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Back to [[Heartstone Codex]]
Back to [[Heartstone Codex]]


'''Hunfrith Longthinker, Giant Bard and Sage, 42 years old, played by ....'''
'''Denedran Green-Eye, Human Adaptable Warden, 25 years old, played by mathey'''
*Class: Sage 2, XP: 1,000
*Class: Scout 1, XP 0
*Action dice: 3d4
*Action dice: 3d4 (+3 bonus to rolls boosted by Action Dice)
*Recent changes to sheet:
*Recent changes to sheet:


Line 9: Line 9:


=Stats=
=Stats=
*STR 12 (+1) / DEX 14 (+2) / CON 12 (+1)  
*STR 14 (+2) / DEX 15 (+2) / CON 14 (+2)  
*INT 16 (+3) / WIS 16 (+3) / CHA 10 (+0)
*INT 15 (+2) / WIS 15 (+2) / CHA 12 (+1)


'''Combat'''
'''Combat'''
*Init: +2 (0 Priest + 2 Dex)
*Init: +9 (2 Scout + 2 Dex + 5 Decisive)
*BAB: +1 /  Melee +2  /  Ranged +3
*BAB: +0 /  Melee +2  /  Ranged +2


*Defence: 13 (10 + 2 Priest + 2 DEX - 1 Leather Armor DP)
*Defence: 12 (10 + 1 Scout + 2 Dex -1 Armor)
*DR: 1 (Leather Armor)
*DR: 1 (torso)
*Fort: +2 (1 +1 Con)  /  Ref: +2 (0 +2 Dex)  /  Will: +4 (1 +3 Wis)
*Resist: Falling 5, Fire 3 (torso)
*Vitality Points: 10   /    Wound Points: 18
*Fort: +4 (+2 Con +2 Scout)  /  Ref: +3 (+2 Dex +2 Scout -1 Armor)  /  Will: +2 (+2 Wis +0 Scout)
*Vitality Points: 11   /    Wound Points: 14


'''Common Attacks/Defences/Actions:'''
'''Common Attacks/Defences/Actions:'''
*Large Scale Glaive +3 To Hit; 1d10 + 1  Damage (+ 1 Str); 19-20; Keen 4, Reach +1; Hard 2
*Short bow, +3, 1d6 lethal, 19-20, 20 ft. x 6, cavalry, AP 4, poisonous (+5, 1d6+2 lethal in Deadshot Stance)
*Two
*Hand axe, +2, 1d6+2 lethal, 20, AP 2, hurl (15 ft. x 2), trip (+2 bonus Trip attempts) (+4, 1d6+2 lethal in Deadshot Stance when thrown)


=Social, Interests & Religion=
=Social, Interests & Religion=
'''Social:'''
'''Social:'''
*Lifestyle: x (Panache x [+x Appearance; Income 0 silver]  /  Prudence 0 [15% savings])
*Lifestyle: +1 (Panache 1 [+0 Appearance; Income 10 silver]  /  Prudence 0 [15% savings])
*Legend: x
*Legend: +0
*Reputation: 10
*Reputation: 10
*Renown. Heroic: 0. Religious: 0. Temporal: 0.
*Renown. Heroic: 0. Religious: 0. Temporal: 0.


'''Interests:'''
'''Interests:'''
*Language: Donlar (the native tongue of Old Lil, though he speaks the archaic form)
*Language: Sirdish
*Study: Stone
*Study: Birds
*Study: History of the First Empire
*Study: Herbal Lore
*Study: Unborn
*Study: Tegayet Plateau
*Alignment: For Kel Donlar! (Paths from Beauty, Earth, Knowledge & Strength)
*Alignment: St. Kirlan (Paths: Heroism, Wilderness)


'''Religion:'''
'''Religion: St. Kirlan'''
*
* Paths: Heroism, Wilderness
*
* Alignment Skills: Athletics, Ride, Sneak, Survival
* Ritual Weapon: Axe
* Avatar: Dire Grizzly Bear
* Opposed Alignments: Enemies of the Heartstone
 
'''Blessed: Path of Air'''
* Air I: You gain Bang and Electrical Resistance equal to 3 times your Air Step (3)


=Abilities, Feats & Proficiencies=
=Abilities, Feats & Proficiencies=
*Gia: ''Large folk'': 2x2; Reach 2; Speed 50’
*Adaptable: ''Grace under Pressure'': +3 bonus to rolls boosted by Action Dice
*Gia: ''Improved Stability'': If standing on firm ground, +1 size cat for CC, Trample attacks & resisting Bull rush/Trip
*Adaptable: ''Origin skill'': +2 origin skills
*Gia: ''Natural Attack'': Trample I
*Adaptable: ''Inquisitive mind'': +2 interests
*Gia: ''Sterner Stuff'': Defending against Keen atks, they reduce by 4
*Warden: ''Attribute Training'': +1 to INT
*Ba: ''Well-rounded'':  
*Warden: ''Decisive'': +5 to Initiative
*Ba: ''Beguiling'': When taunt standard character, can change standard result for fixation for rounds =15 (Cha). Dmg interrupts
*Warden: ''Practised Investigate'': If use action die to boost Investigate but fails, get it back
*Ba: ''Encouragement'': 1/scene Talk to teammate 1 min +1 morale saves
*Warden: ''Pathfinder Basics'': Caverns/Mountains: May always act during surprise rounds and your Travel Speed increases by 2 MPH while in this terrain. You gain Falling Resistance 5 and a +2 bonus with Climb checks.
*Ba: ''Free Hint'': 1/session Free hint from GM or bonus action die
*Warden: ''Unbreakable'': Attribute impairments decrease by 1.
*Ba: ''Practised Impress'': If use action die to boost Impress but fails, get it back
*Scout Class Ability: ''Trailblazer:'' Can share 1 Terrain Feat with allies for one scene
*SaC: ''Breadth of Experience:'' 4 bonus class skills with 2 free ranks
*Scout1: ''Stalker:'' Doesn't fail Survival or Tactics checks if DC less than 21; minimum level of success
*Sa1: ''Wise counsel:'' 1 action die to boost ally’s skill/save or damage (p.47)
*Lvl 1: ''Pathfinder Basics'': Forest/Jungle: May always act during surprise rounds and your Travel Speed increases by 2 MPH while in this terrain. You gain a +2 bonus with Sneak checks.  
*Sa2: ''Assistance I:'' Half an ally’s skill check time (round up, min. 5 min.), but +1 error range (p.47)
*Lvl 1: ''Bow Basics:'' When you wield a bow it gains AP 2, and Deadshot stance.
*Lvl 1: ''Shield basics:'' +4 to Bull rush + Phalanx stance
*Stance: ''Deadshot'': +2 ranged weapon attacks and damage. May only take 5ft bonus steps, no more.
*Stance: ''Phalanx stance:'' Allies have +1 Def+Ref; or +2 if I have guard +2 (i.e. shield)
*Extra Feat: ''Blessed'': 1 step on Path of Air
*Proficiencies:  Hurled weapons   /  Edged weapons (forte)   /   Blunt weapons (forte)
*Proficiencies: (start 4) Bows (Forte)   /  Edged weapons  / Hurled weapons


=Skills (ranks/stat/misc)=
''(6+Int 2 = 8/lvl) Max 4 Total (4x8)=32''
*Acrobatics 3 (1/2Dex/0)
*Athletics 4 (2/2Str/0), 6 Climb (+2 Climb from Pathfinder Basics: Caverns/Mountains)
*Blend 3 (2/1Cha/0)
*Impress* 3 (2/1Cha/0)
*Investigate* 6 (4/2Wis/0)
*Medicine 3 (1/2Int/0)
*Notice 6 (4/2Wis/0)
*Resolve  6 (4/2Con/0)
*Ride 3 (1/2Dex/0)
*Search* 4 (2/2Int/0)
*Sense Motive* 4 (2/2Wis/0)
*Sneak 5 (1/2Dex/2) (+2 Sneak from Pathfinder Basics: Forest/Jungle)
*Survival 6 (4/2Wis/0)
*Tactics  4 (2/2Int/0)


=Skills (ranks/stat/misc)=
One asterisk = Origin skills
''(6+Int 2 = 8/lvl) Max 5 Total (4x8)+8+8 bonus=48''
*Acrobatics** 5 (5/0Dex/0)
*Athletics** 5 (5/0Str/0)
*Bluff* 5 (3/2Cha/0)
*Crafting (Masonry) 6 (4/2Int/0)
*Disguise 2 (0/2Cha/0)
*Haggle 5 (3/2Wis/0)
*Impress** 7 (5/2Cha/0)
*Intimidate** 7 (5/2Cha/0)
*Investigate 7 (5/2Wis/0)
*Medicine 5 (3/2Int/0)
*Notice 3 (1/2Wis/0)
*Resolve*  5 (3/2Con/0)
*Ride 0 (0/0Dex/0)
*Search 3 (1/2Int/0)
*Sense Motive 7 (5/2Wis/0)
*Tactics  2 (0/2Int/0)


One asterisk = Origin skills / Two = Bonus Sage class skills (gain 2 ranks)
=Gear=
Loads (33.01 lbs.) : Light < 90 lb / Hvy 91-270 lb / Over > 271 lb


Stake 100s


=Gear=
* Short bow, Arrow, 19-20, 20 ft. x 6, cavalry, S/2h, Hard 1, 10D, 4 lbs., 40s
Loads (as Huge so Str 20): Light < 200 lb / Hvy 201-600 lb / Over > 601 lb
* 30 Standard Arrows, 1d6 lethal, AP 2, poisonous, .01 lb., 10s


Stake 200s
=4.01 lbs., 50s


*Padded moderate armour, giant, crude [/I] DR1 Cold 5 +2 resistances12lb 25s
* Hand Axe, 5 lbs., 5s
*Shield, tower[/I] 1d6 subdual (-) Giant, Guard +3 12lb 60s (p.177)
* Bedroll, 5 lbs., 5s
*Throwing spear, Giant, Guard[/I] 1d10 lethal (19-20/16-20 vs. M) hurl, reach +1 20lb 35s
* Canteen, 1 lb./5 lbs., 5s
= 120s
* Climber's Kit, 8 lbs., 15s
*Iron Hawk Standard +2 Intimidate or Impress 12 lb 40s


=40s
=23 lbs., 30s


*Blanket Cold res 4 5lb 4s
* Partial Leather Armor, DR 1, Fire 3, DP -1, -0 ACP, Disguise +0, Soft 2, Comp 7D, 6 lbs., 20s
*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!
=6 lbs., 20s


*Coin: 10s
=33.01 lbs., 100s


*Coin: 0s


=History=
=History=
'''Born: Xth day of the month of **** and ****, Yth month of 475'''
'''Born: 17th day of the month of Bardil (Chaos) and Lycida (Wind), 8th month of 475'''


''Info''
''Info''
Denedran is from Mount Ledrik, home to the hillfolk collectively known as the Sparrow Kin. The son of a village shaman, Denedran was one of many Sparrow Kin youths rounded up and pressed into the service of the Empire. He and his fellow tribesmen were taken across the mountains and over the sea as part of Leo III's wars of conquest. The teen proved to be a skilled tracker and helped lead a company of Heartstone Knights through the treacherous Onyx Pass. He went on to prove his valor at the Battle of the Boar's Den, holding a narrow bridge with several fellow archers. He was eventually made a squire to Sir Pevel Lesko, an elder Heartstone Knight who saw his true potential. He would help Lesko and a rag-tag band of mercenaries in several sorties behind enemy lines, gathering information on the goblin horde and enemy cities. The fatherly Lesko would retire, but before he did he knighted Denedran and gave him his blessing.
Returning home from the war after several years, Denedran was on the path to his village home when he received a vision of St. Kirlan, patron of the Sparrow Kin and the first Warden of the Heartstone. In the vision, Kirlan told him to find a cave hidden in the shadow of a cyprus tree. Following the saint's command, Denedran found an enclave of the Quiet Hand, a hero cult that worshiped Kirlan, preached altruism, and which believed that the church was corrupted by political ambition. Spending several months with the Quiet Hand, Denedran was indoctrinated into their ways and made one of their number.
As his first duty to the Quiet Hand, Denedran has been sent to aid an expedition involving the Heartstone Codex. The cult believes that there is danger of a conspiracy within the Heartstone Knights, one which could tamper with the Codex in an attempt to influence the increasingly instable Empire.


=Notes=
=Notes=

Latest revision as of 18:38, 13 May 2010

Back to Heartstone Codex

Denedran Green-Eye, Human Adaptable Warden, 25 years old, played by mathey

  • Class: Scout 1, XP 0
  • Action dice: 3d4 (+3 bonus to rolls boosted by Action Dice)
  • Recent changes to sheet:

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

Stats[edit]

  • STR 14 (+2) / DEX 15 (+2) / CON 14 (+2)
  • INT 15 (+2) / WIS 15 (+2) / CHA 12 (+1)

Combat

  • Init: +9 (2 Scout + 2 Dex + 5 Decisive)
  • BAB: +0 / Melee +2 / Ranged +2
  • Defence: 12 (10 + 1 Scout + 2 Dex -1 Armor)
  • DR: 1 (torso)
  • Resist: Falling 5, Fire 3 (torso)
  • Fort: +4 (+2 Con +2 Scout) / Ref: +3 (+2 Dex +2 Scout -1 Armor) / Will: +2 (+2 Wis +0 Scout)
  • Vitality Points: 11 / Wound Points: 14

Common Attacks/Defences/Actions:

  • Short bow, +3, 1d6 lethal, 19-20, 20 ft. x 6, cavalry, AP 4, poisonous (+5, 1d6+2 lethal in Deadshot Stance)
  • Hand axe, +2, 1d6+2 lethal, 20, AP 2, hurl (15 ft. x 2), trip (+2 bonus Trip attempts) (+4, 1d6+2 lethal in Deadshot Stance when thrown)

Social, Interests & Religion[edit]

Social:

  • Lifestyle: +1 (Panache 1 [+0 Appearance; Income 10 silver] / Prudence 0 [15% savings])
  • Legend: +0
  • Reputation: 10
  • Renown. Heroic: 0. Religious: 0. Temporal: 0.

Interests:

  • Language: Sirdish
  • Study: Birds
  • Study: Herbal Lore
  • Study: Tegayet Plateau
  • Alignment: St. Kirlan (Paths: Heroism, Wilderness)

Religion: St. Kirlan

  • Paths: Heroism, Wilderness
  • Alignment Skills: Athletics, Ride, Sneak, Survival
  • Ritual Weapon: Axe
  • Avatar: Dire Grizzly Bear
  • Opposed Alignments: Enemies of the Heartstone

Blessed: Path of Air

  • Air I: You gain Bang and Electrical Resistance equal to 3 times your Air Step (3)

Abilities, Feats & Proficiencies[edit]

  • Adaptable: Grace under Pressure: +3 bonus to rolls boosted by Action Dice
  • Adaptable: Origin skill: +2 origin skills
  • Adaptable: Inquisitive mind: +2 interests
  • Warden: Attribute Training: +1 to INT
  • Warden: Decisive: +5 to Initiative
  • Warden: Practised Investigate: If use action die to boost Investigate but fails, get it back
  • Warden: Pathfinder Basics: Caverns/Mountains: May always act during surprise rounds and your Travel Speed increases by 2 MPH while in this terrain. You gain Falling Resistance 5 and a +2 bonus with Climb checks.
  • Warden: Unbreakable: Attribute impairments decrease by 1.
  • Scout Class Ability: Trailblazer: Can share 1 Terrain Feat with allies for one scene
  • Scout1: Stalker: Doesn't fail Survival or Tactics checks if DC less than 21; minimum level of success
  • Lvl 1: Pathfinder Basics: Forest/Jungle: May always act during surprise rounds and your Travel Speed increases by 2 MPH while in this terrain. You gain a +2 bonus with Sneak checks.
  • Lvl 1: Bow Basics: When you wield a bow it gains AP 2, and Deadshot stance.
  • Stance: Deadshot: +2 ranged weapon attacks and damage. May only take 5ft bonus steps, no more.
  • Extra Feat: Blessed: 1 step on Path of Air
  • Proficiencies: (start 4) Bows (Forte) / Edged weapons / Hurled weapons

Skills (ranks/stat/misc)[edit]

(6+Int 2 = 8/lvl) Max 4 Total (4x8)=32

  • Acrobatics 3 (1/2Dex/0)
  • Athletics 4 (2/2Str/0), 6 Climb (+2 Climb from Pathfinder Basics: Caverns/Mountains)
  • Blend 3 (2/1Cha/0)
  • Impress* 3 (2/1Cha/0)
  • Investigate* 6 (4/2Wis/0)
  • Medicine 3 (1/2Int/0)
  • Notice 6 (4/2Wis/0)
  • Resolve 6 (4/2Con/0)
  • Ride 3 (1/2Dex/0)
  • Search* 4 (2/2Int/0)
  • Sense Motive* 4 (2/2Wis/0)
  • Sneak 5 (1/2Dex/2) (+2 Sneak from Pathfinder Basics: Forest/Jungle)
  • Survival 6 (4/2Wis/0)
  • Tactics 4 (2/2Int/0)

One asterisk = Origin skills

Gear[edit]

Loads (33.01 lbs.) : Light < 90 lb / Hvy 91-270 lb / Over > 271 lb

Stake 100s

  • Short bow, Arrow, 19-20, 20 ft. x 6, cavalry, S/2h, Hard 1, 10D, 4 lbs., 40s
  • 30 Standard Arrows, 1d6 lethal, AP 2, poisonous, .01 lb., 10s

=4.01 lbs., 50s

  • Hand Axe, 5 lbs., 5s
  • Bedroll, 5 lbs., 5s
  • Canteen, 1 lb./5 lbs., 5s
  • Climber's Kit, 8 lbs., 15s

=23 lbs., 30s

  • Partial Leather Armor, DR 1, Fire 3, DP -1, -0 ACP, Disguise +0, Soft 2, Comp 7D, 6 lbs., 20s

=6 lbs., 20s

=33.01 lbs., 100s

  • Coin: 0s

History[edit]

Born: 17th day of the month of Bardil (Chaos) and Lycida (Wind), 8th month of 475

Info

Denedran is from Mount Ledrik, home to the hillfolk collectively known as the Sparrow Kin. The son of a village shaman, Denedran was one of many Sparrow Kin youths rounded up and pressed into the service of the Empire. He and his fellow tribesmen were taken across the mountains and over the sea as part of Leo III's wars of conquest. The teen proved to be a skilled tracker and helped lead a company of Heartstone Knights through the treacherous Onyx Pass. He went on to prove his valor at the Battle of the Boar's Den, holding a narrow bridge with several fellow archers. He was eventually made a squire to Sir Pevel Lesko, an elder Heartstone Knight who saw his true potential. He would help Lesko and a rag-tag band of mercenaries in several sorties behind enemy lines, gathering information on the goblin horde and enemy cities. The fatherly Lesko would retire, but before he did he knighted Denedran and gave him his blessing.

Returning home from the war after several years, Denedran was on the path to his village home when he received a vision of St. Kirlan, patron of the Sparrow Kin and the first Warden of the Heartstone. In the vision, Kirlan told him to find a cave hidden in the shadow of a cyprus tree. Following the saint's command, Denedran found an enclave of the Quiet Hand, a hero cult that worshiped Kirlan, preached altruism, and which believed that the church was corrupted by political ambition. Spending several months with the Quiet Hand, Denedran was indoctrinated into their ways and made one of their number.

As his first duty to the Quiet Hand, Denedran has been sent to aid an expedition involving the Heartstone Codex. The cult believes that there is danger of a conspiracy within the Heartstone Knights, one which could tamper with the Codex in an attempt to influence the increasingly instable Empire.

Notes[edit]