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Fantasy Craft character for mathey's game.
Fantasy Craft character for mathey's game.


*Origins: ....
*Level 10 Charismatic Rogue & Assassin, XP: 80,000
*Level 5: Assassin 3, Burglar 1, Deadeye 1. XP: 10,000
*Action dice: 4d6
*Action dice: 3d4
*Recent changes to sheet:
*Recent changes to sheet:


=Stats=
=Stats=
Start (36 point buy):
*STR 12 (+1) / DEX 14 (+2) / CON 12 (+1)  
*STR 12 (4) / DEX 14 (8) / CON 11 (1)
*INT 12 (+1) / WIS 14 (+2) / CHA 18 (+4)
*INT 12 (4) / WIS 14 (8) / CHA 15 (11)
+1 Cha at level 4
*STR 12 (+1) / DEX 14 (+2) / CON 11 (+0)  
*INT 12 (+1) / WIS 14 (+2) / CHA 16 (+3)


'''Combat'''
'''Combat'''
*Init: +2 (0 Priest + 2 Dex)
*Init: +12 (10 Assassin + 2 Dex)
*BAB: +1 /  Melee +2 /  Ranged +3
*BAB: +7 /  Melee +8 /  Ranged +9


*Defence: 13 (10 + 2 Priest + 2 DEX - 1 Leather Armor DP)
*Defence: 18 (10 + 6 Assassin + 2 DEX - 0 Armor)
*DR: 1 (Leather Armor)
*DR: 3 (Hardened leather moderate edged 2 fire 4)
*Fort: +2 (1 +1 Con)  /  Ref: +2 (0 +2 Dex)  /  Will: +4 (1 +3 Wis)
*Fort: +6 (5 +1 Con)  /  Ref: +7 (5 +2 Dex)  /  Will: +7 (5 +2 Wis)
*Vitality Points: 10   /    Wound Points: 18
*Vitality Points: 100   /    Wound Points: 12


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


=Social, Interests & Religion=
=Social, Interests & Religion=
'''Social:'''
'''Social:'''
*Lifestyle: x (Panache x [+x Appearance; Income 0 silver]  /  Prudence 0 [15% savings])
*Lifestyle: 9 (Panache 8 [+ 3 Appearance; Income 80s]  /  Prudence 1 [20% savings])
*Legend: x
*Legend: +3
*Reputation: 10
*Reputation: 10
*Renown. Heroic: 0. Religious: 0. Temporal: 0.
*Renown. Heroic: 2. Military: 0. Noble: 0.


'''Interests:'''
'''Interests:'''  
*Language: Donlar (the native tongue of Old Lil, though he speaks the archaic form)
*Native Language: ???
*Study: Stone
*Study: Home culture
*Study: History of the First Empire
*Study: Street urchins
*Study: Unborn
*Study: Nobility
*Alignment: For Kel Donlar! (Paths from Beauty, Earth, Knowledge & Strength)
*Study: Anatomy
*L6:
*L10:


'''Religion:'''
=Abilities, Feats & Proficiencies=
*
*Cha: ''Charming'': May improve Disposition of 1 non-adversary NPC by 5. 1/session.
*
*Cha: ''Double Boost'': May spend & roll 2 action dice to boost Charisma-based skill checks.
*Cha: ''Encouragement'': May speak to 1 teammate for 1 min. to get them a +1 morale bonus with saving throws until the end of the current scene. 1/scene.
*Rog: ''Ambush Basics'' Need only 2 rounds to make a Tactics/Ambush check. +1 die sneak attack damage.
*Rog: ''Practised sneak'' If spend action die to boost Sneak and fail, get die back after action resolved. Against multiple targets you only regain the die if the check fails against all of them.
*Rog: ''Sharp mind'' +1 skill point/level
*Rog: ''Trap sense'' You may roll twice when making Reflex saves prompted by security devices and traps, keeping the result you prefer.
*AssC: ''Heartseeker'' BAB = character level vs. special characters (& for feats; p. 30)
*Ass1: ''Hand of Death'' Blend or Resolve don't fail if DC =< CL+20 (p.30)
*Ass2: ''Cold Read'' 1/session, free action, ask N=A/Dice Questions about special character (p.30)
*Ass3/7: ''Quick on your feet'' Disguise needs no kit. Mask or Ambush check as free action 2/session
*Ass4/8: ''Unspoken name +2'' +2 Heroic renown and +2 Intimidate vs. any character who knows about at least one of your previous kills.
*Ass5/9: ''Blade practice'' 1 hrs.' practice for temp. Melee Combat feat 'til end of adventure. 2/adventure. (see default below)
*Ass6: ''Masks'' ...
*Ass9: ''Masks2'' ...
*Ass10: ''Bald-faced lie 1/session'' Can lie to anyone - will believe for (Lvl=) 10min. Special character save DC=10+lvl10=20
*Lvl 1: ''Knife Basics'' All knives considered armed. Stance: Wicked Dance
*Stance: ''Wicked Dance'' 1H melee inflicts +2 sneak damage dice. Move only 5ft step.
*Lvl 3: ''Armor basics'' DP+1 ACP+1 +5ft
*Lvl 6: ''Favoured gear (Stiletto)'' p.97
*Lvl 9: ''Signature gear (Stiletto)'' p.97
*Blade Practice Default 1: ''Knife Mastery'' If hit opponent, may Feint in same round for free (-4 Prest.) Trick: ''Blade Flurry'': If hit by 4+, roll knife damage twice. If hit by 10+, roll thrice.
*Blade Practice Default 2: ''Knife Supremacy'' Knife +1 sneak attack damage. Trick: ''Shank!'' If target Stndrd with < my Int (=??), automatically fails damage save. 1/rnd.


