Editing Guntholdt the Dwarf

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*'''Raw Str bonus''' 30%, '''Hero die bonus'''+3, '''Extra Languages''': 2, '''Mind Att bonus''':+1, '''Defence bonus''':--,
 
*'''Raw Str bonus''' 30%, '''Hero die bonus'''+3, '''Extra Languages''': 2, '''Mind Att bonus''':+1, '''Defence bonus''':--,
**Max number of henchmen: 4. Loyalty bonus: --%, Reaction Adjustment
+
**Max number of henchmen: 4. Loyalty bonus: --%, Reaction Adjustment: --%.
 +
 
  
 
*Damage Bonus/Minus: '''+1d4''' (one off 1d6 - bah!)
 
*Damage Bonus/Minus: '''+1d4''' (one off 1d6 - bah!)
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*Experience bonus: '''+6%'''
 
*Experience bonus: '''+6%'''
 
*Encumbrance limit: '''38enc'''
 
*Encumbrance limit: '''38enc'''
*Move [siz+dex]: 29 yards/round, 2.9 per SR.
 
  
 
==Abilities==
 
==Abilities==
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** +75% to note slope, grade,and construction age.
 
** +75% to note slope, grade,and construction age.
 
** Dwarves see in the dark [treat all darkness conditions except total darkness as good light] out to 60 feet.
 
** Dwarves see in the dark [treat all darkness conditions except total darkness as good light] out to 60 feet.
** Base 70% climb from background
 
  
*Class abilities: '''Fighter''' '''Level 1'''
+
*Class abilities: '''class(es)''' '''Levels'''
 
**Resistances
 
**Resistances
***Magic spells/effects: '''+7/35%''' +1/5% Wis bonus vs. s/g primarily mental in nature [charm person, for example]
+
***Magic spells/effects: '''+n/n%'''
***Bodychanging magics: '''+7/35%'''
+
***Bodychanging magics:
***Death Magics: '''+7/35%'''
+
***Death Magics:
***Poisons: '''+7/35%'''
+
***Poisons:
***Breath Weapons: '''+3/15%'''
+
***Breath Weapons:
 
+
**Weapons (Restrictions here)
 
 
**Weapons
 
 
***General weapon bonus +5%
 
***General weapon bonus +5%
 
***Proficiencies (4): Shortbow (+5%), 2H Hammer (+5%)
 
***Proficiencies (4): Shortbow (+5%), 2H Hammer (+5%)
 
***Specialisations: Shortbow (+10%/+2 Dam), 2H Hammer (+10%/+2 Dam)
 
***Specialisations: Shortbow (+10%/+2 Dam), 2H Hammer (+10%/+2 Dam)
 
**Armour
 
**Armour
*** -3 to armour Enc as a Lvl 1 fighter
+
*** -3 Enc
**Hero dice: ''Warrior's Edge'' - 1d10+3(from Con) to negate some or all of the damage of a single attack. 1/day
+
**Hero dice: N(1dn).
 +
 
 
**Other HeroPath abilities.
 
**Other HeroPath abilities.
 +
'''List here'''
  
 
==Skill Groups==
 
==Skill Groups==
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*'''Agility: +13%'''
 
*'''Agility: +13%'''
 
**Boat (05%): 18%
 
**Boat (05%): 18%
**Climb (70%): 83%
+
**Climb (40%): 53%
 
**Dodge (05%)(+20% Dex): 38%
 
**Dodge (05%)(+20% Dex): 38%
 
**Jump (25%): 38%
 
**Jump (25%): 38%
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**<u>Disguise</u> (10%): 19%
 
**<u>Disguise</u> (10%): 19%
 
**Speak Language:-
 
**Speak Language:-
***Low Dwarvish (Int x 5)+5: 94%
+
***Native (Int x 5)+5: 94%
***High Dwarvish (Int x 5)+5: 94%
+
***Other (00)+5: 14%
***Trade (30): 39%
+
***
***Black Tongue (30): 39%
+
***
***Goblin (30)+5: 44%
+
***
***Bonus 2:
 
***Bonus 1:
 
 
***
 
***
 
 
</div>
 
</div>
  
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* Parry Bonus/Minus: +13%
 
* Parry Bonus/Minus: +13%
 
* Aim Bonus/Minus: +/-%
 
* Aim Bonus/Minus: +/-%
*Strike Ranks: Siz:(2)+Dex:(2)+Enc:(1)=(5)
+
*Strike Ranks: Siz:(2)+Dex:(2)=(4)
  
 
{| border="1" cellpadding="2"
 
{| border="1" cellpadding="2"
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!width="50"|Enc.
 
!width="50"|Enc.
 
|-
 
|-
|RH Battleaxe || 1d8+2+1d4 || 7 || 8 || 50% || 43% ||  || 1.0
+
|RH Battleaxe || 1d8+2+1d4 || 6 || 8 || 50% || 43% ||  || 1.0
 
|-
 
|-
|2H Great Hammer || 2d6+4+1d4 || MR1:6,MR2:6/8 || 10 || 65% || 43% ||  || 2.5
+
|2H Great Hammer || 2d6+4+1d4 || MR1:5,MR2:5/7 || 10 || 65% || 43% ||  || 2.5
 
|-
 
|-
|RH Shortsword || 1d6+1+1d4 || 7 || 10 || 45% || 38% ||  || 1.0
+
|RH Shortsword || 1d6+1+1d4 || 6 || 10 || 45% || 38% ||  || 1.0
 
|-
 
|-
|RH Dagger || 1d4+2+1d4 || 8 || 12 || +5atk% || pry% || melee || 0
+
|RH Dagger || 1d4+2+1d4 || 7 || 12 || +5atk% || pry% || melee || 0
 
|-
 
|-
|LH Kite Shield || 1d6+1d4 || 8 || 16 || 30% || 43% ||  || 5.0
+
|LH Kite Shield || 1d6+1d4 || 7 || 16 || 30% || 43% ||  || 5.0
 
|-
 
|-
|Shortbow || 1d6+3 || 3/8/10 || 5 || 65% ||  || 90/120 || 0.5
+
|Shortbow || 1d6+3 || 2/7 || 5 || 65% ||  || 90/120 || 0.5
 
|-
 
|-
 
|Dart || 1d6 || sr || ap || 35% || - || range || enc
 
|Dart || 1d6 || sr || ap || 35% || - || range || enc
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** Current Available POW (Magic Points): 15
 
** Current Available POW (Magic Points): 15
 
** Current Stored POW:
 
** Current Stored POW:
**Magic bonus +15%
 
  
 +
==Equipment==
 +
*Weapons:
 +
**Great hammer
 +
**Battleaxe
 +
**Shield, kite
 +
**Shortsword
 +
**Dagger
 +
**3x Darts in shield
 +
**Shortbow
 +
**Arrows 24
 +
**Quiver (holds 24 arrows)
  
==Equipment==
+
*Armour:
'''Weapons:'''
+
**Linen & wool clothing
*Great hammer 10lb
+
**Chainmail 7AP ENC 20
*Battleaxe 7lb
+
**Underpadding +1AP Enc 3.5
*Shield, kite 10lb
 
*Shortsword 3lb
 
*Dagger 1lb
 
*3x Darts in shield 1.5lb
 
*Shortbow 8lb
 
*Arrows 24 6lb
 
*Quiver (holds 24 arrows) 2lb
 
= 47.5lb
 
  
'''Armour:'''
+
*Other:
*Linen & wool clothing
+
**Knife
*Chainmail 7AP 30lb (-6lb as fighter)
+
**Sack
*Underpadding +1AP 10lb
+
**Firemaker & tinder
= 34lb
 
  
'''On Person:'''
+
*190gp from RQ3 & OSRIC
*Belt knife
+
*20 pennies in coin
*Pouch, belt, large 2 (empty) 4 sp 2lb
 
**5gp 8sp 6cp
 
*Holy symbol, wooden 1lb
 
=3lb
 
  
*Satchel (empty) 5lb
+
**Pouch, belt, large 2 (empty) 4 sp
**Kit (with lotions, ointments, salves, herbs, soaps, razor, tweezers, bandages)
+
**Holy symbol, wooden 1 6 sp
**Thief's tools 1lb
 
