Amagar Cacar
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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