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Into the Storm: Leo
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[[Into_the_Storm]] == Rank == *Human Fighter 5 *XP: 17,605/32,000 *XP Modifier: +5% *Alignment: Lawful *Retainer of Ilyush == Attributes == *13 STR (+1) *11 INT *09 WIS *16 DEX (+2) *18 CON (+3) *09 CHA == Skills == *Languages **Common *General Skills **Riding: Can attack from horseback **Survival: Butchery, Herbalism, Naturalist, Navigation, Tracking, Wilderness Survival (all at Skilled) *Class Abilities **Cleave once per round, up to 5 times per day **Can negate a single physical attack, once per day **When fighting with 2H weapons, roll damage with advantage **Fighting Style: Ranged (+1 bonus to hit with ranged weapons, may fire into melee with no penalty) **Combat Maneuvers: **Disarm (DEX, Proficient) ***On a successful attempt the target drops their weapon or shield (attacker’s choice) ***Dropped weapons land a number of feet away equal to the difference between the roll and the target number set by the attacker's skill ***If the weapon drops within 5’ of the target they may pick it up during their next turn, but the process of doing so imposes a –2 penalty to their AC for the remainder of the round; if more than 5’ away they cannot reach their weapon without disengaging from melee **Knock-out (DEX, Skilled) ***Using a blunt weapon or the flat of a blade, or a hand-to-hand attack, the attacker attempts to render a target temporarily unconscious. ***The maneuver only affects living targets. ***The roll suffers a penalty of 1d4, in addition to any other penalties ***If successful, the target takes 1 point of damage and is rendered unconscious for 1d12 rounds **Precise Shot (DEX, Proficient) ***On a successful roll the character can fire into a melee or at opponents with less than full cover without penalty (they do not suffer the standard –4 penalty for doing so) ***This roll is only made once per round; a normal attack roll is still needed *Knacks **Lucky: The character can reroll any attack, damage, or saving throw they make once per day **Toughness: rolls d10 for HP == Combat == *AC: 19 (23 w/shield) *HP: 52 *Movement Rate: 60'/20' *Initiative Modifier: +1 *Attack Bonus: +3 *Attacks **Primary Melee Attack: Longsword +1 | +7 to hit | 1d8+4 dmg **Primary Ranged Attack: Crossbow +2 | +7 to hit | 1d6+4 dmg | 5'-70', 71'-140', 141'-210' range *Saves: **10 Poison & Death (D) **11 Staves & Wands (W) **12 Petrification & Paralysis (P/P) **12 Blast & Breath (B) **14 Spells (R/S/S) == Magic Items == *Long Sword +1, Wishes **The sword grants a total of 1d4 wishes (1 used) **The wish must be spoken out loud by the wielder of the sword *Slippers of Spider Climbing **Supple footwear that grants the ability for the wearer to climb all surfaces and even move upside down across ceilings at a rate of 20 ft. **The wearer is “hands free” when climbing with the slippers **Any condition which would make normal walking on a horizontal surface hazardous, e.g. ice, grease, or oil of slipperiness, will render the slippers useless **The slippers can be used 10 minutes cumulative per 24 hour day *Gauntlets of Ogre Power - A character who wears these gauntlets has a Strength score of 18. This grants all the usual bonuses, including: **Melee attacks: +3 bonus to attack and damage rolls, in melee **Unarmed attacks: Deal 1d2+3 damage **Extra weight: The character’s ability to carry weight is increased by 1,000 coins *Handy Haversack - A well-made but otherwise plain leather haversack with two side pouches and brass hardware **Each side pouch functions as a bag of holding and both will hold up to either 20 cubic ft of material or 20 lbs in weight **The main part of the haversack can hold up to 80 cubic ft of material or 80 lbs of weight **No matter how much material is placed into the handy haversack it will never weigh more than 5 lbs **When the user reaches into the pack for a specific item, that item will always be on top *Crossbow +2, Accuracy **Attack rolls at long range: The normal –1 range modifier does not apply **Maximum range: Is not increased by the enchantment *Ring of Warmth **The wearer will be completely comfortable and can maintain normal body temperature even in conditions of extreme cold **Grants the ability to regenerate cold based damage at a rate of 1 hp per turn **Grants a +2 to all saving throws vs cold based attacks **Reduces damage from cold based attacks by -1 per die (minimum damage of 1 point per die) *Ring of Fire Resistance **Normal fire: Unharmed by non-magical fire **Save bonus: Gain a +2 bonus to all saving throws versus fire-based magical or breath attacks **Fire-based damage: Is reduced by 1 point per damage die rolled. (Each die inflicts a minimum of 1 hit point damage.) == Equipment == *Gear, Armor, Weapons **Plate Mail +1 **Shield +3 **Shield +1 **Longsword +1, Wishes **Longsword +1 **Crossbow +2, Accuracy **Quiver w/30 bolts **Backpack **Hammer, small **Iron spikes x12 **Lantern **Oil flask x5 **Rope, 50' **Tinder box **Waterskin == Mount == *Balto | Horse, riding | 240'/80' movement | 3,000 cn max load **Saddle and bridle **Saddle bags (300 cn) **Rations, iron (14/14) == Money == *139 gp from gold teeth and necklace *16,628 gp in gems == Experience == *4,571 xp from sale of treasure and the Ancestor Spear *13,035 xp from leading Lady Z to the Forgotten Barrow
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