Shannow

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A player character in Dem Bones.


Character[edit]

  • Alignment: Chaotic Neutral
  • Race: Male Desert Half-Orc
  • Class: Ranger 6
  • XP: 725

A tall and rangy half-orc in a wide-brimmed hat and studded leather duster, a wandering mercenary and bountyhunter from the arid plains far South-East of Lake Hern. He was raised among orcs, and can be stoic and taciturn to the point of rudeness.

Shannow fought in the wars, in an impersonal, freelance consultant sort of way. Bounties tend to dry up in wartime, and it was a living. For Tashar against the Baronies, for a barony against opportunistic raiders, for a barony against another... mostly for the Baronies, as the employers were more numerous and individually less powerful. He did walk away from a few contracts when the orders clashed with his sense of ethics (the thing about being a mercenary is, you don't have the excuse of duty or patriotic fervor), and there might be some people around who still feel sore about that...

Abilities[edit]

Strength: 16 (+3)

Dexterity: 16 (+3)

Constitution: 16 (+3)

Intelligence: 10 (0)

Wisdom: 12 (+1)

Charisma: 8 (-1)

  • Fortitude (Con + 5 base): +8
    • +4 against suffocation
    • +4 against non-lethal damage from hot or cold environments
    • +4 against hot weather
  • Reflex (Dex + 5 base): +8
  • Will (Wis + 2 base): +3
  • Initiative (Dex + 4 feat): +7
  • BAB: +6/+1
    • Melee: +9/+4
    • Ranged: +9/+4
    • Grapple: +9/+4
  • AC (10 + Dex + 4 armour): 17
    • Flat-Footed: 14
    • Touch: 13
  • Max HP: 54
    • Current: 30
    • Non-lethal damage: 0

Feats[edit]

  • Endurance (from class)
  • Improved Initiative (level 6)
  • Manyshot (from class)
  • Power Attack (level 3)
  • Rapid Shot (from class)
  • Run (from race)
  • Subduing Strike (level 1)
  • Track (from class)

Skills[edit]

  • Climb (Str + 7): +10
  • Handle Animal (Cha + 4): +3
    • +4 with animal companion
  • Hide (Dex + 7): +10
  • Jump (Str + 7): +10
    • +4 with a running start
  • Listen (Wis + 5): +6
    • +2 with humans
    • +4 with orcs
  • Move Silently (Dex + 7): +10
  • Search (Wis + 5): +6
  • Spot (Wis + 5): +6
    • +2 with humans
    • +4 with orcs
  • Survival (Wis + 7): +8
    • +2 to find or follow tracks
    • +2 with humans
    • +4 with orcs

Languages[edit]

  • Common
  • Orc

Class abilities[edit]

  • Animal Companion (wolf; HD +2, AC +2, STR/DEX +1, tricks +2, Link, Share Spells, Evasion)
  • Combat Style (archery)
  • Favored Enemy (orcs +4)
  • Favored Enemy (humans +2)
  • Improved Combat Style (archery)
  • Spells (1+1 level 1 spells per day)
  • Track
  • Wild Empathy

Prepared Spells[edit]

Prepares spells at dusk.

  • Alarm (used)
  • Entangle

Animal Companion[edit]

Shah, the wolf

  • Size/Type: Medium Animal
  • Hit Dice: 4d8+12 (Max HP 35, current HP 30)
  • Initiative: +7
  • Speed: 50 ft. (10 squares)
  • Armor Class: 20 (10 + Dex + 4 natural + 3 armor), touch 13, flat-footed 17
  • Base Attack/Grapple: +3/+5
  • Attack: Bite +6 melee (1d6+2)
  • Full Attack: Bite +6 melee (1d6+2)
  • Space/Reach: 5 ft./5 ft.
  • Special Attacks: Trip
  • Special Qualities: Evasion, link (with Shannow), low-light vision, scent, share spells (with Shannow)
  • Saves: Fort +7, Ref +7, Will +2
  • Abilities: Str 14, Dex 16, Con 16, Int 2, Wis 12, Cha 6
  • Skills: Hide +3, Listen +3, Move Silently +6, Spot +3, Survival +1
  • Feats: Improved Initiative, Track, Weapon Focus (bite)

Trip (Ex)

  • A wolf that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.

Skills

  • Wolves have a +4 racial bonus on Survival checks when tracking by scent.

Tricks

  • Attack, Defend, Down, Guard, Heel, Seek, Stay, Track

Equipment

  • Masterwork studded leather barding (AC +3, max DEX +5, check penalty -0), 200gp

Racial abilities[edit]

  • +4 Fortitude save to resist the effects of hot weather
  • +2 Constitution, -2 Intelligence
  • Lowlight vision
  • Run

Equipment[edit]

  • Hand of the Mage, 900gp
  • Hat of Disguise, 1800gp
  • Pearl of Power (1st level), 1000gp
  • Ring of Feather Falling, 2200gp
  • +1 Studded leather armor (AC +4, max DEX +5, check penalty -0), 1175gp
  • Masterwork composite longbow, STR +3 (to hit +10/+5, damage 1d8+3 (+2/+4 vs. humans/orcs), range 110ft, crit x3), 610gp
  • Masterwork greatsword (to hit +10/+5, damage 2d6+4 (+2/+4 vs. humans/orcs), crit 19-20 x2), 350gp
  • Masterwork short sword (to hit +10/+5, damage 1d6+3 (+2/+4 vs. humans/orcs), crit 19-20 x2), 310gp
  • Arrows x 20, 1gp
  • Sleep Arrows x 20 (non-lethal damage), 1320gp


  • Belt pouch, 1gp
    • Antitoxin x 2, 100gp
    • Chalk, 1cp
    • Potion of Bull's Strength, 300gp
    • Tindertwigs x 20, 20gp
    • Wand of Cure Light Wounds, 750gp
    • 10 gold pieces (mostly in smaller change)


  • Backpack, 2gp
    • Antitoxin x 10, 500gp
    • Arrows x 40, 2gp
    • Bedroll, 1sp
    • Blanket, 5sp
    • Fishhooks x 5, 5sp
    • Flint and steel, 1gp
    • Handaxe,
    • Manacles (good lock), 95gp
    • Rations x 2, 10sp
    • Silk rope, 10gp
    • Spade, 2gp
    • Torch x 2, 1cp
    • Waterskin, 1gp
    • Whetstone, 2cp
    • 1280 gold pieces