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Created page with "Basilisk_Hill_Breakdown == Rank == *Human (male) Cleric Level 3 *XP: 3000/YY *Lawful * Retainer of Nerhgui. *Titles and holdings: None == Attributes == *STR: 12 ''*'..."
 
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== Rank ==
== Rank ==
*Human (male) Cleric Level 3
*Human (male) Cleric Level 3
*God Volkchona (wolf godess)
*XP: 3000/YY
*XP: 3000/YY
*Lawful
*Lawful
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*'''WIS''': 13 (+1 Magic Saves)
*'''WIS''': 13 (+1 Magic Saves)
*DEX: 11
*DEX: 11
*CON:  6
*CON:  6 (-1 hit points)
*CHA: 13 (+1 Reactions, Retainers 5, Loyalty 8)
*CHA: 13 (+1 Reactions, Retainers 5, Loyalty 8)


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**
**
*General Skills
*General Skills
** Healing (WIS) skilled 9+
** '''Healing''' (WIS) skilled 9+
** Survival
** '''Survival'''
*** Herbalism (stat?) skilled 10+
*** '''Herbalism''' (stat?) skilled 10+
*** Naturalist (INT) skilled 11+
*** '''Naturalist''' (INT) skilled 11+
*Class Abilities
*Class Abilities
** Weapons - spear, sword, sling
** Weapons - spear, sword, sling
** Cleave - when a cleric kills an enemy with a physical attack, they may make an attack against an adjacent target.
** '''Cleave''' - when a cleric kills an enemy with a physical attack, they may make an attack against an adjacent target.
** Turn undead
** '''Turn undead'''
** Miracle - 1% chance
** '''Miracle''' - 1% chance
** Armor - Any, including shields
** Armor - Any, including shields
*Knacks
*Knacks
** Skillful (3 additional skills)
** Skillful (3 additional skills)
**
 
**


== Combat ==
== Combat ==
*AC: (TBD)
*AC: 6
*HP: (TBD)
*HP: 11
*Movement Rate:(TBD)
*Movement Rate: 90/30
*Initiative Modifier: +0
*Initiative Modifier: +0
*Attacks  
*Attacks  
**Primary Melee Attack: (TBD)
**Primary Melee Attack: Spear 1d6
**Secondary Melee Attack: (TBD)
**Secondary Melee Attack: Silver dagger 1d4
**Primary Ranged Attack: (TBD)
**Primary Ranged Attack: Sling 1d4 ''Blunt, Missile (5’–40’ / 41’–80’ / 81’–160’)''
**Secondary Ranged Attack: Silver dagger 1d4 ''Missile (5’–10’ / 11’–20’ / 21’–30’)''
*Saves:
*Saves:
**Petrification & Paralysis 13
**Petrification & Paralysis 13
Line 57: Line 58:
== Spells ==
== Spells ==
*First Level: 2
*First Level: 2
**Cure Light Wounds (D: Instant, R:Touch - 1d6+1 hit points or cure paralysis - reversible)
**'''Cure Light Wounds''' (D: Instant, R:Touch - 1d6+1 hit points or cure paralysis - reversible)
**Detect Evil (D: 6 turns, R:120' - Evil intent only)
**'''Detect Evil''' (D: 6 turns, R:120' - Evil intent only)
**Detect Magic (D: 2 turns, R:120' - Magic objects, areas, and creatures glow)
**'''Detect Magic''' (D: 2 turns, R:120' - Magic objects, areas, and creatures glow)
**Light (D: 12 turns, R:120' - 15' radius, blinding save vs spells, or cancel darkness spell -reversible)
**'''Light''' (D: 12 turns, R:120' - 15' radius, blinding save vs spells, or cancel darkness spell -reversible)
**Protection From Evil (D: 12 turns, R:Caster - +1 against attacks or saving throws, protection from constructs melee attacks)
**'''Protection From Evil''' (D: 12 turns, R:Caster - +1 against attacks or saving throws, protection from constructs melee attacks)
**Remove Fear (D: 2 turns, R: Caster/Touch - save at +1 against magical fear - reversible R:120')
**'''Remove Fear''' (D: 2 turns, R: Caster/Touch - save at +1 against magical fear - reversible R:120')
**Purify Food and Water (D:Permanent R:10' - makes food or water edible)
**'''Purify Food and Water''' (D:Permanent R:10' - makes food or water edible)
**Resist Cold (D:6 turns, R:30' - Normal cold no affect, +2 save vs cold magic/breath, cold damage = -1 point per die rolled)
**'''Resist Cold''' (D:6 turns, R:30' - Normal cold no affect, +2 save vs cold magic/breath, cold damage = -1 point per die rolled)


== Equipment ==
== Equipment ==
*Gear, Armor, Weapons: Total Encumbrance
*Gear:
**Then list
** Scroll case
**Those things
*** Scroll of Elemental Protection
**Individually
** Lantern
** Backpack
** Holy Water x2
*** Rope 50'
*** Oil flask x2
*** Tinderbox
*** Iron Rations x7
*** Iron Spikes x4
*** Hammer
*** Waterskin (x2)
** Holy Symbol (Gold)
** Holy Water x2
** Belt pouch
** Candles x5
** Chalk x5
** Mirror
** Wolfsbane
** Garlic
** wine (2 pints)
** Ink
** quill
** paper (4 sheets)
** Magnifying glass
 
