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== Rank ==
 
== Rank ==
'''Human Scout / 4th'''<br />
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Human Scout / 3rd<br />
'''XP:''' 10,023/16,000<br />
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XP: 4,000/8,000<br />
'''Alignment''' - Neutral<br />
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Alignment - Neutral<br />
Henchman to '''[[Velsind Flere]]'''<br />
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Henchman to [[Velsind Flere]]<br />
  
 
== Attributes ==
 
== Attributes ==
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== Skills ==
 
== Skills ==
'''Languages'''
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Languages
 
* Alignment
 
* Alignment
 
* Common
 
* Common
  
'''General Skills'''
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 +
General Skills
 
*Survival -
 
*Survival -
:Harvesting (Dex) - Skilled, 10+
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:Harvesting - Skilled, 10+
:Naturalist (Int) - Skilled, 10+
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:Naturalist - Skilled, 10+
:Tracking (Wis) - Skilled, 10+
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:Tracking - Skilled, 10+
:Wilderness Survival (Wis) - Skilled, 10+
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:Wilderness Survival - Skilled, 10+
 
*Riding - Proficient, 15+
 
*Riding - Proficient, 15+
  
'''Thieving Skills'''
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Thieving Skills
 
*Climb - 14+
 
*Climb - 14+
*Hear Noise - 11+
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*Hear Noise - 12+
*Sneak - 11+
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*Sneak - 12+
  
'''Class Abilities'''
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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
 
*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.
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*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 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 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.
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*Starts with one Knack; gains a new Knack at levels 4, 7, 10 , and 13
 
*Starts with one Knack; gains a new Knack at levels 4, 7, 10 , and 13
  
'''Knacks'''
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*Weapon Specialization: Long Sword - gain +1 hit & damage when using weapon
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Knacks
*Animal Companion
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*Animal Companion - cannot have more than twice character's HD when selected and must be a normal, dire or giant animal; counts as a retainer and gains XP as one.
  
 
== Combat ==
 
== Combat ==
'''AC:''' 5 [14]<br />
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AC<br />
'''HP:''' 22 (32 max - 4d6)<br />
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HP (just list the max here, list current HP on the front page.)<br />
'''Movement Rate:''' 90'/30'<br />
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Movement Rate<br />
'''Initiative Modifier:''' 0<br />
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Initiative Modifier<br />
'''Attacks'''<br />
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Attacks (For the below, write in what it is. Like, "Two-Handed Sword: Stats."<br />
*Primary Melee Attack: Long Sword (1d8) - +4 hit, 1d8+2 damage
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*Primary Melee Attack: (List the attack throw with all magical, ability, etc., modifiers, like 5+ or whatever), (Damage.)
*Secondary Melee Attack: Hand Axe (1d6)- +2 hit, 1d6+2 damage
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*Secondary Melee Attack:
*Primary Ranged Attack: Hand Axe (1d6) - +2 hit, 1d6 damage
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*Primary Ranged Attack:
  
'''Fighting Style'''
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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.
 
*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'''
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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)
 
*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:'''
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Saves:
*Petrification & Paralysis - 12
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*Petrification & Paralysis - 13
*Poison & Death - 10
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*Poison & Death - 11
*Blast & Breath - 13
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*Blast & Breath - 14
*Staves & Wands - 11
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*Staves & Wands - 12
*Spells - 14
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*Spells - 15
  
 
== Equipment ==
 
== Equipment ==
'''Gear, Armor, Weapons:''' 530 coins
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Gear, Armor, Weapons: 530 coins
 
*Chain mail
 
*Chain mail
 
*Long Sword
 
*Long Sword
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**Flask of Oil (x2)
 
**Flask of Oil (x2)
 
*Riding Horse
 
*Riding Horse
**Saddle and bridle
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*Saddle and bridle
**Horse Barding
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*Horse Barding
**Saddle Bags
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*Saddle Bags
***Large Sacks (x5)
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**Large Sacks (x5)
 
 
Money:
 
*On Hand: 95 gp, 45 sp, 50 cp
 
*With Factor: 400 gp
 

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