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[[Basilisk_Hill_Breakdown]]
 
[[Basilisk_Hill_Breakdown]]
  
== Rank ==
+
== Barbat Rauta ==
'''Ironskin (Siderenos) / 4th'''<br />
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*Ironskin (Siderenos) / 3rd
'''XP:''' 11,788/20,000 (+5% XP bonus)<br />
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*XP: 6,000/10,000
'''Alignment''' - Neutral<br />
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*Alignment - Neutral
Henchman to '''[[Velsind Flere]]'''<br />
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*Henchman to Velsind
 +
*List any titles or holdings
  
 
== Attributes ==
 
== Attributes ==
STR - 16 (+2 melee, open doors 4-in-6)<br />
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*STR - 16 (+2 melee, open doors 4-in-6)
INT - 6 (Basic literacy)<br />
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*INT - 6 (Basic literacy)
WIS - 11<br />
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*WIS - 11
DEX - 10<br />
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*DEX - 10
CON - 13 (+1 HP/lvl)<br />
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*CON - 11
CHA - 9<br />
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*CHA - 9
  
 
== Skills ==
 
== Skills ==
'''Languages'''
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*Languages
* Alignment
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** Alignment
* Common
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** Common
* Irontongue
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** Irontongue
  
'''General Skills'''
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*General Skills
*Athletics -
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**(please give a very short summary of what your skills do, if they have mechanical effects, if it's not too much effort. Elsewise, a page number is nice.)
*:Climbing (Str) - Skilled, 10+
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**
*:Endurance (Con)- Skilled, 10+
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**
*:Jumping (Str) - Skilled, 10+
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*Class Abilities
*:Running (Con) - Skilled, 10+
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**
*Profession (Int): Drill Sergeant - Proficient, 15+
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**
*Riding - Proficient, 15+
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**
 
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*Knacks
'''Class Abilities'''
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**
*Has natural AC of 5; over time skin hardens and AC will get lower.
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**
*Immune to paralysis from ghouls.
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**
*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 ==
 
== Combat ==
'''AC:''' 4 [15] / 5 [14](no shield)<br />
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*AC
'''HP:''' 36 (52 max)<br />
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*HP (just list the max here, list current HP on the front page.)
'''Movement Rate:''' 90'/30'<br />
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*Movement Rate
'''Initiative Modifier:''' 0<br />
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*Initiative Modifier
'''Attacks'''<br />
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*Attacks (For the below, write in what it is. Like, "Two-Handed Sword: Stats."
*Primary Melee Attack: Long Sword (sword and shield style): +5 hit, 1d8+5 damage (if using magic sword)<br />
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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: Long Sword (one weapon style): +6 hit, 1d8+5 damage (if using magic sword)<br />
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**Secondary Melee Attack:
*Primary Ranged Attack: Spear - 1d6 damage
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**Primary Ranged Attack:
 
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*Saves:
'''Fighting Style'''
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**Petrification & Paralysis
*Sword and Shield: One ally adjacent to, and up to two allies immediately behind, the fighter gain a +1 bonus to their armor class.
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**Poison & Death
*One Weapon: Gains a +1 bonus to attack
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**Blast & Breath
 
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**Staves & Wands
'''Combat Maneuvers'''
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**Spells
*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:'''
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== Spells ==
*Petrification & Paralysis - 10
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*First Level: Spells Per Day
*Poison & Death - 8
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**A first level spell in your repertoire
*Blast & Breath - 11
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**Another first-level spell in your repertoire
*Staves & Wands - 9
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**Etc
*Spells - 12
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*Second Level: Spells Per Day
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**One
 +
**Two
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**You-know-what-to-do
  
 
== Equipment ==
 
== Equipment ==
'''Gear, Armor, Weapons:''' Total Encumbrance is under 200 coins
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*Gear, Armor, Weapons: Total Encumbrance. Don't list party treasure here. That's what the ape is for on the front page. This is to keep track of those things that are relatively permanently staying with your character.
*Shield
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**Then list
*+1 Sword
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**Those things
*Spear (x2)
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**Individually
*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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