=Abilities, Feats & Proficiencies=
*Gia: ''Large folk'': 2x2; Reach 2; Speed 50’
*Gia: ''Improved Stability'': If standing on firm ground, +1 size cat for CC, Trample attacks & resisting Bull rush/Trip
*Gia: ''Natural Attack'': Trample I
*Gia: ''Sterner Stuff'': Defending against Keen atks, they reduce by 4
*Ba: ''Well-rounded'':
*Ba: ''Beguiling'': When taunt standard character, can change standard result for fixation for rounds =15 (Cha). Dmg interrupts
*Ba: ''Encouragement'': 1/scene Talk to teammate 1 min +1 morale saves
*Ba: ''Free Hint'': 1/session Free hint from GM or bonus action die
*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
*Sa1: ''Wise counsel:'' 1 action die to boost ally’s skill/save or damage (p.47)
*Sa2: ''Assistance I:'' Half an ally’s skill check time (round up, min. 5 min.), but +1 error range (p.47)
*Lvl 1: ''Shield basics:'' +4 to Bull rush + Phalanx stance
*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:  8 Edged (forte) / Hurled (forte)
*Trick ''Venom Master'' p.222
*Trick ''Parry'' p.222
*Trick ''Steady shot'' p.222
*Trick ''Cheap shot'' p.221


=Skills (ranks/stat/misc)=
=Skills (ranks/stat/misc)=
''(6+Int 2 = 8/lvl) Max 5 Total (4x8)+8+8 bonus=48''
''(6+Int 1 = 7/lvl) Max 13 Total (4x7)+10(7)+14 sharp mind = 112''
*Acrobatics** 5 (5/0Dex/0)
 
*Athletics** 5 (5/0Str/0)
*Acrobatics* +14 (12/2Dex/0)
*Bluff* 5 (3/2Cha/0)
*Athletics* +12 (11/1Str/0)
*Crafting (Masonry) 6 (4/2Int/0)
*Blend +16 (12/4Cha/0)
*Disguise 2 (0/2Cha/0)
*Bluff +12 (8/4Cha/0)
*Haggle 5 (3/2Wis/0)
*Crafting (Pharmacy, Chemistry, Cooking) +10 (9/1Int/0)
*Impress** 7 (5/2Cha/0)
*Disguise +12 (10/4Cha/-2 armour)
*Intimidate** 7 (5/2Cha/0)
*Intimidate +12 (8/4Cha/0)
*Investigate 7 (5/2Wis/0)
*Notice +13 (11/2Wis/0)
*Medicine 5 (3/2Int/0)
*Prestidigitation +7 (5/2Dex/0)
*Notice 3 (1/2Wis/0)
*Sense Motive +14 (12/2Wis/0)
*Resolve*  5 (3/2Con/0)
*Tactics  +11 (10/1Int/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)
*Sneak +2 (0/2Dex/0)
*Haggle +2 (0/2Wis/0)
*Impress +4 (0/4Cha/0)
*Investigate +2 (0/2Wis/0)
*Medicine +1 (0/1Int/0)
*Resolve +1 (0/1Con/0)
*Ride +2 (0/2Dex/0)
*Search +1 (0/1Int/0)


