their Wisdom score on 3d6 to leave the rage brefore it naturally ends. This check is made once every round. Otherwise, they will continue to attack those nearby.&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
The melting ice ushered in Dry Gulch, Noman the Northerner. Driven from his homeland by guilt, and seeking to lay low, chose the shouts and chatter of this city. What Noman lacks in size, makes it up triple in brooding and scowling. His goal is to prove his worth in battle, and bring back trophies of his adventures, in particular relics of the barbarian tribes lost in raids of the southern cities of old.&lt;br /&gt;
&lt;br /&gt;
===Languages===&lt;br /&gt;
&lt;br /&gt;
Common&lt;br /&gt;
&lt;br /&gt;
===Knacks===&lt;br /&gt;
&lt;br /&gt;
Toughness. The berserker rolls 1d10 for her HD, rather than 1d8. This Knack can only be selected once, but it can be selected at any level, provided the character reroll their hit points at each level.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
AC 14&lt;br /&gt;
&lt;br /&gt;
HP 6/6&lt;br /&gt;
&lt;br /&gt;
HD 1d10&lt;br /&gt;
&lt;br /&gt;
Movement Rate 60&#039; (20&#039;)&lt;br /&gt;
&lt;br /&gt;
Initiative Modifier None&lt;br /&gt;
&lt;br /&gt;
Attacks&lt;br /&gt;
*Primary Melee Attack: Sword (1d8+1) +1 to attack&lt;br /&gt;
*Secondary Melee Attack: Dagger (1d4+1), +1 to attack&lt;br /&gt;
*Primary Ranged Attack: Crossbow (1d6), +0 to attack&lt;br /&gt;
&lt;br /&gt;
Saves:&lt;br /&gt;
*Poison 12&lt;br /&gt;
*Wands 13&lt;br /&gt;
*Paralysis 14&lt;br /&gt;
*Breath 15&lt;br /&gt;
*Spells 16&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*Money: 4 gp&lt;br /&gt;
*Encumbrance: 604&lt;br /&gt;
*Readied:&lt;br /&gt;
**Chain (400 cn)&lt;br /&gt;
**Sword (60 cn)&lt;br /&gt;
**Dagger (10 cn)&lt;br /&gt;
**Crossbow + 29 quarrels (50 cn)&lt;br /&gt;
&lt;br /&gt;
*Packed&lt;br /&gt;
**Backpack (316 of 400 cn available)&lt;br /&gt;
**6 torches&lt;br /&gt;
**Tinderbox&lt;br /&gt;
**waterskin&lt;br /&gt;
**1 wk iron rations&lt;br /&gt;
**2 small sacks (200 cn each)&lt;br /&gt;
**1 large sack (400 cn)&lt;br /&gt;
**Stakes (3) and mallet&lt;br /&gt;
**Magical Lantern&lt;/div&gt;</summary>
		<author><name>Lefteris</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Noman&amp;diff=468635</id>
		<title>Noman</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Noman&amp;diff=468635"/>
		<updated>2024-09-04T13:18:50Z</updated>

		<summary type="html">&lt;p&gt;Lefteris: Created page with &amp;quot;Noman Human Berserker 1   == Noman == Race/Class/Level Berserker 1  XP 0/0 0/2000  Alignment Chaotic  XP Modifier +5%  Max Level 14  == Attributes ==   STR 14 (+1)  INT 10  WI...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Noman&lt;br /&gt;
Human Berserker 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Noman ==&lt;br /&gt;
Race/Class/Level Berserker 1&lt;br /&gt;
&lt;br /&gt;
XP 0/0 0/2000&lt;br /&gt;
&lt;br /&gt;
Alignment Chaotic&lt;br /&gt;
&lt;br /&gt;
XP Modifier +5%&lt;br /&gt;
&lt;br /&gt;
Max Level 14&lt;br /&gt;
&lt;br /&gt;
== Attributes == &lt;br /&gt;
&lt;br /&gt;
STR 14 (+1)&lt;br /&gt;
&lt;br /&gt;
INT 10&lt;br /&gt;
&lt;br /&gt;
WIS 10&lt;br /&gt;
&lt;br /&gt;
DEX 12&lt;br /&gt;
&lt;br /&gt;
CON 14 (+1)&lt;br /&gt;
&lt;br /&gt;
CHA 11&lt;br /&gt;
&lt;br /&gt;
==Class abilities/ Background/Languages/Knacks/Skills ==&lt;br /&gt;
&lt;br /&gt;
===Class Abilities===&lt;br /&gt;
&lt;br /&gt;
*Berserkers Cleave as fighters.&lt;br /&gt;
&lt;br /&gt;
*A berserker may enter a rage, during which they gain&lt;br /&gt;
the following benefits:&lt;br /&gt;
&lt;br /&gt;
➢ They take 1/2 damage (rounded down) from physical attacks.&lt;br /&gt;
&lt;br /&gt;
➢ If subjected to fear or mind-affecting spells they may roll twice for the saving throw, taking the better result. Berserker NPCs in a rage roll twice for morale checks, again taking the better result.&lt;br /&gt;
&lt;br /&gt;
➢ Each of their successful attacks inflicts extra damage equal to the berserker’s Hit Dice.&lt;br /&gt;
&lt;br /&gt;
➢ The character ignores one level of encumbrance, moving at the next higher movement rate: a character with a move of 60’ (20’) would instead move at 90’ (30’). If their movement is already&lt;br /&gt;
120’ it increases to 150’.&lt;br /&gt;
&lt;br /&gt;
There are drawbacks to the berserker rage, as well:&lt;br /&gt;
&lt;br /&gt;
➢ The character must continue to attack while they are raging, even if there are no foes left (see below).&lt;br /&gt;
&lt;br /&gt;
➢ Attacks made against the berserker gain a +2 bonus as, in their fury, they no longer try to actively avoid blows.&lt;br /&gt;
➢ The raging character cannot cast spells, activate items, drink a potion, etc. They also cannot coordinate with their companions.&lt;br /&gt;
&lt;br /&gt;
Typically, a berserker is not able to enter their rage at will. There’s a base 1 in 6 chance when a berserker enters combat that they will enter their rage. This increases by 1 for every additional round they remain in combat. If they are wounded during combat the chance increases by 1. Make the roll at the beginning of the berserker’s turn. At 7th level the berserker may roll twice when checking to enter or leave a rage, choosing which of the two results to take.&lt;br /&gt;
&lt;br /&gt;
A berserker enters battle. During the first round her player rolls a 2, so she does not enter a rage. At the beginning of the second round, before her turn, she is wounded, increasing the chance by 1, in addition to the +1 for entering the second round of combat. The chance of entering a rage is now 3 in 6. She rolls a 4 and does not enter a rage. She is wounded again, and in the 3rd round has a 5 in 6 chance of entering the rage. She rolls a 1 and begins to rage.&lt;br /&gt;
&lt;br /&gt;
A character can rage for no more than 1d4 rounds (rolled each time they enter the rage), plus an additional round per Hit Die they possess, and upon leaving their rage must rest for one turn for every round they spent raging or suffer a –2 penalty to all attack rolls and saving throws until they can rest. This penalty is cumulative.&lt;br /&gt;
&lt;br /&gt;
The berserker typically cannot easily exit a rage, either. Once all of their foes are slain they must roll equal to or less than their Wisdom score on 3d6 to leave the rage brefore it naturally ends. This check is made once every round. Otherwise, they will continue to attack those nearby.&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
The melting ice ushered in Dry Gulch, Noman the Northerner. Driven from his homeland by guilt, and seeking to lay low, chose the shouts and chatter of this city. What Noman lacks in size, makes it up triple in brooding and scowling. His goal is to prove his worth in battle, and bring back trophies of his adventures, in particular relics of the barbarian tribes lost in raids of the southern cities of old.&lt;br /&gt;
&lt;br /&gt;
===Languages===&lt;br /&gt;
&lt;br /&gt;
Common&lt;br /&gt;
&lt;br /&gt;
===Knacks===&lt;br /&gt;
&lt;br /&gt;
Toughness. The berserker rolls 1d10 for her HD, rather than 1d8. This Knack can only be selected once, but it can be selected at any level, provided the character reroll their hit points at each level.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
AC 14&lt;br /&gt;
&lt;br /&gt;
HP 6/6&lt;br /&gt;
&lt;br /&gt;
HD 1d10&lt;br /&gt;
&lt;br /&gt;
Movement Rate 60&#039; (20&#039;)&lt;br /&gt;
&lt;br /&gt;
Initiative Modifier None&lt;br /&gt;
&lt;br /&gt;
Attacks&lt;br /&gt;
*Primary Melee Attack: Sword (1d8+1) +1 to attack&lt;br /&gt;
*Secondary Melee Attack: Dagger (1d4+1), +1 to attack&lt;br /&gt;
*Primary Ranged Attack: Crossbow (1d6), +0 to attack&lt;br /&gt;
&lt;br /&gt;
Saves:&lt;br /&gt;
*Poison 12&lt;br /&gt;
*Wands 13&lt;br /&gt;
*Paralysis 14&lt;br /&gt;
*Breath 15&lt;br /&gt;
*Spells 16&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*Money: 4 gp&lt;br /&gt;
*Encumbrance: 604&lt;br /&gt;
*Readied:&lt;br /&gt;
**Chain (400 cn)&lt;br /&gt;
**Sword (60 cn)&lt;br /&gt;
**Dagger (10 cn)&lt;br /&gt;
**Crossbow + 29 quarrels (50 cn)&lt;br /&gt;
&lt;br /&gt;
*Packed&lt;br /&gt;
**Backpack (316 of 400 cn available)&lt;br /&gt;
**6 torches&lt;br /&gt;
**Tinderbox&lt;br /&gt;
**waterskin&lt;br /&gt;
**1 wk iron rations&lt;br /&gt;
**2 small sacks (200 cn each)&lt;br /&gt;
**1 large sack (400 cn)&lt;br /&gt;
**Stakes (3) and mallet&lt;br /&gt;
**Magical Lantern&lt;/div&gt;</summary>
		<author><name>Lefteris</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Basilisk_Hills_Breakdown&amp;diff=468548</id>
		<title>Basilisk Hills Breakdown</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Basilisk_Hills_Breakdown&amp;diff=468548"/>
		<updated>2024-09-02T09:39:51Z</updated>

		<summary type="html">&lt;p&gt;Lefteris: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Basilisk Hills Breakdown=&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/recruitment-ose-sandbox-basilisk-hills-breakdown-now-open.921739/ Recruitment] | [https://forum.rpg.net/index.php?threads/ooc-basilisk-hills-breakdown.921774/ OOC] | [https://forum.rpg.net/index.php?threads/ic-basilisk-hills-breakdown.921833/ IC]&lt;br /&gt;
&lt;br /&gt;
[[File:Basilisk Hills Cluster Cover png.png]]&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
*[[Scorc]], (Atlictoatl), Goblin Mage 1 - AC 10 | HP 2/2 | Initiative +0 | movement 120&#039;/40&#039;&lt;br /&gt;
**[[Zef]], henchperson, Human Assassin 1 - AC 13 | HP 4/5 | Initiative +2 (only surprised 1 in 6) | movement 90&#039;/30&#039;&lt;br /&gt;
*[[Howland]], played by sulldawga&lt;br /&gt;
**[[Makrak]], hench&lt;br /&gt;
*[[Jade1]], played by Lysus&lt;br /&gt;
*[[Vaaldya]], played by SwordCoastTaxi&lt;br /&gt;
*[[Noman]], played by Lefteris&lt;/div&gt;</summary>
		<author><name>Lefteris</name></author>
	</entry>
</feed>