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[[The Wilderlands of Absalom]]
 
[[The Wilderlands of Absalom]]
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Ishka is the daughter of Azhlo Gesht, King of the Bronze-skins and ruler of the Underworld. Gesht is now a vassal of the party.
  
 
== Rank ==
 
== Rank ==
*L7 Kobold Sneak (Pilferer)
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*L1 Kobold Sneak
*XP: 50,117/84,800 (+5% bonus)
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*XP: 0 / 1325
*Alignment: Neutral
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*Alignment Chaotic
*NPC henchman of the PC [[Karag Two-Blades]] with three henchmen of her own: [[Anvan]], [[Tlilith Bronze-skin]], and [[Yszal Bronze-skin]]
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*Henchwoman of [http://wiki.rpg.net/index.php/Zaharak_The_Unburned Zaharak the Unburned]
 
*Age xx
 
*Age xx
  
Ishka is the daughter of Azhlo Gesht, King of the Bronze-skins and ruler of the Underworld. Gesht is now a vassal of the party, and has offered his daughter as tribute, to serve as a Sneak for the party, on the proviso that she is not needlessly endangered.
 
  
*Ishka is ambitious, and seeks to make a name for herself. (''advance | valor'')
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Kobold Sneaks have a maximum Strength of 13 and may advance to level 13 in the Sneak class. The Sneak class is as follows:
*She also dreams of vast wealth. (''understand | greed'')
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*Ishka is a builder, and seeks to create enterprise. (''institute | industry'')
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*Has 1d4 HD (0 build points, 0 XP) and require 1325 XP to reach 2nd level.
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*Fighting capability (1 build point, as per cleric, limited to small weapons but unlimited armor) +2/4 levels, 2 fighting styles, 1 Cleave/2 levels, 500 XP) Kobold sneaks are restricted to chain mail or lighter and are restricted to using either small weapons sized for humans or custom-made weapons. In any case, standard weapons inflicts 1d4 points of damage when used one handed or 1d6 points of damage if wielded two-handed. Sneaks may not use shields. They attack as clerics
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*Reduce armor capability from Unrestricted to Broad (+1 custom power)
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**+1 Expert Caver (Caving Proficiency)  
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*Thievery Value: 3 build points, excluding the ability to Read Languages and Read and Cast Magic Scrolls, 700 XP Sneaks gain thieving ability as per thieves of the same level, excluding the abilities to Read Languages and Read and Cast Magic Scrolls but including Backstabbing.
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*Thief saving throw progression.
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*Dex prime requisite.
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*Plus four custom racial powers (+125 XP)
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**Infravision 90' (2.5 custom powers)
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**Acrobatics
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**Sensitivity to Rock and Stone (+1 bonus to surprise while underground) (1/2 custom power)
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**Set Traps (custom custom power). Kobolds are expert trap setters and, given time (minimum of 1 turn) and the proper equipment (rope, spikes, crowbars, etc) can jury rig traps. A reverse Remove Traps throw is made, with the roll modified by the material on hand, the amount of time allowed and the complexity of the trap.
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Drawback
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*Sensitivity to Light (-1 penalty to surprise, initiative and attack rolls during daylight, unless special tinted glasses are worn).
  
 
== Attributes ==
 
== Attributes ==
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*Languages
 
*Languages
 
**Common  
 
**Common  
**UnderTongue
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**Kobold (?)
  
 
*General Proficiencies
 
*General Proficiencies
**'''Adventuring'''
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**Adventuring
**'''Lip Reading''' The character can “overhear” conversations spoken in a language she understands. If the subject of her lip reading is not speaking clearly in bright light, the character may need to make a successful proficiency throw to hear noise in order to determine if she gleans the appropriate information. Characters with Lip Reading proficiency receive a +1 bonus to carousing and spying hijinks.
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**Skulking
**'''Skulking''' The character excels at moving furtively and finding concealment. She receives a +2 bonus on proficiency throws to hide in shadows and move silently. (Included in stats below.)
 
  
 
*Class Proficiencies
 
*Class Proficiencies
**'''Alertness''' The character gains a +4 bonus on any proficiency throws to hear noises and detect secret doors. With a proficiency throw of 18+ she can notice secret doors with just casual observation. She gains a +1 bonus to avoid surprise.
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**  
**'''Expert Caver (+1 Caving)''' The character has learned to keep a map in his head of where she is when exploring underground caves, cavern complexes, and rivers. On a proficiency throw of 10+, the character with this proficiency will be able to automatically know the route she has taken to get where she is, if she was conscious at the time. (includes bonus from Expert)
 
**'''Trap Finder''' The character is an expert trap finder, receiving a +2 bonus on proficiency throws to find and remove traps. She may find a trap in one round (rather than one turn) by making a successful proficiency throw with a -4 penalty.
 
**'''Thief skills''' (includes proficiency bonuses)
 
***Open Locks 10+
 
***Find and Remove Traps 9+
 
***Pick Pockets 10+
 
***Move Silently 8+
 
***Climb Walls 3+
 
***Hide in Shadows 10+
 
***Hear Noise 4+
 
**'''Backstab''' x3
 
 
 
*Racial Proficiencies
 
**'''90' infravision'''
 
**'''Acrobatics''' The character is trained to jump, tumble, somersault, and free-run around obstacles. The character gains +2 to saving throws where agility would help avoid the situation, such as tilting floors and pit traps. In lieu of moving during a round, the character may attempt a proficiency throw of 15+ to tumble behind an opponent in melee. If successful, the character is behind his opponent. The opponent gains no benefit from his shield. Thieves and others eligible to backstab an opponent gain their usual +4 on the attack throw and bonus to damage. Characters with an encumbrance of 6 stone or more may not tumble.
 
**'''Set Traps''' Kobolds are expert trap setters and, given time (minimum of 1 turn) and the proper equipment (rope, spikes, crowbars, etc) can jury rig traps. A reverse Remove Traps throw is made, with the roll modified by the material on hand, the amount of time allowed and the complexity of the trap.
 
**'''Sensitivity to Rock and Stone''' (+1 bonus to surprise while underground)
 
**'''Sensitivity to Light''' (-1 penalty to surprise, initiative and attack rolls during daylight, unless special tinted glasses are worn).
 
  
 
== Combat ==
 
== Combat ==
*AC 4 masterwork leather + dex
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*AC 0
*HP: 31
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*HP 5
*Movement Rate: 120/40/120
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*Movement Rate 120/40/120
*Initiative Modifier +1 (-1 sunlight) (+1 bonus to surprise while underground) (+1 bonus to avoid surprise - Alertness)
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*Initiative Modifier 0
*Attacks:
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*Attacks  
**Primary Melee Attack: ''Lightbringer'', +1 short sword (6+ melee attack throw), 1d4+1 dmg
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**Primary Melee Attack: Dagger, 1d4 dmg
**Secondary Melee Attack: Dagger (7+ melee, 6+ thrown), 1d4 dmg, range 10 / 20 / 30
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**Primary Ranged Attack: Crossbow  
**Primary Ranged Attack: Crossbow (6+ attack throw), 1d4 dmg, range 80 / 160 / 240
 
**possible penalty in sunlight
 
  
 
*Saves:
 
*Saves:
**Petrification & Paralysis 10+
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**12 Petrification & Paralysis TBC
**Poison & Death 10+
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**09 Poison & Death TBC
**Blast & Breath 13+
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**15 Blast & Breath TBC
**Staves & Wands 11+
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**12 Staves & Wands TBC
**Spells 12+
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**14 Spells TBC
  
==Mercenaries and Henchmen==
 
929 gp/month
 
*Anvan, 400 gp/month
 
*Tlilith, 200 gp/month
 
**9 kobold light infantry w/daylight goggles, 54 gp/month
 
**3 veteran kobolds (2 Warrenguards, 1 Sneak) w/ daylight goggles, 75 gp/month
 
*Yszal, 200 gp/month
 
  
 
== Equipment ==
 
== Equipment ==
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Gear, Armor, Weapons: Total Encumbrance 3 stone  
 
Gear, Armor, Weapons: Total Encumbrance 3 stone  
  
*Masterwork brown recluse spider leather armor +1 (kobold sized)
 
*''Lightbringer'', a +1 short sword that lights on command as per the Light spell
 
*Dagger (1d4 damage)
 
*Crossbow (1d4 damage) w/20 bolts (note these must be commissioned in human lands because of their small size)
 
*special-commissioned tinted glasses
 
 
*Backpack (can hold 3 stone)
 
*Backpack (can hold 3 stone)
**Wineskin with watered down kobold ale
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Leather armor (kobold sized)
**One weeks dried rations (giant insect jerky, mushroom pemmican, etc.)
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Dagger (1d3 damage)
**Set of Thieves tools
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Crossbow (1d4 damage) w/20 bolts (note these must be commissioned in human lands because of their small size)
**Bedroll
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Wineskin with watered down kobold ale
**coin purse with 111.24 gp
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One weeks dried rations (giant insect jerky, mushroom pemmican, etc.)
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Set of Thieves tools
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Bedroll
  
Wealth: 5060.9 gp kept with Mr. Hand.
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== Mount TBC ==
 
 
== Mount ==
 
 
*Medium riding horse - '''Name TBC'''
 
*Medium riding horse - '''Name TBC'''
 
**3HD 15hp
 
**3HD 15hp
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*Spare medium riding horse - '''Name TBC''' - lead by groom
 
*Spare medium riding horse - '''Name TBC''' - lead by groom
 
**3HD 14hp
 
**3HD 14hp
 
== Morale & Calamity ==
 
 
*Ishka's morale roll: : 8
 
*She actually gets a +1 bonus from prior treatment, for a result of Grudging Loyalty.
 
*Ishka gains one calamity (that should be marked on the sheet, somewhere). Paying for a restore life and limb will erase the calamity, as well as the scarring. Being gifted with a larger share of treasure, or a magic item, will also raise her morale.
 
 
==Significant Events==
 
 
[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20586077#post20586077 Ishkagirri]
 
 
== Class Construction ==
 
Kobold Sneaks have a maximum Strength of 13 and may advance to level 13 in the Sneak class. The Sneak class is as follows:
 
 
*Has 1d4 HD (0 build points, 0 XP) and require 1325 XP to reach 2nd level.
 
*Fighting capability (1 build point, as per cleric, limited to small weapons but unlimited armor) +2/4 levels, 2 fighting styles, 1 Cleave/2 levels, 500 XP) Kobold sneaks are restricted to chain mail or lighter and are restricted to using either small weapons sized for humans or custom-made weapons. In any case, standard weapons inflicts 1d4 points of damage when used one handed or 1d6 points of damage if wielded two-handed. Sneaks may not use shields. They attack as clerics
 
*Reduce armor capability from Unrestricted to Broad (+1 custom power)
 
**+1 Expert Caver (Caving Proficiency)
 
*Thievery Value: 3 build points, excluding the ability to Read Languages and Read and Cast Magic Scrolls, 700 XP Sneaks gain thieving ability as per thieves of the same level, excluding the abilities to Read Languages and Read and Cast Magic Scrolls but including Backstabbing.
 
*Thief saving throw progression.
 
*Dex prime requisite.
 
*Plus four custom racial powers (+125 XP)
 
**Infravision 90' (2.5 custom powers)
 
**Acrobatics
 
**Sensitivity to Rock and Stone (+1 bonus to surprise while underground) (1/2 custom power)
 
**Set Traps (custom custom power). Kobolds are expert trap setters and, given time (minimum of 1 turn) and the proper equipment (rope, spikes, crowbars, etc) can jury rig traps. A reverse Remove Traps throw is made, with the roll modified by the material on hand, the amount of time allowed and the complexity of the trap.
 
 
Drawback
 
*Sensitivity to Light (-1 penalty to surprise, initiative and attack rolls during daylight, unless special tinted glasses are worn).
 

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