One asterisk = Origin skills


=Gear=
=Gear=
Loads (as Huge so Str 20): Light < 200 lb / Hvy 201-600 lb / Over > 601 lb
Loads: Light < 70 lb / Hvy 71-210 lb / Over > 211 lb
 
Stake 1000s


Stake 200s
*Hardened leather partial armour DR3 (Fire 3) -ve mods cancelled by feat, bar Disg. -2, Soft 3 18lb 100s
**Reinforced 2 Edged, +4.5lb +50s


*Padded moderate armour, giant, crude [/I] DR1 Cold 5 +2 resistances12lb 25s
=1000-150=850s
*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
*Dagger 1d6 lethal 19–20 Bleed, hurl D/1h Hard 2 7D 2 lbs. Primitive 15s
*Long knife/kukri 1d6 lethal 19–20 Finesse, keen 4 T/1h Hard 2 10D 3 lbs. Ancient 30s
**Guard Adds guard +1 quality — +2 +25% Ancient +25% = +0.75lb +7.5s
*Stiletto 1d4 lethal 18–20 AP 8, finesse D/1h Hard 1 12D 1/2 lb. Feudal 20s
**+ poisonous =+25%=+5s
* Buckler 1d3 subdual 20 Guard +1 T/1h Hard 2 7D 4 lbs. 20s
= 850-97.5 = 752.5s


*Blanket Cold res 4 5lb 4s
*Net (3) * — — 10 ft. × 3 Cord, trip S/2h Soft 2 7W 5 lbs. Ancient 15s
*Canteen 1 lb 5s
*Throwing knife (10) 1d4 lethal 19–20 15 ft. × 3 Poisonous D/1h Hard 1 7W 1 lb. Feudal 25s
*Pouch (50 coins) 2s
*Flash bomb (3) * 3d6 flash — 15 ft. × 3 Blast 1 D/1h Hard 1 15D 1 lb. Feudal 25s
*Flash bomb (3) * 3d6 flash — 15 ft. × 3 Blast 1 D/1h Hard 1 15D 1 lb. Feudal 25s
*Greek fire * 3d6 fire 20 10 ft. × 3 Inaccurate D/1h Hard 1 15D 1 lb. Feudal 20s
= 752.5-110s = 642.5s
 
*Pharmacist’s kit Crafting (Pharmacy) D/2h Brittle 1 10W 4 lbs. Ancient 20s
*Climber’s gear Athletics/Climb T/2h Hard 2 7W 8 lbs. Ancient 15s
*Thieves’ tools Prestidigitation/Disarm D/2h Hard 1 10W 1 lb. Ancient 20s
= 642.5-55 = 587.5s
 
*Balm Heal vitality at twice normal rate (1 day) 3 T/2h Soft 1 10D 1 lb. Primitive 12s
*Bandages Negates bleeding condition 10 T/2h Soft 1 5D 1/2 lb. Ancient 3s
*Salve Heal wounds at twice normal rate (1 day) 3 T/2h Soft 1 10D 1 lb. Ancient 12s
*Body paint +2 gear bonus with Blend in 1 terrain 3 T/2h Soft 1 5D 1/4 lb. Primitive 4s
(current scene)
*Body paint +2 gear bonus with Blend in 1 terrain 3 T/2h Soft 1 5D 1/4 lb. Primitive 4s
(current scene)
= 587.5-35 = 552.5
 
*Chalk Writes on any surface 5 F/1h Brittle 1 7D 1/4 lb. Primitive 2s
*100ft hemp rope 20 lb 12s
*100ft hemp rope 20 lb 12s
*Stonecutter’s kit 10 lb 15s
*Grappling Hook +2 gear bonus with Climb when using rope T/1h Hard 2 7D 4 lbs. Ancient 12s
*Doctor’s bag 2lb 20s
*Lantern, candle Faint light (30-ft. radius); uses candles T/1h Brittle 1 5D 1 lb. Ancient 8s
*Oil, 2 pints 2 lb 2s
*Candles (5) Faint light (30-ft. radius) 1 hour D/1h Soft 1 5D 1/4 lb. Ancient 1s
*Torches 5 3 lb 2s
*Mirror Signals distant friends; reflects gaze attacks D/1h Hard 1 7W 1 lb. Ancient 25s
*Bandages 10 uses ½ lb 3s
*Pouch Holds 50 coins D/— Soft 1 5D Special Primitive 2s
*Rations 7 uses 5lb 5s
*Ring, poison Target exposed with successful N/1h Hard 1 12W 1/10 lb. Ancient 30s
Standard Unarmed Attack that inflicts at least
1 point of damage
**Hollow May contain item 2 or more Sizes smaller —/— — +5 — Ancient +25% (7.5s)


