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== Rank ==
 
== Rank ==
 
*L4 Shadowcrown Ruinguard (Son of Ruin)
 
*L4 Shadowcrown Ruinguard (Son of Ruin)
*XP: 26,855 / 30,800 (5% bonus) - updated per post 981
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*XP: 20,000 / 30,800 (5% bonus)
 
*Neutral Alignment
 
*Neutral Alignment
*Full PC with one henchwoman: [[Anchorite Sylanna]]
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*PC with one henchwoman: [[Anchorite Sylanna]]
 
*Titles / Holdings: None
 
*Titles / Holdings: None
*Age: 60 (looks 24)
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*Age:  
  
 
== Attributes ==
 
== Attributes ==
*STR: 18 (+3) with Gauntlets of Ogre Power, Max encumbrance is 23s + 10s carried (Regular STR is 13 +1 to Attack and Damage, +1s to max enc)
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*STR: 13
*INT: 13 (+1 General Proficiency, +1 Spell in Repertoire)
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*INT: 13
*WIS: 11 (+0)
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*WIS: 11
*DEX: 10 (+0)
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*DEX: 10
*CON: 11 (+0)
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*CON: 11
*CHA: 12 (+0)
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*CHA: 12
  
 
== Skills ==
 
== Skills ==
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**'''Chaotic'''  
 
**'''Chaotic'''  
 
**'''Bestial'''
 
**'''Bestial'''
 
 
*General Proficiencies
 
*General Proficiencies
**'''Adventuring''' The character is well-equipped for a life of adventure. He knows how to clean and sharpen weapons, saddle and ride a horse, set up a camp, and search for a secret door. He has a rough idea of the value of common coins, trade goods, gems, and jewelry.
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**'''Adventuring'''
 
**'''Siege Engineering''' The character is highly skilled in the construction and placement of temporary defensive works such as ditches, pits, fields of stakes, and simple wooden and earthen barricades. He also knows how to operate heavy war machines and siege engines such as ballistae, catapults, rams, bores, and siege towers. if the proficiency is taken a second time, then the character has the knowledge to construct heavy war machines, siege engines, and siege towers as well as use them.
 
**'''Siege Engineering''' The character is highly skilled in the construction and placement of temporary defensive works such as ditches, pits, fields of stakes, and simple wooden and earthen barricades. He also knows how to operate heavy war machines and siege engines such as ballistae, catapults, rams, bores, and siege towers. if the proficiency is taken a second time, then the character has the knowledge to construct heavy war machines, siege engines, and siege towers as well as use them.
**'''Riding'''  
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**'''Riding''' Judge of horseflesh: On a throw of 14+ they can get a rough idea of how healthy a mount is.
***Judge of horseflesh: On a throw of 14+ they can get a rough idea of how healthy a mount is.
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Mounted combat. Can melee as normal, charge (p. 112), and use missile weapons while stationary without penalty. A -2 penalty is assigned if firing a missile weapon while moving, and spells can be cast while moving with a throw of 7+.
***Mounted combat. Can melee as normal, charge (p. 112), and use missile weapons while stationary without penalty. A -2 penalty is assigned if firing a missile weapon while moving, and spells can be cast while moving with a throw of 7+.
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Control animal. The mount gains +1 to their morale score while being ridden by someone with the Ride skill.
***Control animal. The mount gains +1 to their morale score while being ridden by someone with the Ride skill.
 
**'''Military Strategy''' see below
 
 
 
 
*Class Proficiencies
 
*Class Proficiencies
 
**'''Command''' The character has mastered the art of command. His authority inspires men to follow him into danger. The character's henchmen and mercenaries receive a +2 bonus to morale.
 
**'''Command''' The character has mastered the art of command. His authority inspires men to follow him into danger. The character's henchmen and mercenaries receive a +2 bonus to morale.
**'''Military Strategy (2)''' The character has studied the art of war and the methods of the great captains. He can recognize famous historical battles, generals, and weapons with a proficiency throw of 11+. Forces under his command receive a +1 bonus to initiative rolls in mass combat. This proficiency may be selected multiple times adding an additional +1 bonus to mass combat initiative, to a maximum of +3. This is both a General proficiency and a Class proficiency for the Ruinguard.
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**'''Military Strategy''' The character has studied the art of war and the methods of the great captains. He can recognize fampoushistorical battles, generals, and weapons with a proficiency throw of 11+. Forces under his command receive a +1 bonus to initiative rolls in mass combat. This proficiency may be selected multiple times adding an additional +1 bonus to mass combat initiative, to a maximum of +3. This is both a General proficiency and a Class proficiency for the Ruinguard.
 
