Difference between revisions of "Zahra al-Nouri"

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(Social, Interests & Religion)
(Abilities, Feats & Proficiencies)
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=Abilities, Feats & Proficiencies=
 
=Abilities, Feats & Proficiencies=
*Gia: ''Large folk'': 2x2; Reach 2; Speed 50’
+
*Hum: Reach 1, Speed 30’
*Gia: ''Improved Stability'': If standing on firm ground, +1 size cat for CC, Trample attacks & resisting Bull rush/Trip
+
*Hum: ''Gifted'': +2 CHA, -2 STR
*Gia: ''Natural Attack'': Trample I
+
*Hum: ''Fearie Heritage'': +1 CHA, when ''target'' of Sense Motive checks, DC is increased by 4, always have enough food/water is within 10 mi of nature
*Gia: ''Sterner Stuff'': Defending against Keen atks, they reduce by 4
+
*Hum: ''Fey'': Natural animals refuse to attack and often flee, unless trained to hunt fey, does not age
*Ba: ''Well-rounded'':  
+
*Hum: ''Basic Skill Mastery (Investigator)'': +2 insight bonus & threat range of 19-20 with Investigate & Search
*Ba: ''Beguiling'': When taunt standard character, can change standard result for fixation for rounds =15 (Cha). Dmg interrupts
+
*Hum: ''Limited Proficiencies'': Begin play with 2 fewer proficiencies
*Ba: ''Encouragement'': 1/scene Talk to teammate 1 min +1 morale saves
+
*Hum: ''Origin Skill'': Choose 1 additional Origin skill
*Ba: ''Free Hint'': 1/session Free hint from GM or bonus action die
+
*Hum: ''Sharp Mind'': 1 additional skill point per level
*Ba: ''Practised Impress'': If use action die to boost Impress but fails, get it back
+
 
*SaC: ''Breadth of Experience:'' 4 bonus class skills with 2 free ranks
+
*Mys: ''Attribute Training'': +1 CHR
*Sa1: ''Wise counsel:'' 1 action die to boost ally’s skill/save or damage (p.47)
+
*Mys: ''Inquisitive Mind'': 2 additional Interests
*Sa2: ''Assistance I:'' Half an ally’s skill check time (round up, min. 5 min.), but +1 error range (p.47)
+
*Mys: ''Paired Skills'': When gaining ranks in Investigate, Medicine increases the same amount, may not increase beyond max rank
*Lvl 1: ''Shield basics:'' +4 to Bull rush + Phalanx stance
+
*Mys: ''Sharp Mind'': 1 additional skill point per level
 +
*Mys: ''The Gift'': May know and cast a number of Level 0 spells equal to INT modifier with a Casting Level of 1. Automatically cast these spells a number of times per scene equal to starting action dice
 +
*PrC: ''Devout'': When failing an attack check with ritual weapon, or skill check with a Priest skill and don't suffer an error, may spend an action die to re-roll
 +
*Pr1: ''Acolyte'': 1st step along an Alignment Path, gain Alignments ritual weapon at no cost, may not be sold, of lost/destroyed, is replaced at next Downtime lasting 1 day or more
 +
*Lvl 1: ''Literacy'': Able to read & write
 +
*Lvl 1: ''Blessed'': 1st step along the Alignment Path from birth month
 +
*Align(Curses I): ''Black Cat'': Once per scene as free action may raise a targets error range by 2 for rest of scene, may use number of times per session equal to number of Chance feats
 +
*Align(Magic I): ''Subtle and Quick to Anger'': May purchase skills in Spellcasting skill, learn spells from any School, and cast known Level 0 spells
 +
*Align(Magic I): ''Spell Points'': additional spell points equal to 4*magic step at start of each scene
 +
 
 +
 
 +
 
 
*Stance: ''Phalanx stance:'' Allies have +1 Def+Ref; or +2 if I have guard +2 (i.e. shield)
 
*Stance: ''Phalanx stance:'' Allies have +1 Def+Ref; or +2 if I have guard +2 (i.e. shield)
 
*Proficiencies:  Hurled weapons  /  Edged weapons (forte)  /  Blunt weapons (forte)
 
*Proficiencies:  Hurled weapons  /  Edged weapons (forte)  /  Blunt weapons (forte)
 
  
 
=Skills (ranks/stat/misc)=
 
=Skills (ranks/stat/misc)=

Revision as of 22:42, 27 February 2010

Back to Heartstone Codex

Zahra al-Nouri, Hathari Mystic, 24 years old, played by Koren n'Rhys

  • Class: Priest 1, XP: 0
  • Action dice: 3d4
  • Recent changes to sheet:

Stats only

NB Pease don't alter the format too much; if we alter one, I want to alter all.

Stats

  • STR 10 (+0) / DEX 12 (+1) / CON 14 (+2)
  • INT 16 (+3) / WIS 14 (+2) / CHA 14 (+2)

Combat

  • Init: +1 (0 Priest + 1 Dex)
  • BAB: +0 / Melee +0 / Ranged +1
  • Defence: xx (10 + 2 Priest + 1 DEX - 1 Leather Armor DP)
  • DR: 1 (Leather Armor)
  • Fort: +3 (1 +2 Con) / Ref: +1 (0 +1 Dex) / Will: +3 (1 +2 Wis)
  • Vitality Points: 11 / Wound Points: 14

Common Attacks/Defences/Actions:

  • Large Scale Glaive +3 To Hit; 1d10 + 1 Damage (+ 1 Str); 19-20; Keen 4, Reach +1; Hard 2
  • Two

Social, Interests & Religion

Social:

  • Lifestyle: x (Panache x [+x Appearance; Income 0 silver] / Prudence 0 [15% savings])
  • Legend: x
  • Reputation: 10
  • Renown. Heroic: 0. Religious: 0. Temporal: 0.

Interests:

  • Language: Alayan
  • Language: Sird
  • Literate: Alayan
  • Study: Alayan Culture
  • Study: History of the Saurian Domination
  • Study: Saurian Mystic Symbolism & Tattoo Magic
  • Alignment: Saurian Mysticism (Paths from Knowledge & Magic)

Religion:

Abilities, Feats & Proficiencies

  • Hum: Reach 1, Speed 30’
  • Hum: Gifted: +2 CHA, -2 STR
  • Hum: Fearie Heritage: +1 CHA, when target of Sense Motive checks, DC is increased by 4, always have enough food/water is within 10 mi of nature
  • Hum: Fey: Natural animals refuse to attack and often flee, unless trained to hunt fey, does not age
  • Hum: Basic Skill Mastery (Investigator): +2 insight bonus & threat range of 19-20 with Investigate & Search
  • Hum: Limited Proficiencies: Begin play with 2 fewer proficiencies
  • Hum: Origin Skill: Choose 1 additional Origin skill
  • Hum: Sharp Mind: 1 additional skill point per level
  • Mys: Attribute Training: +1 CHR
  • Mys: Inquisitive Mind: 2 additional Interests
  • Mys: Paired Skills: When gaining ranks in Investigate, Medicine increases the same amount, may not increase beyond max rank
  • Mys: Sharp Mind: 1 additional skill point per level
  • Mys: The Gift: May know and cast a number of Level 0 spells equal to INT modifier with a Casting Level of 1. Automatically cast these spells a number of times per scene equal to starting action dice
  • PrC: Devout: When failing an attack check with ritual weapon, or skill check with a Priest skill and don't suffer an error, may spend an action die to re-roll
  • Pr1: Acolyte: 1st step along an Alignment Path, gain Alignments ritual weapon at no cost, may not be sold, of lost/destroyed, is replaced at next Downtime lasting 1 day or more
  • Lvl 1: Literacy: Able to read & write
  • Lvl 1: Blessed: 1st step along the Alignment Path from birth month
  • Align(Curses I): Black Cat: Once per scene as free action may raise a targets error range by 2 for rest of scene, may use number of times per session equal to number of Chance feats
  • Align(Magic I): Subtle and Quick to Anger: May purchase skills in Spellcasting skill, learn spells from any School, and cast known Level 0 spells
  • Align(Magic I): Spell Points: additional spell points equal to 4*magic step at start of each scene


  • Stance: Phalanx stance: Allies have +1 Def+Ref; or +2 if I have guard +2 (i.e. shield)
  • Proficiencies: Hurled weapons / Edged weapons (forte) / Blunt weapons (forte)

Skills (ranks/stat/misc)

(6+Int(3) = 9/lvl) Max 4 Total (9+1+1)*4 = 44

  • Acrobatics 1 (0/1Dex/0)
  • Athletics 0 (0/0Str/0)
  • Blend 2 (0/2Dex/0)
  • Bluff* 5 (3/2Cha/0)
  • Crafting (Inscription) 7 (4/3Int/0)
  • Disguise 5 (3/2Cha/0)
  • Haggle 2 (0/2Wis/0)
  • Impress 6 (4/2Cha/0)
  • Intimidate* 5 (3/2Cha/0)
  • Investigate 8 (4/2Wis/2 Threat 19-20)
  • Medicine 7 (4/3Int/0)
  • Notice 6 (4/2Wis/0)
  • Prestidigitation 1 (0/1Dex/0)
  • Resolve 6 (4/2Con/0)
  • Ride 1 (0/1Dex/0)
  • Search 9 (4/3Int/2 Threat 19-20)
  • Sense Motive 6 (4/2Wis/0)
  • Sneak* 4 (3/1Dex/0)
  • Survival 2 (0/2Wis/0)
  • Tactics 3 (0/3Int/0)

One asterisk = Origin skills
Paired Skills: Investigate/Medicine and Investigate/Search

Gear

Loads (as Huge so Str 20): Light < 200 lb / Hvy 201-600 lb / Over > 601 lb

Stake 200s

  • Padded moderate armour, giant, crude [/I] DR1 Cold 5 +2 resistances12lb 25s
  • Shield, tower[/I] 1d6 subdual (-) Giant, Guard +3 12lb 60s (p.177)
  • Throwing spear, Giant, Guard[/I] 1d10 lethal (19-20/16-20 vs. M) hurl, reach +1 20lb 35s

= 120s

  • Iron Hawk Standard +2 Intimidate or Impress 12 lb 40s

=40s

  • Blanket Cold res 4 5lb 4s
  • Canteen 1 lb 5s
  • Pouch (50 coins) 2s
  • 100ft hemp rope 20 lb 12s
  • Stonecutter’s kit 10 lb 15s
  • Doctor’s bag 2lb 20s
  • Oil, 2 pints 2 lb 2s
  • Torches 5 3 lb 2s
  • Bandages 10 uses ½ lb 3s
  • Rations 7 uses 5lb 5s

= 70s!

  • Coin: 10s


History

Born: 7th day of the month of Malik and Miska, 11th month of 474

Info

Notes