= 70s!
= 552.5-99.5 = 453s


*Coin: 10s
*Add Keen 4 to stiletto: Adds keen 4 — +5 +25%wt Feudal +25%=5s


= 453-5 = 448s
...For poison!
*Coin: ##s


=Notes=
=Notes=
Origins from:
Poison ideas:
Talent Attributes Benefits
Adaptable — Grace under pressure, inquisitive mind, origin skills (any 2)
Agile +2 Dex Double boost (Dex), natural elegance, parry
Charismatic +2 Cha Charming, double boost (Cha), encouragement
Cunning +2 Dex, –2 Cha Charming, cheap shot, sharp mind, tenacious spirit
Crusading +2 to any, –2 to any Crunch!, iron will, higher calling, sterner stuff
Educated +2 Int, –2 Dex Broad learning, if I recall…, linguist, slow and steady
Gifted +2 to any, –2 to any Basic skill mastery, limited proficiencies, origin skill (choose), sharp mind
Grizzled +2 Con, –2 Dex Agile defense +1, last chance, rock solid
Hardy +2 Con Double boost (Con), thick hide 2, unbreakable
Industrious +1 Con Charming, encouragement, enlightened crafting, yeoman’s work
Intelligent +2 Int Double boost (Int), split decision
Methodical +1 Wis Enlightened haggle, enlightened investigate, free hint, origin skill (any 1), slow and steady
Nimble +2 Dex, –2 Str Speed 40 ft., called shot, cat fall, enlightened acrobatics, last chance
Ruthless +1 to any, –1 to any Always ready, cheap shot, menacing threat
Savage +2 Str, –2 Int Speed 40 ft., enlightened survival, great fortitude, lean season
Savvy +2 Wis, –2 Str Grace under pressure, if I recall...
Single-minded +2 Con, –2 Int Crunch!, relentless attack, enlightened resolve, war of attrition
Stern +2 Str, –2 Con Grueling combatant, light sleeper, no pain, relentless attack, unbreakable
Striking +2 Cha, –2 Con Celebrated, engaging diversion, natural elegance
Strong +2 Str Double boost (Str), improved stability, shove
SIMON ELLIOT (order #1519750) 200.18.143.146
11
HERO
Talent Attributes Benefits (Cont.)
Svelte +2 Cha, –2 Wis Charming, enlightened athletics, rock solid, shove
Unpredictable +1 Int Lightning reflexes, mix-up, split decision
Vigilant +2 Wis, –2 Int Always ready, enlightened notice, lightning reflexes
Wily +2 Int, –2 Cha Agile defense +1, engaging diversion, enlightened tactics, mix-up
Wise +2 Wis Double boost (Wis), free hint, inquisitive mind
Specialty Feat Benefits
Acrobat Basic Skill Mastery (Robber) Agile defense +1, attribute training (Str/Dex), fast, practiced athletics
Adept Any 1 Spellcasting feat Free hint, heroism, practiced search, turning
Adventurer Adventurer’s Luck Glory-bound, more than luck
Archer Bow Basics Animal turning, bow hunter, bow proficiency, camouflage
Aristocrat Basic Skill Mastery (Actor) Charming, flashy, noble blood, origin skill
Artisan Crafting Basics Celebrated, crafting focus, natural elegance, practiced crafting
Barbarian Rage Basics Fast, tenacious spirit, trap sense
Bard Well-Rounded Beguiling, encouragement, free hint, practiced impress
Cavalier Favored Gear (mount) Crunch!, glory-bound, practiced Ride, triumphant swing
Cleric Any 1 Chance feat Charming, field medicine, paired skills (Resolve and Medicine), turning
Corsair Basic Skill Mastery (Officer) Agile defense +1, flashy, terrifying look, water vehicle focus
Criminal Basic Skill Mastery (Pickpocket) Attribute training (Dex/Int), cheap shot, fast, practiced intimidate
Dragoon Quick Draw Black powder proficiency, commissioned, edged proficiency,
paired skills (Ride and Tactics)
Druid Animal Partner Attribute training (Con/Wis), practiced medicine, practiced survival, trackless step
Fencer Fencing Basics Decisive, edged proficiency, fast, parry
Fighter Armor Basics Attribute training (Str/Con), extra proficiency (any 4), melee combat expert
Fist Two-Hit Combo Attribute training (Str/Wis), fast, practiced acrobatics, unarmed proficiency
Gladiator Combat Instincts Crunch!, extra proficiency (any 1), harsh beating, paired skills (Athletics and Impress)
Guardian Elusive Practiced notice, step in, tenacious spirit
Lord Followers Noble blood, practiced tactics, stand together
Merchant Basic Skill Mastery (Trader) Attribute training (Int/Cha), linguist, paired skills (Haggle and Search), thrifty
Miner Pathfinder Basics Blunt proficiency, paired skills (Athletics/Crafting), stonecutting focus,
(caverns/mountains) unbreakable, warding strike
Musketeer Bullseye Attribute training (Dex/Wis), black powder proficiency, called shot,
commissioned, heroism
Mystic The Gift Attribute training (Con/Cha), inquisitive mind, paired skills (Investigate and
Medicine), sharp mind
Nomad Basic Skill Mastery (Horseman) Animal empathy, attribute training (Dex/Con), linguist, practiced haggle,
trackless step
Physician Basic Skill Mastery (Healer) Chemistry focus, contagion sense, edged proficiency,
paired skills (Medicine and Crafting)
Ranger Battlefield Trickery Animal empathy, camouflage, favored foes
Rogue Ambush Basics Practiced sneak, sharp mind, trap sense
Shaman Blessed Attribute training (Wis/Cha), contagion sense, origin skill, practiced sense motive
Shield Bearer Shield Basics Agile defense +1, blunt proficiency, melee combat expert, practiced resolve,
shield block
Sorcerer Any 1 Species feat Charming, paired skills (Spellcasting and Intimidate), terrifying look
Swindler Basic Skill Mastery (Spy) Attribute training (Dex/Cha), beguiling, charming, practiced bluff
Tribesman Basic Skill Mastery (Athlete) Extra proficiency (any 1), game hunter, paired skills (Resolve and Survival),
thick hide 2
Vanguard Misdirection Basics Basic combat expert, charming, paired skills (Resolve and Impress), stand together
Warden Pathfinder Basics (any 1) Attribute training (Int/Wis), decisive, practiced investigate, unbreakable
Wizard Spell Library Broad learning, encouragement, practiced spellcasting, thrifty


