Editing Into the Wild Woods: Serdek Bingol

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== Skills ==
 
== Skills ==
L1: 3 skills + INT, L3, L5, L7, L9, L11, L13
 
 
*Languages
 
*Languages
**Basic literacy
+
**  
 
*General Skills
 
*General Skills
 
**Athletics/Acrobatics (Skilled) 9+  
 
**Athletics/Acrobatics (Skilled) 9+  
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**One-weapon fighting style: +1 bonus to attack
 
**One-weapon fighting style: +1 bonus to attack
 
**At L7, may create potions; L9 scrolls; L11 magical items associated with dervish magic
 
**At L7, may create potions; L9 scrolls; L11 magical items associated with dervish magic
**Turn undead as L7 Cleric - Roll 2d6: Destroy L1-L4, Turn L5-L6, L7 on 7, L8 on 9 (spellcasting undead or those with 8 or more HD may make a Save vs Spells to avoid being turned or destrpyed). On a success, roll 2d6 to determine number of HD affected.
+
**Turn undead as L7 Cleric
 
**Initiative: +1 bonus when wearing leather or lighter armor
 
**Initiative: +1 bonus when wearing leather or lighter armor
 
**Add WIS bonus to AC when wearing leather or lighter armor
 
**Add WIS bonus to AC when wearing leather or lighter armor
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*Knacks
 
*Knacks
**L1: Toughness (d8)
+
**
**L5: Self-improvement primary (CON)
+
**
**L9
+
**
**L13
 
  
 
== Combat ==
 
== Combat ==
*AC 16 (+1 leather, +1 Dex, +2 Wis)
+
*AC
*HP 53 (7d8 HD + 14)
+
*HP (just list the max here, list current HP on the front page.)
 
*Movement Rate
 
*Movement Rate
*Initiative Modifier +2
+
*Initiative Modifier
 
*Attacks (For the below, write in what it is. Like, "Two-Handed Sword: Stats."
 
*Attacks (For the below, write in what it is. Like, "Two-Handed Sword: Stats."
**sword +5 to hit, 1d8+1
+
**Primary Melee Attack: (List the attack throw with all magical, ability, etc., modifiers, like 5+ or whatever), (Damage.)
**spear +5 to hit, 1d6+1, Brace
+
**Secondary Melee Attack:
*Cleave: up to 7 times
+
**Primary Ranged Attack:
*Saves: +2 vs magic saves (wis)
+
*Saves:
**Death/poison 07
+
**Petrification & Paralysis
**Wands 08
+
**Poison & Death
**Paralysis/Petrification 10
+
**Blast & Breath
**Breath attacks 12
+
**Staves & Wands
**Spells/rods/staves 10
+
**Spells
  
 
== Spells ==
 
== Spells ==
L1: 2/day, L2: 2/day, L3: 1/day, L4: 1/day
+
*First Level: Spells Per Day
 
+
**A first level spell in your repertoire
*L1
+
**Another first-level spell in your repertoire
**Command
+
**Etc
**'''Cure Light Wounds''' x2:  
+
*Second Level: Spells Per Day
**Detect Evil
+
**One
**Light
+
**Two
**Protection from Evil
+
**You-know-what-to-do
**Remove Fear
 
**Resist Cold
 
**Shillelagh
 
*L2
 
**'''Barkskin'''
 
**'''Bless'''
 
**Detect Magic
 
**Know Alignment
 
**Hold Person
 
**Holy Chant
 
**Resist Fire
 
**Spiritual Weapon
 
*L3
 
**Cure Blindness
 
**Cure Disease
 
**Detect Invisible
 
**Dispel Magic
 
**Locate Object
 
**Mirror Image
 
**Remove Curse (reversible)
 
**'''Striking'''
 
*L4
 
**'''Cure Serious Wounds'''
 
**Detect Lie
 
**Exorcise
 
**Neutralize Poison
 
**Protection from Evil 10'radius
 
*L5
 
**Atonement
 
**Commune
 
**Cure Critical Wounds
 
**Divination
 
**Flame Strike
 
**Insect Plague
 
**Quest
 
  
 
== Equipment ==
 
== Equipment ==
 
*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.
 
*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.
**+1 leather
+
**Then list
**sword
+
**Those things
**spear
+
**Individually
**horse
 
**4300 gp
 
 
 
 
 
mercenaries, 700 gp/month
 
*2 platoons (12 men each) mounted archers (360 gp/month) [riding horses, shortbows, AC 10]
 
*1 platoon (12 men each) heavy horsemen (240 gp/month) [warhorse, plate mail, lance, sword, AC 16]
 
*1 armourer (100 gp/month)
 

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