** Riding Horse
*** AC 7 [12], HD 2 (9hp), Att 2 × hoof (1d4), THAC0 18 [+1], MV 240/’ (80/’), SV D12 W13 P14 B15 S16 (1), ML 7, AL Neutral
**** Saddle and bridle
**** Saddle Bags
**** Bedroll
**** Cooking Pots
**** Tent
 
*Armor:
** Leather (200cn)
** Shield
*Weapons:
** spear 30cn
** silver dagger 10cn
** sling 20cn
*Total Encumbrance: 440cn
 
==Funds==
Platinum:
Gold:
Electrum:
Silver:
Copper:
Gems:

Latest revision as of 03:24, 8 November 2022

Basilisk_Hill_Breakdown

Rank[edit]

  • Human (male) Cleric Level 3
  • God Volkchona (wolf godess)
  • XP: 3000/YY
  • Lawful
  • Retainer of Nerhgui.
  • Titles and holdings: None

Attributes[edit]

  • STR: 12 *
  • INT: 7
  • WIS: 13 (+1 Magic Saves)
  • DEX: 11
  • CON: 6 (-1 hit points)
  • CHA: 13 (+1 Reactions, Retainers 5, Loyalty 8)

* (lower 2 PTS and 1 to WIS)

Skills[edit]

  • Languages
    • Native
    • Common
  • General Skills
    • Healing (WIS) skilled 9+
    • Survival
      • Herbalism (stat?) skilled 10+
      • Naturalist (INT) skilled 11+
  • Class Abilities
    • Weapons - spear, sword, sling
    • Cleave - when a cleric kills an enemy with a physical attack, they may make an attack against an adjacent target.
    • Turn undead
    • Miracle - 1% chance
    • Armor - Any, including shields
  • Knacks
    • Skillful (3 additional skills)


Combat[edit]

  • AC: 6
  • HP: 11
  • Movement Rate: 90/30
  • Initiative Modifier: +0
  • Attacks
    • Primary Melee Attack: Spear 1d6
    • Secondary Melee Attack: Silver dagger 1d4
    • Primary Ranged Attack: Sling 1d4 Blunt, Missile (5’–40’ / 41’–80’ / 81’–160’)
    • Secondary Ranged Attack: Silver dagger 1d4 Missile (5’–10’ / 11’–20’ / 21’–30’)
  • Saves:
    • Petrification & Paralysis 13
    • Poison & Death 10
    • Blast & Breath 15
    • Staves & Wands 11
    • Spells 14

Spells[edit]

  • First Level: 2
    • Cure Light Wounds (D: Instant, R:Touch - 1d6+1 hit points or cure paralysis - reversible)
    • Detect Evil (D: 6 turns, R:120' - Evil intent only)
    • Detect Magic (D: 2 turns, R:120' - Magic objects, areas, and creatures glow)
    • Light (D: 12 turns, R:120' - 15' radius, blinding save vs spells, or cancel darkness spell -reversible)
    • Protection From Evil (D: 12 turns, R:Caster - +1 against attacks or saving throws, protection from constructs melee attacks)
    • Remove Fear (D: 2 turns, R: Caster/Touch - save at +1 against magical fear - reversible R:120')
    • Purify Food and Water (D:Permanent R:10' - makes food or water edible)
    • Resist Cold (D:6 turns, R:30' - Normal cold no affect, +2 save vs cold magic/breath, cold damage = -1 point per die rolled)

Equipment[edit]

  • Gear:
    • Scroll case
      • Scroll of Elemental Protection
    • Lantern
    • Backpack
    • Holy Water x2
      • Rope 50'
      • Oil flask x2
      • Tinderbox
      • Iron Rations x7
      • Iron Spikes x4
      • Hammer
      • Waterskin (x2)
    • Holy Symbol (Gold)
    • Holy Water x2
    • Belt pouch
    • Candles x5
    • Chalk x5
    • Mirror
    • Wolfsbane
    • Garlic
    • wine (2 pints)
    • Ink
    • quill
    • paper (4 sheets)
    • Magnifying glass
    • Riding Horse
      • AC 7 [12], HD 2 (9hp), Att 2 × hoof (1d4), THAC0 18 [+1], MV 240/’ (80/’), SV D12 W13 P14 B15 S16 (1), ML 7, AL Neutral
        • Saddle and bridle
        • Saddle Bags
        • Bedroll
        • Cooking Pots
        • Tent
  • Armor:
    • Leather (200cn)
    • Shield
  • Weapons:
    • spear 30cn
    • silver dagger 10cn
    • sling 20cn
  • Total Encumbrance: 440cn

Funds[edit]

Platinum: Gold: Electrum: Silver: Copper: Gems: