Sax the Scout

From RPGnet
Jump to: navigation, search

Saxifrage "Sax the Forester"

  • Explorer Level 3, AL: Neutral
  • 5583 / 8000


Attributes[edit]

  • STR 18 (+3)
  • INT 10
  • WIS 11
  • DEX 13 (+1)
  • CON 11
  • CHA 11


Combat[edit]

  • Attack 10: 9+
  • HP: 11/11
  • AC: +3
  • Initiative: +2
  • Surprise Rolls +2
  • Movement:
    • Base: 90
    • Combat: 30
    • Charge: 90
    • Climb:
    • Stealth:
    • Daily:
  • Saving Throws
    • Petrification & Paralysis 14+
    • Poison & Death 13+
    • Blast & Breath 15+
    • Staffs & Wands 15+
    • Spells 16+
  • Weapons & Attacks
    • Hand Axe +3 1d6+5
    • Hand Axe & Dagger +4 1d6+5
    • Spear +3 1d6+4/1d8+5
    • Dagger +3 1d4+5
    • Longbow +2 70' / +0 140' / -3 210' 1d6+2
    • Thrown Axe +2 10' / +0 20' / -3 30' 1d6+2
    • Thrown Spear +2 20' / +0 40' / -3 60' 1d6+2

Skills[edit]

  • Languages: Common
  • Proficiencies:
    • Class: Alertness - The character gains a +4 bonus on any proficiency throws to hear noises and detect secret doors. With a proficiency throw of 18+ he can notice secret doors with just casual observation. He gains a +1 bonus to avoid surprise.
    • General: Adventuring - The character is well-equipped for a life of adventure. He knows how to clean and sharpen weapons, saddle and ride a horse, set up a camp, and search for a secret door. He has a rough idea of the value of common coins, trade goods, gems, and jewelry. All player characters are assumed to have Adventuring for purposes of the proficiency throws of standard adventuring tasks.
    • General: Survival - The character is an expert at hunting small game, gathering fruits and vegetables, and finding water and shelter. The character forages enough food to feed himself automatically, even when on the move, so long as he is in a fairly fertile area. If he is trying to supply more than one person, he must make a proficiency throw (as described in Wilderness Adventures), but gains a +4 bonus on the roll.
    • General: Tracking - The character can follow tracks with a proficiency throw of 11+. The Judge should increase or decrease the chance of success depending on the circumstances: +2 if tracking 2-4 creatures; +4 if tracking 4-8 creatures; +6 if tracking 8-16 creatures; +8 if tracking 17+ creatures; +4 if trail is through soft/muddy ground; -8 if the trail is through hard/rocky ground; -4 for bad lighting; -1 per 12 hours of good weather since trail was made; -4 per hour of rain/snow since trail was made. Characters move at half speed while tracking.
  • Class Abilities
    • gains an accuracy bonus of +1 to all attack throws with missile weapons.
    • may fight wielding a weapon and shield, wielding a weapon two-handed, and wielding a weapon in each hand.
    • has animal reflexes, gaining +1 bonus to initiative and a +1 bonus to surprise rolls.
    • is difficult to spot, having the ability to seemingly disappear into woods and underbrush with a proficiency throw of 3+ on 1d20.
    • in dungeons, an explorer who is motionless and quiet in cover can escape detection with a proficiency throw of 14+ on 1d20.
    • in country familiar to the explorer, they get a +4 bonus on proficiency throws to avoid getting lost.
    • in any terrain except clear and grassland terrain, the explorer’s party receives a +5 bonus to proficiency throws to evade wilderness encounters.
    • A party guided by an explorer can evade wilderness encounters even when surprised on a proficiency throw of 19+.

Equipment[edit]

  • Weapons
    • Sturdy Hand Axe (Belt)
    • Trusty Spear (Carried)
    • Well-honed Dagger (Boot)
    • Stiff-armed Longbow (Slung)
    • Quiver & 20 arrows (Back)
  • Armor
    • Leather Armour (Worn)
  • Gear
  • Backpack
    • Blanket
    • Hammer (small)
    • Iron Spikes (12)
    • One Weeks Iron Rations, less one day.
    • Large Sack
  • Belt Pouch
    • Tinderbox
    • One day's rations
    • Comfrey
  • Slung Items
    • Wineskin
    • 50' Rope
  • Clothing
    • Belt
    • Boots, leather, high
    • Cloak, Long, hooded
    • Clothing, Freeholder
  • Coinage
    • CP
    • SP 7
    • EP
    • GP 208
    • PP
  • Treasure
    • Gems
    • Jewelry
    • Whatever
  • Magic Items
  • Total Stones of Encumbrance 6.5
  • 3000 gp spent on nothing.
| Campaign Page