Salazar Hamish

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The Wilderlands of Absalom

Salazar Hamish was a camp-hanger on for an army, surviving by grabbing what he could. He fell in with a siege train in the camp and made a home for himself for a short time. An unfriendly rivalry convinced him to take his fortunes elsewhere. Currently, Salazar is the Margrave the March of Manifest and has focused more on a dedication to Law after seeing the harm caused by monstrous forces.

Rank[edit]

Attributes[edit]

  • STR 11
  • INT 10
  • WIS 13 (+1)
  • DEX 13 (raised from 6) (+1)
  • CON 11
  • CHA 13 (+1)

Skills[edit]

  • Languages
    • Common
    • Giant
  • General Proficiencies
    • Adventuring
    • Riding (horse)
    • Signaling
    • Bargaining
    • Profession: Lawyer
    • Leadership
  • Class Proficiencies
    • Skulking (+2 to Hide and Move Silently)
    • Weapon Finesse (Use Dex modifier instead of Str for attacks)
    • read languages(including ciphers, treasure maps, and dead languages, but not magical writings) with a proficiency throw of 5+ on 1d20. If the roll does not succeed, the thief may not try to read that particular piece of writing until he reaches a higher level of experience.
    • Swashbuckling (+1 to AC in Leather or less, +2 at 7th level, +3 at 13th level)
  • Thief Skills
    • OL 8+ F/RT 9+ PP 8+ MS 8+ CW 3+ HS10+ HN 7+ Backstab +4/x3

Combat[edit]

  • AC 7 (Leather Armor, Dex Modifier. +2 Ring of Protection, +2 Swashbuckling)
  • HP 22
  • Movement Rate 120/40/120
  • Initiative Modifier +1
  • Attacks
    • Primary Melee Attack: Frostbite (Short Sword +3, Frost Brand) with Friend-Maker, Attack Throw 0+, 1d6+3
    • Melee Attack: Frostbite (Short Sword +3, Frost Brand), Attack Throw 3+, 1d6+3
    • Melee Attack: Friend-Maker (Short Sword +2, Charm Person 3/Week), Attack Throw 4+, 1d6+2
    • Melee Attack: Dagger +1, Attack Throw 6+, 1d4 + 1
    • Primary Ranged Attack: Shortbow, Attack Throw 6+, 1d6, Range 50/100/150
    • Ranged Attac: Dagger, Attack Throw 6+, Range 10/20/30
  • Saves: (+1 WIS Bonus vs spells and Magic Items, +1 vs Petrification due to Magical Scabbard, +2 from Ring)
    • Petrification & Paralysis 10+
    • Poison & Death 10+
    • Blast & Breath 13+
    • Staves & Wands 11+
    • Spells 12+

Spells[edit]

    • None

Equipment[edit]

  • Gear, Armor, Weapons: Total Encumbrance.
    • Frostbite: Sword +3, Frost Brand
    • Friend-Maker: Sword +2, Charm Person
    • Shortbow
    • 2 Quiver with 40 arrow
    • 5 Silver tipped arrows
    • 1 Dagger
    • +1 Dagger with Gorgon Sheath (+1 to petrification saves)
    • Ring of Second Chances
    • Ring of Protection +2
    • Belt, High boots, Hooded Cloak, Gloves, Tunic and Pants (Crafter), Fancy Hat (19 GP)
      • Pouch 1
        • 9 100 GP Gems, 9 50 GP Gems, 623 GP
      • Pouch 2
        • 20 10gp gems, 354 GP, 28 SP (-30 for giant taunting)
    • Backpack (2gp)
      • Blanket (2gp)
      • ** Belt, High boots, Hooded Cloak, Gloves, Tunic and Pants (Noble),
      • Crowbar
      • 1 Flask of Military Oil
      • Lantern
      • 4 Flasks of Common Oil and Tinder Box (2 GP)
      • Mirror
      • Two Weeks Iron Rations
      • Thieves' Tools

Mount[edit]

Light Warhorse (Sirocco) AC 2, 12 HP

  • Saddle and tack, military (1 stone)
  • Saddlebags (2 stone, 1 item)
    • Shortbow
    • 2 Quivers w arrows x40
    • Blanket, wool
    • 2 Waterskins

Light Riding Horse (Mister Trembelus) AC 2, 10 HP

  • Saddle and Tack, Riding
  • Saddlebags (2 Stone, 1 item)
    • Tent
    • 3 Waterskins
    • 50 Feet Rope