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[[Basilisk_Hill_Breakdown]] == Rank == '''Human Scout / 4th'''<br /> '''XP:''' 10,023/16,000<br /> '''Alignment''' - Neutral<br /> Henchman to '''[[Velsind Flere]]'''<br /> == Attributes == STR - 13 (+1 melee, open doors 3-in-6)<br /> INT - 12<br /> WIS - 11<br /> DEX - 9<br /> CON - 17 (+2 HP)<br /> CHA - 10 == Skills == '''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 == '''AC:''' 5 [14]<br /> '''HP:''' 22 (32 max - 4d6)<br /> '''Movement Rate:''' 90'/30'<br /> '''Initiative Modifier:''' 0<br /> '''Attacks'''<br /> *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 == '''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
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