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[[Dwellers in Dark Dungeons]] == Mishka, Full PC == *Human Fighter 3 *XP: 5994/8000 **''143 (OOC 132) + 14 (10% xp bonus)'' **1013 (OOC335) + 101 (10% xp bonus) **800 (OOC349)+80 (10% xp bonus) *Neutral == Attributes == *STR 17 (+2) *INT 13 (+1) *WIS 6 (-1) *DEX 6 (-1) *CON 17 (+2) *CHA 12 (+0) == Background/Languages/Knacks == ===Background=== Broke but Proud: Starts play with masterwork armor (-1 Encumbrance) ===Languages=== *Common ===Knacks=== Favored Weapon: +1 to attack with two-handed swords. This increases to +2 at level 5 and +3 at level 10. Resilient: The first time reduced to 0 hit points in combat, increase hit points to 1. ===Combat Maneuvers=== Force Back: On successful attack, opponent must save vs Paralysis or be forced back. They may fall down if pushed into another creature. Overrun: On successful attack, opponent must save vs Paralysis or allow Mishka to move past them. If they save, deal damage to them. Does not count as an attack. Wrestle: On successful attack, opponent must save vs Paralysis or Mishka has them in a hold. ===Skills=== Athletics (Skilled, 10+) == Combat == *AC 5 *HP 20 *Movement Rate 60 *Initiative Modifier -1 *Attacks **Primary Melee Attack: Two-handed sword, +5 to attack, 1d10+3 damage **Primary Melee Attack: Sugarra the Flaming sword, +5 to attack, 1d8+4 damage **Secondary Melee Attack: Masterwork spear, +4 to attack, 1d6+4 damage **Primary Ranged Attack: Short bow, +0 to attack, 1d6+1 damage *Saves: **Petrification & Paralysis 14 **Poison & Death 12 **Breath 17 **Staves & Wands 15 **Spells 18 == Equipment == *Money: **1160 GP **7 SP **2 CP *Encumbrance and Movement **Encumbrance 8 ready 9 stowed **120' 4 ready 8 stowed **90' 8 ready 17 stowed **60' 11 ready 23 stowed **30' 14 ready 29 stowed *Ready (12/8 items) **Two-handed sword (1d10, counts as 2 items) **Masterwork spear (1d6+1), worth 500 gp **Sugarra: When attuned, the wielder is protected as if wearing a ring of fire resistance, regardless if the blade is flaming or not. The blade can be lit at will, causing one point of fire damage to the wielder (this ignores the fire resistance) for every turn it remains lit. When lit it causes an extra one point of fire damage per hit and sheds light in a 30' radius. This extra point of fire damage is enough to prevent regeneration by certain creatures (such as trolls). Once per day the wielder may use it to cast Burning Hands as a ninth level mage as a fan of flame erupts from the blade. This inflicts another 1 point of fire damage upon the wielder. The fire can be extinguished at will. It does not take any time to cause the blade to ignite, but it can only be done on the wielder's turn. Casting Burning Hands takes the place of their normal action. **Masterwork plate armor (AC 6, counts as 4 items) **Short bow (1d6) **Quiver with 20 arrows **Shovel **Large sack **Backpack *Packed - single items (17/17 items) **Backpack (12/12 items) ***8 torches in a bundle ***Bedroll ***Winter blanket ***Small sack, flint and steel ***10 candles ***2 pint bottle of wine ***4d trail rations ***Waterskin **Large sack (5/6 items) ***5d trail rations *''Itztly'', a magnificent chestnut charger bred to carry fully armorered knights into battle, costing a full 700 gold alcedes. *A masterwork saddle with an ebony lance pin worth 500 alcedes
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