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[[Basilisk_Hill_Breakdown]] == Rank == '''Ironskin (Siderenos) / 4th'''<br /> '''XP:''' 11,788/20,000 (+5% XP bonus)<br /> '''Alignment''' - Neutral<br /> Henchman to '''[[Velsind Flere]]'''<br /> == Attributes == STR - 16 (+2 melee, open doors 4-in-6)<br /> INT - 6 (Basic literacy)<br /> WIS - 11<br /> DEX - 10<br /> CON - 13 (+1 HP/lvl)<br /> CHA - 9<br /> == Skills == '''Languages''' * Alignment * Common * Irontongue '''General Skills''' *Athletics - *:Climbing (Str) - Skilled, 10+ *:Endurance (Con)- Skilled, 10+ *:Jumping (Str) - Skilled, 10+ *:Running (Con) - Skilled, 10+ *Profession (Int): Drill Sergeant - Proficient, 15+ *Riding - Proficient, 15+ '''Class Abilities''' *Has natural AC of 5; over time skin hardens and AC will get lower. *Immune to paralysis from ghouls. *Only need to rest every 12 turns; can force march for 2 days before tiring. *Once per day, when damage would reduce them to 0 hp, it instead reduces them to 1 hp. *Vulnerable to lightning and electricity, roll to save with disadvantage; if no save is allowed, automatically take max damage. *Touch of rust monster is deadly, hit by feeler drains one level. *Heat Metal spell damages them as if they were wearing metal armor. *Starts with two combat maneuvers, may select an additional maneuver at levels 5 and 10. *Starts with three skills, plus any bonus from high INT; gain a new skill at levels 4, 6, 8, 10, and 12. *Starts with one Knack; gains a new Knack at levels 4, 7, and 10. '''Knacks''' *Toughness - rolls 1d12 for HD *Self-Improvement, Primary - increase CON by +2 == Combat == '''AC:''' 4 [15] / 5 [14](no shield)<br /> '''HP:''' 36 (52 max)<br /> '''Movement Rate:''' 90'/30'<br /> '''Initiative Modifier:''' 0<br /> '''Attacks'''<br /> *Primary Melee Attack: Long Sword (sword and shield style): +5 hit, 1d8+5 damage (if using magic sword)<br /> *Secondary Melee Attack: Long Sword (one weapon style): +6 hit, 1d8+5 damage (if using magic sword)<br /> *Primary Ranged Attack: Spear - 1d6 damage '''Fighting Style''' *Sword and Shield: One ally adjacent to, and up to two allies immediately behind, the fighter gain a +1 bonus to their armor class. *One Weapon: Gains a +1 bonus to attack '''Combat Maneuvers''' *Stun: On a successful roll the target automatically acts last during the following round; only affects living targets. (STR, Proficient, 15+, 13+ if using fighting style) *Trip: On a successful attack the target falls to the ground until their turn; takes their entire movement to stand back up; while prone all attacks against are at +2. (STR, Proficient, 15+, 13+ if using fighting style) '''Saves:''' *Petrification & Paralysis - 10 *Poison & Death - 8 *Blast & Breath - 11 *Staves & Wands - 9 *Spells - 12 == Equipment == '''Gear, Armor, Weapons:''' Total Encumbrance is under 200 coins *Shield *+1 Sword *Spear (x2) *Belt and pouch *Backpack **Waterskin (x2) **Flint & Steel **Large Sacks (x2) *War Horse **Saddle & bridle **Horse Barding **Saddle Bags ***Large Sacks (x3) Money: *On Hand: 95 gp, 45 sp, 50 cp *With Factor: 400 gp
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