Amagar Cacar

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Basilisk_Hill_Breakdown

Rank[edit]

Human Scout / 4th
XP: 10,023/16,000
Alignment - Neutral
Henchman to Velsind Flere

Attributes[edit]

STR - 13 (+1 melee, open doors 3-in-6)
INT - 12
WIS - 11
DEX - 9
CON - 17 (+2 HP)
CHA - 10

Skills[edit]

Languages

  • Alignment
  • Common

General Skills

  • Survival -
Harvesting (Dex) - Skilled, 10+
Naturalist (Int) - Skilled, 10+
Tracking (Wis) - Skilled, 10+
Wilderness Survival (Wis) - Skilled, 10+
  • Riding - Proficient, 15+

Thieving Skills

  • Climb - 14+
  • Hear Noise - 11+
  • Sneak - 11+

Class Abilities

  • Cleave - When character slays a target with a melee or ranged attack, then can make an additional attack against an adjacent opponent. ITW, pg. 160
  • Can choose one fighter style: dual-weapon, one-weapon, or ranged.
  • At 4th level, when in wilderness, roll twice to avoid becoming lost and when leading a party to evade an encounter, taking the better result.
  • Starts with Naturalist, Tracking, and Wilderness Survival skills at the Skilled level; can improve one to Expert every fourth level (5th, 9th, 13th).
  • Starts with following thief skills: Climb, Hear Noise, Sneak; succeeds on roll of 14+; Every level gained allows them to spend 2 points to improve chances of success, both points cannot be spent on same ability.
  • Starts with one combat maneuver, may select an additional maneuver at levels 5, 9, and 13.
  • Starts with two skills, plus any bonus from high INT; gain a new skill at levels 3, 5, 7, 9, 11, and 13.
  • Starts with one Knack; gains a new Knack at levels 4, 7, 10 , and 13

Knacks

  • Weapon Specialization: Long Sword - gain +1 hit & damage when using weapon
  • Animal Companion

Combat[edit]

AC: 5 [14]
HP: 22 (32 max - 4d6)
Movement Rate: 90'/30'
Initiative Modifier: 0
Attacks

  • Primary Melee Attack: Long Sword (1d8) - +4 hit, 1d8+2 damage
  • Secondary Melee Attack: Hand Axe (1d6)- +2 hit, 1d6+2 damage
  • Primary Ranged Attack: Hand Axe (1d6) - +2 hit, 1d6 damage

Fighting Style

  • Dual-weapon: Fights w/ a weapon in each hand, with either both short sword sized or on long sword and one dagger-sized; If character does not move during round, can make an attack with second weapon; attack is made with Disadvantage and does normal damage.

Combat Maneuvers

  • Knock-out: Roll to render target temporarily unconscious; roll suffers a penalty of 1d4 plus any other penalties; with success, target takes 1 hp damage and is unconscious for 1d4+1 rounds. (DEX, Proficient, 15+, 13+ if using fighting style)

Saves:

  • Petrification & Paralysis - 12
  • Poison & Death - 10
  • Blast & Breath - 13
  • Staves & Wands - 11
  • Spells - 14

Equipment[edit]

Gear, Armor, Weapons: 530 coins

  • Chain mail
  • Long Sword
  • Hand Axe (x2)
  • Backpack
    • Flint and Steel
    • Lantern
    • Flask of Oil (x2)
  • Riding Horse
    • Saddle and bridle
    • Horse Barding
    • Saddle Bags
      • Large Sacks (x5)

Money:

  • On Hand: 95 gp, 45 sp, 50 cp
  • With Factor: 400 gp