=Notes=
* Enraging poison Enraged for 1 Incubation Period 1 minute 3 15D 1/10th lb. Primitive 50s
** Gas Exposes all in target 2 × 2 area — — +2 — Ancient +100%
 
For stiletto:
*Knockout poison Unconscious for 1 Incubation Period 1 minute 3 20D 1/10th lb. Ancient 60s
x3

Latest revision as of 21:13, 28 March 2010

Marli Meacher Fantasy Craft character for mathey's game.

  • Level 10 Charismatic Rogue & Assassin, XP: 80,000
  • Action dice: 4d6
  • Recent changes to sheet:

Stats[edit]

  • STR 12 (+1) / DEX 14 (+2) / CON 12 (+1)
  • INT 12 (+1) / WIS 14 (+2) / CHA 18 (+4)

Combat

  • Init: +12 (10 Assassin + 2 Dex)
  • BAB: +7 / Melee +8 / Ranged +9
  • Defence: 18 (10 + 6 Assassin + 2 DEX - 0 Armor)
  • DR: 3 (Hardened leather moderate edged 2 fire 4)
  • Fort: +6 (5 +1 Con) / Ref: +7 (5 +2 Dex) / Will: +7 (5 +2 Wis)
  • Vitality Points: 100 / Wound Points: 12

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[edit]

Social:

  • Lifestyle: 9 (Panache 8 [+ 3 Appearance; Income 80s] / Prudence 1 [20% savings])
  • Legend: +3
  • Reputation: 10
  • Renown. Heroic: 2. Military: 0. Noble: 0.

Interests:

  • Native Language: ???
  • Study: Home culture
  • Study: Street urchins
  • Study: Nobility
  • Study: Anatomy
  • L6:
  • L10:

Abilities, Feats & Proficiencies[edit]

  • Cha: Charming: May improve Disposition of 1 non-adversary NPC by 5. 1/session.
  • Cha: Double Boost: May spend & roll 2 action dice to boost Charisma-based skill checks.
  • Cha: Encouragement: May speak to 1 teammate for 1 min. to get them a +1 morale bonus with saving throws until the end of the current scene. 1/scene.
  • Rog: Ambush Basics Need only 2 rounds to make a Tactics/Ambush check. +1 die sneak attack damage.
  • Rog: Practised sneak If spend action die to boost Sneak and fail, get die back after action resolved. Against multiple targets you only regain the die if the check fails against all of them.
  • Rog: Sharp mind +1 skill point/level
  • Rog: Trap sense You may roll twice when making Reflex saves prompted by security devices and traps, keeping the result you prefer.
  • AssC: Heartseeker BAB = character level vs. special characters (& for feats; p. 30)
  • Ass1: Hand of Death Blend or Resolve don't fail if DC =< CL+20 (p.30)
  • Ass2: Cold Read 1/session, free action, ask N=A/Dice Questions about special character (p.30)
  • Ass3/7: Quick on your feet Disguise needs no kit. Mask or Ambush check as free action 2/session
  • Ass4/8: Unspoken name +2 +2 Heroic renown and +2 Intimidate vs. any character who knows about at least one of your previous kills.
  • Ass5/9: Blade practice 1 hrs.' practice for temp. Melee Combat feat 'til end of adventure. 2/adventure. (see default below)
  • Ass6: Masks ...
  • Ass9: Masks2 ...
  • Ass10: Bald-faced lie 1/session Can lie to anyone - will believe for (Lvl=) 10min. Special character save DC=10+lvl10=20
  • Lvl 1: Knife Basics All knives considered armed. Stance: Wicked Dance
  • Stance: Wicked Dance 1H melee inflicts +2 sneak damage dice. Move only 5ft step.
  • Lvl 3: Armor basics DP+1 ACP+1 +5ft
  • Lvl 6: Favoured gear (Stiletto) p.97
  • Lvl 9: Signature gear (Stiletto) p.97
  • Blade Practice Default 1: Knife Mastery If hit opponent, may Feint in same round for free (-4 Prest.) Trick: Blade Flurry: If hit by 4+, roll knife damage twice. If hit by 10+, roll thrice.
  • Blade Practice Default 2: Knife Supremacy Knife +1 sneak attack damage. Trick: Shank! If target Stndrd with < my Int (=??), automatically fails damage save. 1/rnd.


  • Proficiencies: 8 Edged (forte) / Hurled (forte)
  • Trick Venom Master p.222
  • Trick Parry p.222
  • Trick Steady shot p.222
  • Trick Cheap shot p.221

Skills (ranks/stat/misc)[edit]

(6+Int 1 = 7/lvl) Max 13 Total (4x7)+10(7)+14 sharp mind = 112

  • Acrobatics* +14 (12/2Dex/0)
  • Athletics* +12 (11/1Str/0)
  • Blend +16 (12/4Cha/0)
  • Bluff +12 (8/4Cha/0)
  • Crafting (Pharmacy, Chemistry, Cooking) +10 (9/1Int/0)
  • Disguise +12 (10/4Cha/-2 armour)
  • Intimidate +12 (8/4Cha/0)
  • Notice +13 (11/2Wis/0)
  • Prestidigitation +7 (5/2Dex/0)
  • Sense Motive +14 (12/2Wis/0)
  • Tactics +11 (10/1Int/0)
  • Sneak +2 (0/2Dex/0)
  • Haggle +2 (0/2Wis/0)
  • Impress +4 (0/4Cha/0)
  • Investigate +2 (0/2Wis/0)
  • Medicine +1 (0/1Int/0)
  • Resolve +1 (0/1Con/0)
  • Ride +2 (0/2Dex/0)
  • Search +1 (0/1Int/0)

One asterisk = Origin skills

Gear[edit]

Loads: Light < 70 lb / Hvy 71-210 lb / Over > 211 lb

Stake 1000s

  • Hardened leather partial armour DR3 (Fire 3) -ve mods cancelled by feat, bar Disg. -2, Soft 3 18lb 100s
    • Reinforced 2 Edged, +4.5lb +50s

