Editing Malkin Newton

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 1: Line 1:
[[The Moon's Reflection|<<--Back to Main Page]]
 
 
 
==Biographical Info==
 
==Biographical Info==
*Name: Malkin Newton
+
*Name:  
 
*Gender: Male
 
*Gender: Male
*Date of Birth: ?
+
*Date of Birth:  
*Age: late twenties
+
*Age:  
*Alignment: Chaotic Good
+
*Alignment:  
*Description: Tall, in good shape with defined muscles, extremely limber and flexible.  Dark hair hacked short, giving a wind-swept appearance.  Brown eyes, angular cast to face, bit of a roman nose.  Blue tunic when he wants to stand out (brown or black when he doesn't), black or brown breeches.  Has a silver necklace with this design [http://www.canonfire.com/wiki/index.php?title=Image:Trithereon02.JPG] in silver and blue stone. 
+
*Description:  
*History and Personality: Malkin survived on the streets of Iuz's capital of Dorakaa as a child, and when he was old enough to survive on the road, he began his trek out of the Lands of Iuz.  The journey took years, and as he went, he learned both the sly craft of second-story "work" as well as the bolder strokes of swordplay.  When finally beyond the immediate reach of Iuz, he began to unlearn the lessons of his homeland, and to understand the other impulses of man that led to charity and beneficence.  He has sworn to Trithereon and hopes to one day free the lands from Iuz - a huge impossible dream, but he hasn't stopped looking for a way to strike a blow against the Old Man.
+
*History and Personality:  
  
 
==Characteristics==
 
==Characteristics==
Line 14: Line 12:
 
*Kit: Swashbuckler
 
*Kit: Swashbuckler
 
*Level: 1
 
*Level: 1
*XP: 534
+
*XP:  
*CPs: 2
+
*Next Level XP:  
*Next Level XP: 2000
+
*Height:  
*Height: 6' 1"
+
*Weight:  
*Weight: 170 lb
+
*Hair:  
*Hair: dark brown
+
*Eyes:  
*Eyes: brown
+
*Skin:  
*Skin: light
 
  
 
===Stats===
 
===Stats===
Line 205: Line 202:
  
 
==Rogue Skills==
 
==Rogue Skills==
 +
 +
Jester bonus applied.
  
 
{| class="wikitable" border="1"  
 
{| class="wikitable" border="1"  
Line 214: Line 213:
 
! Total Unarmored
 
! Total Unarmored
 
|- align="center"
 
|- align="center"
| Open locks
+
| Climb walls
| 25%
+
| 65%
 
| +0
 
| +0
| +0
+
| +20
| 25%
+
| 85%
 
|- align="center"
 
|- align="center"
 
| Detect noise
 
| Detect noise
 
| 25%
 
| 25%
 
| +0
 
| +0
| +0
+
| +5
| 25%
+
| 30%
 
|- align="center"
 
|- align="center"
| Find/Remove Traps
+
| Pick pockets
| 20%
 
| +0
 
| +0
 
| 20%
 
|- align="center"
 
| Move Silently
 
 
| 15%
 
| 15%
| +10
+
| -5
| +0
+
| +25
| 25%
+
| 35%
 
|- align="center"
 
|- align="center"
| Hide in Shadows
+
| Read languages
 
| 10%
 
| 10%
 
| +0
 
| +0
 
| +0
 
| +0
 
| 10%
 
| 10%
|- align="center"
 
| Climb Walls
 
| 85%
 
| +10
 
| +0
 
| 95%
 
 
|}
 
|}
  
Line 261: Line 248:
 
! Location
 
! Location
 
|- align="center"
 
|- align="center"
| Leather armor
 
| 1
 
| 15
 
| 5 gp
 
| Worn
 
|- align="center"
 
| Rapier
 
| 1
 
| 4
 
| 15 gp
 
| Worn
 
|- align="center"
 
| Main-gauche
 
| 1
 
| 2
 
| 3 gp
 
| Worn
 
|- align="center"
 
| Short bow
 
| 1
 
| 2
 
| 30 gp
 
| Carried
 
|- align="center"
 
| Flight arrows
 
| 40
 
| 4
 
| 1 gp
 
| Quiver
 
|- align="center"
 
| Quiver
 
| 1
 
| 1
 
| 8 sp
 
 
| --
 
| --
|- align="center"
 
| Backpack
 
| 1
 
| 2
 
| 2
 
| Worn
 
|- align="center"
 
| Thieves' tools
 
| 1
 
| 1
 
| 30 gp
 
| Backpack
 
|- align="center"
 
| Grappling hook
 
| 1
 
| 4
 
| 8 sp
 
| Backpack
 
|- align="center"
 
| Silk rope, 50 ft
 
| 1
 
| 5
 
| 10 gp
 
| Backpack
 
|- align="center"
 
| Rations, iron, 1 wk
 
| 1
 
| 5
 
| 5 gp
 
| Backpack
 
|- align="center"
 
| Clothing
 
| 1
 
| N/A
 
 
| --
 
| --
| Worn
 
|- align="center"
 
| Boots, soft leather
 
| 1
 
| N/A
 
| 1 gp
 
| Worn
 
|- align="center"
 
| Cloak of Elvenkind
 
| 1
 
| *
 
| *
 
| Worn
 
|- align="center"
 
| Total
 
 
| --
 
| --
| 45
+
| --
| 103.6
 
 
| --
 
| --
 
|}
 
|}
Line 354: Line 257:
 
