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'''Singetorix, Human/Giant ??? and Soldier?, ?? years old, played by Julius Sleazer'''
'''Singetorix, Charismatic Giant (Human stats) Bard and Soldier, fortyish, played by Julius Sleazer'''
*Class: Soldier?? 1, XP: 0
*Class: Soldier 1, XP: 0
*Action dice: 3d4
*Action dice: 3d4
*Recent changes to sheet:
*Recent changes to sheet:


''NB Pease don't alter the format too much; if we alter one, I want to alter all.''
''NB Pease don't alter the format too much; if we alter one, I want to alter all.''
STR 15, DEX 13, CON 14, INT 7, WIS 13, CHA 17
=Stats=
=Stats=
*STR 15 (+2) / DEX 13 (+1) / CON 14 (+2)  
*STR 15 (+2) / DEX 13 (+1) / CON 14 (+2)  
*INT  7 (-2) / WIS 13 (+3) / CHA 17 (+3)
*INT  8 (-1) / WIS 12 (+1) / CHA 19 (+4)


'''Combat'''
'''Combat'''
*Init: +2 (0 Priest + 2 Dex)
*Init: +2 (1 Soldier + 1 Dex)
*BAB: +1  /  Melee +2 /  Ranged +3
*BAB: +1  /  Melee +3 /  Ranged +2


*Defence: 13 (10 + 2 Priest + 2 DEX - 1 Leather Armor DP)
*Defence: 12 (10 + 1 Soldier + 1 DEX - 0 Armor DP)
*DR: 1 (Leather Armor)
*DR: 2 (Studded Leather Armour)
*Fort: +2 (1 +1 Con)  /  Ref: +2 (0 +2 Dex)  /  Will: +4 (1 +3 Wis)
*Fort: +3 (1 +2 Con)  /  Ref: +1 (0 +1 Dex)  /  Will: +3 (2 +1 Wis)
*Vitality Points: 10   /    Wound Points: 18
*Vitality Points: 14 (=12+Con)   /    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
*2H Battle axe +4 To Hit (19-20); 1d10+2; AP2.
*Two
*2H Battle axe Trip attack +7 vs. Oppo.Acrob. (+5 Acrob. +2 axe); opponent sprawled, else Singetorix flatfooted
*Javelin (3), +3 To Hit (19–20); 1d8+2 lethal; 30 ft.×3
*Sling, +3 To Hit (20); 1d4+2 subdual; 60 ft.×6, Load 1


=Social, Interests & Religion=
=Social, Interests & Religion=
'''Social:'''
'''Social:'''
*Lifestyle: x (Panache x [+x Appearance; Income 0 silver]  /  Prudence 0 [15% savings])
*Lifestyle: +5 (Panache 5 [+2 Appearance; Income 50s]  /  Prudence 0 [15% savings])
*Legend: x
*Legend: +1
*Reputation: 10
*Reputation: ??
*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: Sird
*Study: Stone
*Study: Home region
*Study: History of the First Empire
*3
*Study: Unborn
*4
*Alignment: For Kel Donlar! (Paths from Beauty, Earth, Knowledge & Strength)
 


'''Religion:'''
'''Religion:'''
Line 44: Line 45:


=Abilities, Feats & Proficiencies=
=Abilities, Feats & Proficiencies=
*Gia: ''Large folk'': 2x2; Reach 2; Speed 50’
*SolC: ''Accurate'': When spend 1 action dice on attack, roll two dice (i.e. 2d4 instead of 1d4)
*Gia: ''Improved Stability'': If standing on firm ground, +1 size cat for CC, Trample attacks & resisting Bull rush/Trip
*So1: ''Fight On'': +1 Basic, Melee, Ranged, or Unarmed Combat feat, or 2 additional proficiencies.
*Gia: ''Natural Attack'': Trample I
*Ba: ''Well-rounded'': +5 ranks in any one skill at chargen
*Gia: ''Sterner Stuff'': Defending against Keen atks, they reduce by 4
*Ba: ''Beguiling'': When taunt standard character, can change standard result for fixation for rounds =19 (Cha). Dmg interrupts  
*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: ''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: ''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
*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
*Cha: ''Charming'': May improve Disposition of 1 non-adversary NPC by 5. 1/session.
*Sa1: ''Wise counsel:'' 1 action die to boost ally’s skill/save or damage (p.47)
*Cha: ''Double Boost'': May spend & roll 2 action dice to boost Charisma-based skill checks.
*Sa2: ''Assistance I:'' Half an ally’s skill check time (round up, min. 5 min.), but +1 error range (p.47)
*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.
*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)


*Lvl 1: ''Knife Basics:'' Knives considered always armed. Wicked dance stance.
*Lvl 1: ''Contempt:'' +1 free attack per round vs. standard character. Times/combat = AD = 3
*Stance: ''Wicked dance:'' +2 dice sneak attack dmg in melée (Note movement restricted to 5ft)
*Proficiencies:???? Start w. 6  Hurled weapons (forte)  /  Edged weapons (forte)  /  +2


=Skills (ranks/stat/misc)=
=Skills (ranks/stat/misc)=
''(6+Int 2 = 8/lvl) Max 5 Total (4x8)+8+8 bonus=48''
''(4-Int 1 = 3/lvl) