Editing KOTB
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Keep on the borderrrrrlaaaaand | Keep on the borderrrrrlaaaaand | ||
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===MAP=== | ===MAP=== | ||
[[File:Kotbgrid.png]] | [[File:Kotbgrid.png]] | ||
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Heavy armor only exists as lamellar or other bulky lower tech forms. | Heavy armor only exists as lamellar or other bulky lower tech forms. | ||
− | == | + | ===Characters=== |
− | + | Zilisha | |
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Female Tiefling | Female Tiefling | ||
− | Bloodrager (Abyssal Bloodline) | + | Bloodrager (Abyssal Bloodline) 2 |
CG | CG | ||
+ | |||
Str 16 | Str 16 | ||
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Skills (6/level): | Skills (6/level): | ||
− | Climb 2:8 | + | Climb 2:8 |
Craft (Armor) 2:6 | Craft (Armor) 2:6 | ||
− | Diplomacy | + | Diplomacy 2:7 (9 with Badlanders) |
− | Intimidate | + | Intimidate 2:7 |
− | + | Perception 2:6 | |
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Survival 2:6 | Survival 2:6 | ||
− | BAB: + | + | BAB: +2 |
Fort 5 | Fort 5 | ||
− | Ref | + | Ref 1 |
− | Will | + | Will 1 |
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Speed: 40’ | Speed: 40’ | ||
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HD: d10 | HD: d10 | ||
− | HP: | + | HP: 16 / 16 (20 / 20) |
AC: 17 (15) | AC: 17 (15) | ||
− | Claw x2: + | + | Claw x2: +5, 1d4+3, (+7, 1d6+5), Whetstone |
− | Planson: + | + | Planson: +6, 1d10+4 (+9, 1d10+7), B or P |
− | Chakram: + | + | Chakram: +3, 1d8+3, 30’, Whetstone |
Feat: | Feat: | ||
Improved Natural Armor: +1 natural armor | Improved Natural Armor: +1 natural armor | ||
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Traits: | Traits: | ||
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Claws: At 1st level, you grow claws while bloodraging. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage resistance. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws become flaming weapons, which deal an additional 1d6 points of fire damage on a hit. | Claws: At 1st level, you grow claws while bloodraging. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage resistance. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws become flaming weapons, which deal an additional 1d6 points of fire damage on a hit. | ||
− | Bloodrage: | + | Bloodrage: 8 rds, free action to start, +4 Str & Con, +2 Will save, -2 AC, fatigued 2x # of rds |
A fatigued character can neither run nor charge and takes a –2 penalty to Strengthand Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. | A fatigued character can neither run nor charge and takes a –2 penalty to Strengthand Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. | ||
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Fast Movement: +10’, not carrying a heavy load | Fast Movement: +10’, not carrying a heavy load | ||
Uncanny Dodge: She cannot be caught flat-footed, nor does she lose her Dexteritybonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feintaction against her. | Uncanny Dodge: She cannot be caught flat-footed, nor does she lose her Dexteritybonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feintaction against her. | ||
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Medium harness (reqs med arm prof) | Medium harness (reqs med arm prof) | ||
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2 bullets, 6 tin pieces, 8 tin bits | 2 bullets, 6 tin pieces, 8 tin bits | ||
+ | Potion: Cure Light | ||
52 bullets | 52 bullets | ||
− | + | Jasper: 75 b | |
three ordinary cure potions | three ordinary cure potions | ||
+ | two potent cures | ||
potion of strength making | potion of strength making | ||
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− | Contact: | + | Contact: smith at Keep |
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Appearance: | Appearance: | ||
− | Zilisha’s a big girl. Her skin is brick-red with little scales, her shoulder-length hair is black and wavy, and she has little horns on her forehead. She has undersized bat wings, and a tail that sways when she walks. Her fingernails are long, sharp and immaculate. | + | Zilisha’s a big girl. Her skin is brick-red with little scales, her shoulder-length hair is black and wavy, and she has little horns on her forehead. She has undersized bat wings, and a tail that sways when she walks. Her fingernails are long, sharp and immaculate. |
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+ | ''' | ||
== Greyclaw == | == Greyclaw == | ||
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'''Skills'''<br/> | '''Skills'''<br/> | ||
− | Acrobatics | + | Acrobatics 1:8<br/> |
− | Climb | + | Climb 1:5<br/> |
− | Diplomacy | + | Diplomacy 1:3 (4 with Druids/Rangers)<br/> |
− | Disable Device | + | Disable Device 1:8<br/> |
− | Handle Animal | + | Handle Animal 1:3 (5 with dogs)<br/> |
− | + | Knowledge(nature) 1:6 (8 with regards to dogs)<br/> | |
− | Knowledge(nature) | + | Perception 1:7<br/> |
− | Perception | + | Sleight of Hand 1:8<br/> |
− | Sleight of Hand | + | Stealth 1:8<br/> |
− | Stealth | + | Survival 1:8 (1 point comes from Heart of the Wilderness)<br/> |
− | Survival | ||
Sense Motive 0:2 (Due to Eye for Talent)<br/> | Sense Motive 0:2 (Due to Eye for Talent)<br/> | ||
'''Saves''' | '''Saves''' | ||
− | Fort: + | + | Fort: +2<br/> |
− | Ref: + | + | Ref: +6<br/> |
− | Will: + | + | Will: +3<br/> |
'''Feats'''<br/> | '''Feats'''<br/> | ||
Huntmaster<br/> | Huntmaster<br/> | ||
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'''Racial Traits'''<br/> | '''Racial Traits'''<br/> | ||
Heart of the Wilderness<br/> | Heart of the Wilderness<br/> | ||
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== Abbin Mec == | == Abbin Mec == | ||
− | Male Human Cleric Level | + | Male Human Cleric Level 2, HP 13 |
Str 10 Dex 10 Con 11 Int 14 Wis 18 Cha 16 <br/> | Str 10 Dex 10 Con 11 Int 14 Wis 18 Cha 16 <br/> | ||
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Diplomacy 2:10 (11 with Clerics) | Diplomacy 2:10 (11 with Clerics) | ||
Heal 1:8 | Heal 1:8 | ||
− | Knowledge: Arcana | + | Knowledge: Arcana 1:6 |
− | Knowledge History | + | Knowledge History 1:6 |
− | Knowledge: Nobility | + | Knowledge: Nobility 1:6 |
− | Knowledge: Planes | + | Knowledge: Planes 1:6 |
− | Knowledge Religion | + | Knowledge Religion 1:6 |
Linguistics 1:6 | Linguistics 1:6 | ||
Perception 1:9 | Perception 1:9 | ||
Sense Motive 1:8 | Sense Motive 1:8 | ||
− | Speed 20' Fort + | + | Speed 20' Fort +3, Ref +0 Will +7 |
− | AC 18, BAB Melee | + | AC 18, BAB Melee 1 BAB Rng 1 |
Traits | Traits | ||
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Extend Spell (Spell duration is automatically doubled) | Extend Spell (Spell duration is automatically doubled) | ||
Persuasive (+2 to diplomacy and intimidate rolls) | Persuasive (+2 to diplomacy and intimidate rolls) | ||
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Languages: | Languages: | ||
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Spells (unless otherwise noted) | Spells (unless otherwise noted) | ||
Level 0 | Level 0 | ||
− | + | Mend | |
Stabilize | Stabilize | ||
Light | Light | ||
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Aspect of the Nightingale | Aspect of the Nightingale | ||
Divine Favor | Divine Favor | ||
− | + | Remove Sickness | |
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− | Wealth | + | Wealth 47 Bullets, 7 Tin |
Equipment # Cost Weight | Equipment # Cost Weight | ||
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|- | |- | ||
! Class | ! Class | ||
− | | Fighter | + | | Fighter 2 |
! Age | ! Age | ||
| 22 | | 22 | ||
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|- | |- | ||
!HP | !HP | ||
− | | | + | | 23/23 |
! Temp HP | ! Temp HP | ||
| - | | - | ||
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| +2 | | +2 | ||
!Speed: | !Speed: | ||
− | |30 feet base | + | |30 feet base, 20 feet in armour |
|} | |} | ||
{| class="wikitable" style="text-align:center" | {| class="wikitable" style="text-align:center" | ||
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|- | |- | ||
! Reflex | ! Reflex | ||
− | | + | + | | +2 || = || +0 || +2 || - |
|- | |- | ||
! Will | ! Will | ||
− | | + | + | | +2 || = || +0 || +2 || - |
|} | |} | ||
{| class="wikitable" style="text-align:center" | {| class="wikitable" style="text-align:center" | ||
|- | |- | ||
! BAB | ! BAB | ||
− | | + | + | | +2 |
