Editing Bush Ned

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 1: Line 1:
[https://wiki.rpg.net/index.php/Strange_Highways Strange Highways]
+
[[Sinister Stone]]
 
 
 
== Bush Ned ==
 
== Bush Ned ==
*L3 Explorer (Forester)
+
*L2 Explorer (Outrider)
*XP: 4000/8000
+
*XP: 2500/4000
 
*Neutral
 
*Neutral
 
*PC
 
*PC
 
*Holdings: none
 
*Holdings: none
 
Bush Ned wants to explore and map the wilderness for a regional authority, and further wants to develop a trade or smuggling route for valuable commodities.
 
  
 
== Attributes ==
 
== Attributes ==
Line 19: Line 16:
  
 
== Skills ==
 
== Skills ==
*Languages
+
*'''Languages:'''
 
**common
 
**common
 
*General Proficiencies
 
*General Proficiencies
 
**'''Adventuring'''
 
**'''Adventuring'''
**'''Riding:''' (bonus) can handle steed in difficult circumstances, like mounted combat
+
**'''Riding:''' (bonus) handle steed in difficult circumstances, like mounted combat
**'''Naturalism:''' is knowledgeable of common plant and animal life forms in terrain typical to his background. Ned's familiar with edible and poison foods, healing herbs, and signs of unnatural danger (such as unusual quiet, atypical animal behavior, etc.) in his known terrain with a proficiency throw of 11+. This proficiency can be selected multiple times.
 
 
**'''Navigation:''' can take the position of the sun and stars to determine roughly where he is. He gains a +4 bonus on proficiency throws to avoid getting lost in the wilderness. He can also serve as a navigator on a seagoing vessel.
 
**'''Navigation:''' can take the position of the sun and stars to determine roughly where he is. He gains a +4 bonus on proficiency throws to avoid getting lost in the wilderness. He can also serve as a navigator on a seagoing vessel.
 
*Class Proficiencies
 
*Class Proficiencies
 
**'''Land Surveying:''' (bonus) expert at surveying the land around him; on 11+, can predict dangerous sinkholes, deadfalls, collapses, or rock slides when he enters the area. In dungeons, he gains a +4 bonus to his throws to escape detection due to his ability to find the best cover.
 
**'''Land Surveying:''' (bonus) expert at surveying the land around him; on 11+, can predict dangerous sinkholes, deadfalls, collapses, or rock slides when he enters the area. In dungeons, he gains a +4 bonus to his throws to escape detection due to his ability to find the best cover.
 
**'''Precise Shooting:''' fire into melee with no penalty and no chance to hit an ally. Others can only fire into melee at -4 to hit and with a chance to hit an ally.
 
**'''Precise Shooting:''' fire into melee with no penalty and no chance to hit an ally. Others can only fire into melee at -4 to hit and with a chance to hit an ally.
**'''Weapon Finesse:''' when attacking with one-handed melee weapons, Ned may use his Dexterity modifier instead of his Strength modifier on his attack throw.
 
 
*Class Abilities
 
*Class Abilities
 
**+1 to attacks with missile weapons
 
**+1 to attacks with missile weapons
**+2 damage melee and missile
+
**+1 damage melee and missile
**animal reflexes: +1 initiative and surprise
+
**'''animal reflexes:''' +1 initiative and surprise
**difficult to spot outdoors: disappear into underbrush on 3+, escape detection on 14+ in dungeons when motionless and quiet in cover
+
**'''difficult to spot outdoors:''' disappear into underbrush on 3+, escape detection on 14+ in dungeons when motionless and quiet in cover
**avoid getting lost: +4 in familiar country (further +4 from Navigation)
+
**'''avoid getting lost:''' +4 in familiar country (further +4 from Navigation)
**evade wilderness encounters: +5 to evade in any terrain except clear and grassland, evade even when surprised on 19+
+
**'''evade wilderness encounters:''' +5 in any terrain except clear and grassland, evade even when surprised on 19+
 
**At L5: +1 hireling morale on wilderness adventures
 
**At L5: +1 hireling morale on wilderness adventures
  
 
== Combat ==
 
== Combat ==
*AC 7
+
*AC
*HP 14
+
*HP (just list the max here, list current HP on the front page.)
*Movement Rate 60/20/60
+
*Movement Rate
*Initiative Modifier: +2
+
*Initiative Modifier
*Attacks  
+
*Attacks (For the below, write in what it is. Like, "Two-Handed Sword: Stats."
**Spear attack throw: 8+, 1d6+2 damage
+
**Primary Melee Attack: (List the attack throw with all magical, ability, etc., modifiers, like 5+ or whatever), (Damage.)
**Spear + handaxe attack throw: 7+, 1d6+2 damage
+
**Secondary Melee Attack:
**Longbow attack throw: 7+, 1d6+2 damage
+
**Primary Ranged Attack:
 
*Saves:
 
*Saves:
**Petrification & Paralysis: 13+
+
**Petrification & Paralysis
**Poison & Death: 10+
+
**Poison & Death
**Blast & Breath: 16+
+
**Blast & Breath
**Staves & Wands: 13+
+
**Staves & Wands
**Spells: 15+
+
**Spells
 +
 
 +
== Spells ==
 +
*First Level: Spells Per Day
 +
**A first level spell in your repertoire
 +
**Another first-level spell in your repertoire
 +
**Etc
 +
*Second Level: Spells Per Day
 +
**One
 +
**Two
 +
**You-know-what-to-do
  
 
== Equipment ==
 
== Equipment ==
*Total Encumbrance: 9s + 4i
+
*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.
**Clothing: sturdy low boots, wool tunic and pants, leather belt, hooded cloak, gloves
+
**Then list
**Armor (6 stone): chain + shield
+
**Those things
**Weapons (1s + 4i): longbow + quiver, spear, handaxe, dagger
+
**Individually
**Backpack (2 stone): 1 day iron rations + full waterskins, 100' rope, tinderbox, 2 large sacks, 6 torches
 
**waterskin
 
**coinpurse: 8 gp, 9 sp
 
*''Tasty'', medium riding lizard w/saddle + tack
 
**saddlebag (3s): small tent, 6 days iron rations
 
**quiver of arrows
 
 
 
==Notes==
 
*[https://forum.rpg.net/showthread.php?804241-ACKS-Recruitment-Strange-Highways&p=21115441#post21115441 original build], for reference
 

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)