==Non-Weapon Proficiencies==
 
==Non-Weapon Proficiencies==
  
* Blind Fighting: 11
+
Jester bonus applied.
* Disguise: 9
+
 
* Etiquette: 8
+
*Acting: 12
* Jumping: 13
+
*Etiquette: 9
* Riding, Land: 13
+
*Ancient History: 13
* Tightrope Walking: 10
+
*Appraising: 9
* Tumbling: 12
+
*Crowd Working: 12
 +
*Disguise: 12
 +
*Forgery: 6
 +
*Juggling: 8
 +
*Jumping: 11
 +
*Local History: 15
 +
*Musical Instrument: 13
 +
*Orienteering: 11
 +
*Poetry: 11
 +
*Literacy: 12
 +
*Singing: 13
 +
*Tumbling: 10
 +
*Ventriloquism: 11
 +
*Survival: 6
  
 
==Traits & Race/Class/Kit Abilities==
 
==Traits & Race/Class/Kit Abilities==
Line 368: Line 284:
  
 
===Class Abilities===
 
===Class Abilities===
*
+
* Alter moods – While performing before a non-hostile group, the bard may alter the group’s mood. Everyone who hears the bard perform must save vs. paralyzation, with a penalty of one for every three levels of the bard. If the save fails, the group’s mood may be shifted one level in the direction wished by the bard.
 +
* Climb walls* 65% – Allows the bard to climb smooth or vertical surfaces.
 +
* Counter effects – Allows the bard to counter song based attacks.
 +
* Detect noise* 25% – May hear faint sounds.
 +
* History 5% – Gives a bard a 5% chance per level to identify a magic item by closely examining the item.
 +
* Pick pockets* 15% – Allows the bard to pilfer small items from another’s pocket or purse.
 +
* Rally friends – By spending three rounds, the bard may grant their comrades a +1 bonus on attack rolls, a +1 bonus to saving throws, or a +2 bonus to Morale rolls. The range of the effect is 10 feet, and lasts one round per level of the bard.
 +
* Read languages* 10% – Gives a chance to read languages not familiar to the bard.
 +
* Wizard spells – Allows the bard to cast wizard spells.
 +
* Schools of Magic – Enchantment/Charm, Greater Divination, Illusion/Phantasm, Invocation/Evocation
  
 
===Kit Abilities===
 
===Kit Abilities===
* The Swashbuckler is permitted a special combat maneuver when using his weapon of choice: disarmament. To disarm an opponent, the Swashbuckler must declare his intention to do so before initiative is rolled. He then suffers a +1 penalty to his initiative roll, and a -4 penalty on his roll to hit. If the Swashbuckler's attack is successful, he will (normally) cause his enemy's weapon to go flying out of his hand. Besides weapons, disarmament can be attempted against magic wands or other such devices held in one hand. Items worn (like jewelry) or held in two hands (including two-handed weapons) may not be affected by a thief Swashbuckler with the disarm maneuver. Roll 2d6. The number rolled is the number of feet away the weapon landed. Another roll of 1d6 determines the direction the weapon goes, relative to the disarmed character:
+
* Jesters receive a +1 bonus (+5% on percentile rolls) to most die rolls. This includes saving throws, initiative, surprise, proficiency checks, thief skill checks, ability checks, and ability sub-checks (e.g., bend bars/lift gates, resurrection survival, and so on). The fool’s luck also adds a +1 bonus to the Jester’s Armor Class.
**1—Straight ahead
+
* About the only die rolls that the fool’s luck ability doesn’t affect are attack rolls, damage rolls, initial character generation rolls, and Hit Die rolls.
**2—Ahead, right
+
* Jesters enjoy a +1 bonus to Charisma when they are working an audience.
**3—Behind, right
+
* A Jester’s Mind: Jesters are immune to attacks that cause insanity. Jesters also gain a saving throw bonus equal to their level vs. wizard spells of the enchantment/charm school and priest spells of the charm sphere. (A saving throw of 1 always fails, however.) Furthermore, any attempt to read a Jester’s mind has a percentage chance equal to the Jester’s level of causing confusion in the mind reader (treat as if under the effect of a confusion spell).
**4—Straight behind
 
**5—Behind, left
 
**6—Behind, right
 
  
 
===Traits===
 
===Traits===
Line 391: Line 313:
 
*
 
*
 
*
 
*
==Magic Items==
 
===Cloak of Elvenkind===
 
This cloak of neutral gray cloth is indistinguishable from an ordinary cloak of the same color. However, when it is worn, with the hood drawn up around the head, it enables the wearer to be nearly invisible—the cloak has chameleon-like powers. Outdoors, in natural surroundings, the wearer of the cloak is almost totally invisible; in other settings, he is nearly so. However, the wearer is easily seen if violently or hastily moving, regardless of the surroundings. The invisibility bestowed is:
 
 
*Outdoors, natural surroundings
 
**heavy growth 100%
 
**light growth 99%
 
**open fields 95%
 
**rocky terrain 98%
 
 
*Urban surroundings
 
**buildings 90%
 
**brightly lit room 50%
 
 
*Underground
 
**torch/lantern light 95%
 
**infravision 90%
 
**light/continual light 50%
 

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)