! CMB | ! CMB | ||
− | | + | + | | +6 |
! CMD | ! CMD | ||
− | | | + | |18 |
|} | |} | ||
{| class="wikitable" style="text-align:center" | {| class="wikitable" style="text-align:center" | ||
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! Weapon !! Attack !! Damage !! Critical !! Type !! Range | ! Weapon !! Attack !! Damage !! Critical !! Type !! Range | ||
|- | |- | ||
− | | S+2/W+1 Spiked Shield, Heavy Steel || + | + | | S+2/W+1 Spiked Shield, Heavy Steel || +8 || 1d6 + 5 || x2 || Piercing || Reach |
|- | |- | ||
− | | Armour Spikes || + | + | | Armour Spikes || +6 || 1d6 + 2 || x2 || Piercing || Reach |
|} | |} | ||
{| class="wikitable" style="text-align:center" | {| class="wikitable" style="text-align:center" | ||
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! Armour !! Armour Bonus !! Max Dex Bonus !! Check Penalty !! Spell Failure !! Weight | ! Armour !! Armour Bonus !! Max Dex Bonus !! Check Penalty !! Spell Failure !! Weight | ||
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− | | Spiked Medium Harness || +7 || + | + | | Spiked Medium Harness || +7 || +4 || -3 || 20% || 40 lbs |
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| S+2/W+1 Spiked Shield, Heavy Steel || +4 || - || -1 || 5% || 20 lbs | | S+2/W+1 Spiked Shield, Heavy Steel || +4 || - || -1 || 5% || 20 lbs | ||
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! Skill !! Total !! !! Class !! Ranks !! Ability !! Armour !! Misc | ! Skill !! Total !! !! Class !! Ranks !! Ability !! Armour !! Misc | ||
|- | |- | ||
− | | Climb || | + | | Climb || 5 || = || Y || 2 || +4 || -4 || |
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− | | Diplomacy || | + | | Diplomacy || 3 || = || Y || 2 || -2 || || +1 if Warrior/Caravan Guard |
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| Handle Animal || 2 || = || Y || 1 || -2 || || | | Handle Animal || 2 || = || Y || 1 || -2 || || | ||
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− | | Perception || | + | | Perception || 8 || = || Y || 2 || +2 || || +1 from Observant |
|- | |- | ||
− | | Sense Motive || | + | | Sense Motive || 4 || = || N || 2 || +2 || || |
|- | |- | ||
− | | Survival || | + | | Survival || 7 || = || Y || 2 || +2 || || |
|} | |} | ||
'''Class Features''' | '''Class Features''' | ||
*Bravery +1 | *Bravery +1 | ||
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'''Feats''' | '''Feats''' | ||
*Simple Weapon Proficiency (all) | *Simple Weapon Proficiency (all) | ||
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*Power Attack | *Power Attack | ||
*Weapon Focus (Spiked Shield) | *Weapon Focus (Spiked Shield) | ||
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'''Equipment''' | '''Equipment''' | ||
*Spiked Medium Harness. 40 lbs. | *Spiked Medium Harness. 40 lbs. | ||
*S+2/W+1 Spiked Shield, Heavy. 20 lbs. | *S+2/W+1 Spiked Shield, Heavy. 20 lbs. | ||
*Fighter’s Kit - a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin. 29 lbs. | *Fighter’s Kit - a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin. 29 lbs. | ||
− | * | + | *5 bullets |
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'''Physical Description''': Tall, blocky and grim-looking. Numerous scars across his face, arms and torso. Constant four o'clock shadow. Tanned, rough skin. | '''Physical Description''': Tall, blocky and grim-looking. Numerous scars across his face, arms and torso. Constant four o'clock shadow. Tanned, rough skin. | ||
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== Classes == | == Classes == | ||
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*Wild: fey creatures, plant creatures; allows limited communication with intelligent animals like crows, apes, dogs, felines. Druids get this for free. | *Wild: fey creatures, plant creatures; allows limited communication with intelligent animals like crows, apes, dogs, felines. Druids get this for free. | ||
*Wanderer: a cant spoken by human wanderers, only partially comprehensible by those who know Common. Includes a mark language like hobo code. | *Wanderer: a cant spoken by human wanderers, only partially comprehensible by those who know Common. Includes a mark language like hobo code. | ||
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