**Chalk, piece
 
**Caltrops 2lb
 
**Needle and thread
 
**Oil (lamp) (1 pint) 1lb
 
**Signal whistle
 
**Twine, linen (100 ft) 0.5lb
 
= 9.5lb
 
  
*Backpack 10lb
+
**Satchel 5 (empty) 1 gp
**Candle, beeswax
+
***Kit (with lotions, ointments, salves, herbs, soaps, razor, tweezers, bandages)
**Crowbar 5lb
+
***Thief's tools
**Firemaker & tinder
+
***Chalk, piece
**Grappling hook 4lb
+
***Caltrops
**Hammer (tool, not war) 2lb
+
***Needle and thread
**Iron spikes, dozen 5lb
+
***Oil (lamp) (1 pint)
**Rations, standard (3 day) 6lb
+
***Signal whistle
**Rations, trail (1 day) 1lb
+
***Twine, linen (100 ft)
**Rope, hemp (per 50 ft) 10lb
 
**Sack (large) 1lb
 
**Soap (per lb) 1lb
 
**Waterskin (3 pint) 3lb
 
= 49lb
 
  
'''Encumbrance''' = 143 lbs
+
**Backpack
ENC Limit = 2(Str+Con) = 2x38 = 76lbs 
+
***Candle, beeswax
**0-76 Unencumbered
+
***Crowbar 5
**'''77-152 Light: -1 Strike rank. -1/5% ability checks [dexterity/agilty]'''
+
***Grappling hook 4
**115-152 Middling: 3/4 normal movement. -2 SR/ability checks
+
***Hammer (tool, not war) 2
**153-190 Heavy: Half movement. -3 SR/ ability checks
+
***Iron spikes, dozen 5
**191-228 Very heavy: quarter movement. -4 SR/ ability checks
+
***Rations, standard (per day) 2
 +
***Rations, trail (per day) 1
 +
***Rope, hemp (per 50 ft) 10
 +
***Soap (per lb) 1
 +
***Waterskin (3 pint) 1 (empty)
  
 
==Notes==
 
==Notes==
 +
*Magic bonus +15%
 +
*Background roll included "Climb like a thief"
 +
 +
ENC
 +
**No encumberance [up to (Str+Con) x 2 in lbs]: No effects
 +
**Light [double]: -1 Strike rank. -1/5% ability checks [dexterity/agilty]
 +
**Middling [triple]: 3/4 normal movement. -2 SR/ability checks
 +
**Heavy [quadruple]: Half movement. -3 SR/ ability checks
 +
**Very heavy [quintiple] : quarter movement. -4 SR/ ability checks
 +
 +
Stats
 +
*Str adds the Bend bars/lift gates chance to any raw strength test. For fighters only, this is calculated as if each step of exceptional str were +1 above 18 in the RQIII system, so str 19 gets the 18/01-50 chance.
 +
**21 equiv. 18/76-90 so 1-4 minor (forcing doors etc) & 30 for major
 +
*Con adds a bonus to the Hero dies of each hero, up to +4 for fighters.
 +
**Con 17 gives +3
 +
*Int adds languages [that start at a base of 30%] equal to the additional languages. MU's and
 +
**5 for Guntholdt
 +
*Wis adds a mental resistance bonus for all heros, and cleric types gain extra spells from it.
 +
**+1 for Guntholdt
 +
 +
*A beginning fighter has +2/10% on rolls to resist or avoid any magics or poisons affecting them, though this is +3/15% against breath-type attacks.
 +
*+5% with all weapons
 +
*Four 'proficiencies' [another +10%]
 +
**May choose to specialise in one weapon type , which costs one of these proficiencies.
 +
**Specialisation grants an additional +5% to its use and the ability to always do 2 extra points of damage.
 +
**Fighters may use  a specialised weapon to make another 'second strike' at their SR + DexSR [usually every other round].
 +
**Fighters may 'double specialise' by paying three proficiencies for one weapon type. This allows them a further +5% skill and an additional +1 dam.
 +
*They have a 'warriors edge' of 1d10, which can be used to negate [some of] the damage of any one attack when the player chooses to use it. This can be used once a day.
 +
*Fighters can wear any kind of armour and ignore encumbrence effects with increasing skill [ignore 3 enc of armour initially]

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