=1000-150=850s

  • Dagger 1d6 lethal 19–20 Bleed, hurl D/1h Hard 2 7D 2 lbs. Primitive 15s
  • Long knife/kukri 1d6 lethal 19–20 Finesse, keen 4 T/1h Hard 2 10D 3 lbs. Ancient 30s
    • Guard Adds guard +1 quality — +2 +25% Ancient +25% = +0.75lb +7.5s
  • Stiletto 1d4 lethal 18–20 AP 8, finesse D/1h Hard 1 12D 1/2 lb. Feudal 20s
    • + poisonous =+25%=+5s
  • Buckler 1d3 subdual 20 Guard +1 T/1h Hard 2 7D 4 lbs. 20s

= 850-97.5 = 752.5s

  • Net (3) * — — 10 ft. × 3 Cord, trip S/2h Soft 2 7W 5 lbs. Ancient 15s
  • Throwing knife (10) 1d4 lethal 19–20 15 ft. × 3 Poisonous D/1h Hard 1 7W 1 lb. Feudal 25s
  • Flash bomb (3) * 3d6 flash — 15 ft. × 3 Blast 1 D/1h Hard 1 15D 1 lb. Feudal 25s
  • Flash bomb (3) * 3d6 flash — 15 ft. × 3 Blast 1 D/1h Hard 1 15D 1 lb. Feudal 25s
  • Greek fire * 3d6 fire 20 10 ft. × 3 Inaccurate D/1h Hard 1 15D 1 lb. Feudal 20s

= 752.5-110s = 642.5s

  • Pharmacist’s kit Crafting (Pharmacy) D/2h Brittle 1 10W 4 lbs. Ancient 20s
  • Climber’s gear Athletics/Climb T/2h Hard 2 7W 8 lbs. Ancient 15s
  • Thieves’ tools Prestidigitation/Disarm D/2h Hard 1 10W 1 lb. Ancient 20s

= 642.5-55 = 587.5s

  • Balm Heal vitality at twice normal rate (1 day) 3 T/2h Soft 1 10D 1 lb. Primitive 12s
  • Bandages Negates bleeding condition 10 T/2h Soft 1 5D 1/2 lb. Ancient 3s
  • Salve Heal wounds at twice normal rate (1 day) 3 T/2h Soft 1 10D 1 lb. Ancient 12s
  • Body paint +2 gear bonus with Blend in 1 terrain 3 T/2h Soft 1 5D 1/4 lb. Primitive 4s

(current scene)

  • Body paint +2 gear bonus with Blend in 1 terrain 3 T/2h Soft 1 5D 1/4 lb. Primitive 4s

(current scene) = 587.5-35 = 552.5

  • Chalk Writes on any surface 5 F/1h Brittle 1 7D 1/4 lb. Primitive 2s
  • 100ft hemp rope 20 lb 12s
  • Grappling Hook +2 gear bonus with Climb when using rope T/1h Hard 2 7D 4 lbs. Ancient 12s
  • Lantern, candle Faint light (30-ft. radius); uses candles T/1h Brittle 1 5D 1 lb. Ancient 8s
  • Candles (5) Faint light (30-ft. radius) 1 hour D/1h Soft 1 5D 1/4 lb. Ancient 1s
  • Mirror Signals distant friends; reflects gaze attacks D/1h Hard 1 7W 1 lb. Ancient 25s
  • Pouch Holds 50 coins D/— Soft 1 5D Special Primitive 2s
  • Ring, poison Target exposed with successful N/1h Hard 1 12W 1/10 lb. Ancient 30s

Standard Unarmed Attack that inflicts at least 1 point of damage

    • Hollow May contain item 2 or more Sizes smaller —/— — +5 — Ancient +25% (7.5s)

= 552.5-99.5 = 453s

  • Add Keen 4 to stiletto: Adds keen 4 — +5 +25%wt Feudal +25%=5s

= 453-5 = 448s

...For poison!

  • Coin: ##s

Notes[edit]

Poison ideas:

  • Enraging poison Enraged for 1 Incubation Period 1 minute 3 15D 1/10th lb. Primitive 50s
    • Gas Exposes all in target 2 × 2 area — — +2 — Ancient +100%

For stiletto:

  • Knockout poison Unconscious for 1 Incubation Period 1 minute 3 20D 1/10th lb. Ancient 60s

x3