Difference between revisions of "DDD Everiat"

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(Background/Languages/Knacks)
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===Knacks===
 
===Knacks===
*Favored Weapon: . When using the weapon he gains a +1 bonus to all attacks and special maneuvers made with the weapon. The bonus increases to +2 at 5th level and +3 at 10th level.
+
*Favored Weapon: handaxe. When using handaxes, Everiat gains a +1 bonus to all attacks and special maneuvers made with the weapon. The bonus increases to +2 at 5th level and +3 at 10th level.
  
 
===Combat Maneuvers===
 
===Combat Maneuvers===
*Precise Shot
+
 
*Trick Shot
 
  
 
== Combat ==
 
== Combat ==
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*Initiative Modifier +0
 
*Initiative Modifier +0
 
*Attacks  
 
*Attacks  
**Primary Melee Attack:  
+
**Primary Melee Attack: handaxe, +2 to hit, 1d6 damage
 
**Secondary Melee Attack:
 
**Secondary Melee Attack:
**Primary Ranged Attack:  
+
**Primary Ranged Attack: handaxe, +2 to hit, 1d6 damage, 10/20/30
 
*Saves:
 
*Saves:
 
**Petrification & Paralysis 13
 
**Petrification & Paralysis 13
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**Spells 14
 
**Spells 14
  
 +
==Thief Abilities==
 +
*Pick Locks/Remove Traps 8
 +
*Search 8
 +
*Sleight of Hand 8
 +
*Sneak 8
 +
*Hear Noise 8
 +
*Climb Walls 8
 +
*Decipher N/A
  
 
== Equipment ==
 
== Equipment ==

Revision as of 13:50, 28 January 2018

Dwellers in Dark Dungeons

Everiat Grim, Full PC

  • Human Thief 1
  • XP: 0/1250
  • Neutral

Attributes

  • STR 11
  • INT 11
  • WIS 10
  • DEX 11
  • CON 9
  • CHA 15 (+1)

Background/Languages/Knacks

Background

  • Merchant: The character is an old hand at bargaining, and can add +1 to any rolls made to affect pricing.

Languages

  • Common

Knacks

  • Favored Weapon: handaxe. When using handaxes, Everiat gains a +1 bonus to all attacks and special maneuvers made with the weapon. The bonus increases to +2 at 5th level and +3 at 10th level.

Combat Maneuvers

Combat

  • AC 10
  • HP
  • Movement Rate 90
  • Initiative Modifier +0
  • Attacks
    • Primary Melee Attack: handaxe, +2 to hit, 1d6 damage
    • Secondary Melee Attack:
    • Primary Ranged Attack: handaxe, +2 to hit, 1d6 damage, 10/20/30
  • Saves:
    • Petrification & Paralysis 13
    • Poison & Death 14
    • Breath 16
    • Staves & Wands 15
    • Spells 14

Thief Abilities

  • Pick Locks/Remove Traps 8
  • Search 8
  • Sleight of Hand 8
  • Sneak 8
  • Hear Noise 8
  • Climb Walls 8
  • Decipher N/A

Equipment

  • Money:
  • Ready
    • Backpack