**'''Mystic Aura''' The character has learned to project his magical powers in a way that causes awe in those that share the character's presence. he gains a +2 bonus to reaction rolls to impress and intimidate people he encounters. If this bonus results in a total of 12 or more, the subject acts as if 'Charmed' while in his presence.
 
**'''Mystic Aura''' The character has learned to project his magical powers in a way that causes awe in those that share the character's presence. he gains a +2 bonus to reaction rolls to impress and intimidate people he encounters. If this bonus results in a total of 12 or more, the subject acts as if 'Charmed' while in his presence.
  
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== NOT YET COMPLETE ==
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*Class Abilities
 
*Class Abilities
**'''Dark Blessing''' +2 to saving throws
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**damage bonus (missile and melee, already added to attack stats)
**'''Preternatural Quickening''' +1 to Initiative, +1 to Surprise
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**in leather or lighter
**'''Weapon Focus Broadsword''' Double damage on natural 20
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***backstab x3 (damage roll only, not bonuses)
**'''Arcanist''' Cast spells at L2 Mage, can cast in any armour. 2 x 1st level spells. Repertoire = 3 x1st level spells
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***move silently 13+ (1⁄2 standard combat movement rate without penalty. If moving greater than 1⁄2 speed, take a -5 penalty to the proficiency throw. If running, take a -10 penalty.)
**'''Arcane Tools''' Use magical weapons available to fighters and mages
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***hide in shadows 15+ (remain hidden so long as he stays motionless. If he moves, he must make a new proficiency throw to hide.)
**'''Inexorable''' immune to natural and magical fear
 
**'''After The Flesh''' if become undead, can increase in power
 
**'''Slow Ageing''' Lifespan three times that of a normal human
 
**'''Arcane Striking''' can expend spell slot to deal 1d6 damage per spell level
 
**'''Death Healing''' having slayed a sentient creature, Ruinguard can, in lieu of 'Cleaving' (pg 105), can expend a spell slot to heal 1d6 per spell level. Max healing = victim’s starting HP
 
 
 
== Combat ==
 
 
 
**'''Primary AC'''  9 - Mastercrafted Plate Armour +1AC, plus Shield +1
 
**'''Secondary AC''' 7 - Mastercrafted Plate +1AC, no Shield
 
 
 
**'''Maximum HP''' 14
 
 
 
**'''Mounted Movement Rate (Exploration)'''
 
***Normal Load: 180' per turn
 
***Encumbered: 90' per turn
 
 
 
**'''Foot Movement Rate'''
 
***Exploration: 60' per turn
 
***Combat: 20' per round
 
***Running: 60' per round
 
 
 
**'''Initiative Modifier''' +1
 
 
 
**'''Primary Melee Attack''' 1H Broadsword
 
***Attack 7+
 
***Damage 1d6+3 (Double damage on natural 20)
 
 
 
**'''Secondary Melee Attack''' 2H Broadsword
 
***Attack 7+
 
***Damage 1d8+3 (Double damage on natural 20)
 
 
 
**'''Class Combat Specialities'''
 
***Arcane Striking: can expend spell slot to deal 1d6 damage per spell level
 
***Death Healing: having slayed a sentient creature, Ruinguard can, in lieu of Cleaving (pg 105), can expend a spell slot to heal 1d6 per spell level. Max healing = victim’s starting HP
 
 
 
**'''Saves:
 
***Petrification & Paralysis 11+
 
***Poison & Death 10+
 
***Blast & Breath 12+
 
***Staves & Wands 12+
 
***Spells (Wisdom included) 12+
 
***Spells (Wisdom excluded) 13+
 
 
 
**'''Spells
 
***First Level (Cast 2/Day)
 
****Magic Mouth
 
****Hold Portal
 
****Protection From Evil
 
 
 
== Equipment ==
 
 
 
 
 
**Mastercraft Plate Armour (+1AC, -1s) and Light Helmet
 
**Shield
 
**Broadsword
 
**Backpack
 
***Military oil (2)
 
***Iron rations (2 days)
 
***Torches (6)
 
***Tinder box (flint and steel)
 
***Waterskin
 
***Spellbook
 
**Pouch
 
***Comfrey (4) (heal 1d3hp with Healing Proficiency, max one application per day)
 
***Birthwort (1) (+2 to neutralise poison with Healing Proficiency)
 
***Goldenrod (1) (+2 to treat disease with with Healing Proficiency)
 
***200gp in coins
 
 
 
 
 
 
 
**War Dog '''Bax''' Move 90' (30'), AC5, HPx, HD2+2 08hp, dmg 1d6+1, Save as F1, (Leather armour and spiked collar, reduced speed)
 
**War Dog '''Jax''' Move 90' (30'), AC5, HPx, HD2+2 13hp, dmg 1d6+1, Save as F1, (Leather armour and spiked collar, reduced speed)
 
 
 
 
 
 
 
**Medium Riding Horse - named '''Tralax'''
 
**3HD 17hp
 
***Saddle and tack (riding)
 
***Saddle bags
 
****Iron rations (5 days)
 
****Blanket
 
****Grappling Hook + Rope
 
****Hammer and Spikes
 
****Sack, Large (2)
 
 
 
 
 
 
 
**Medium Warhorse (lead by '''Jonas''', see below) - named '''Senquo'''
 
**3HD 24hp
 
**2 attacks (including during charge) dmg 1d6 / 1d6
 
***Plate barding
 
***Saddle and tack (war)
 
***Saddle bags
 
***Heavy Helmet (-1 Surprise, -4 Hear Noise, +2 Mortal Wounds)
 
***Flail
 
***Broadsword, spare
 
***2H Sword
 
 
 
 
 
**Hawk (held by '''Myra''', see below) - named '''Queltar'''
 
**'''Queltar'' Fly 480' (160'), AC1, HD 2hp, Attacks 2 talons, dmg 1d2 / 1d2 (doubled after a dive attack). Save as 0 level human
 
 
 
== Entourage (normal men and women) ==
 
 
 
*'''Jonas''', Personal groom to Zaharak
 
**Riding horse
 
**Leads Zaharak's main battle mount  - (Senquo 3HD 24hp)
 
**Leads Zaharak's spare riding mount - (Axloy  3HD 19hp)
 
**Leads Sylanna's spare riding mount - (Amity  3HD 14hp)
 
***Zaharak's tent
 
***Sylanna's tent
 
***Zaharak's dress clothes (armiger quality)
 
***Zaharak's spare armour and weapons
 
***250' of rope (5 coils)
 
***5 flasks of oil, military
 
***10 flasks of oil, common
 
***Lantern x2
 
 
 
 
 
 
 
*'''Zamizzah''', Dog Trainer
 
**Riding Horse
 
**Trains, leads and commands '''Bax''' and '''Jax''', Zaharak's war dogs
 
***(Bax 2HD+2 08hp)
 
***(Jax 2HD+2 13hp)
 
** Custodian of Zaharak's pack of Hunting Dogs (non-combatant, more or less!)
 
 
 
 
 
 
 
*'''Leshar''', Horse groom
 
**Riding horse
 
**Cares for Zaharak's squadron (see below)
 
**Leads spare riding mounts
 
**Leads Zaharak's spare warhorse - (Dollan, 3HD, 16hp, dmg 1d6 / 1d6, including during charge)
 
 
 
 
 
 
 
*'''Myra''', Hawk trainer
 
**Riding horse
 
**Trains and holds '''Queltar''' for Zaharak
 
  
  
  
*'''With Entourage'''
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Combat[edit]
*5 riding horses with draft tack
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AC
*1 warhorse
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HP (just list the max here, list current HP on the front page.)
*10 obsolete riding horses (for butchery)
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Movement Rate
*Grain for horses 40 weeks worth
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Initiative Modifier
*32 weeks iron rations for grooms
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Attacks (For the below, write in what it is. Like, "Two-Handed Sword: Stats."
*10 saddlebags
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Primary Melee Attack: (List the attack throw with all magical, ability, etc., modifiers, like 5+ or whatever), (Damage.)
*Tent for grooms
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Secondary Melee Attack:
*Basic tent for dogs
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Primary Ranged Attack:
*20 blankets
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Saves:
*20 flasks of oil, common
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Petrification & Paralysis
*5 flasks of oil, military
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Poison & Death
*4 barrels for water
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Blast & Breath
*5 tinderboxes
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Staves & Wands
*2 lanterns
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Spells
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Spells[edit]
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First Level: Spells Per Day
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A first level spell in your repertoire
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Another first-level spell in your repertoire
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Etc
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Second Level: Spells Per Day
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One
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Two
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You-know-what-to-do
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Equipment[edit]
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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.
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Then list
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Those things
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Individually

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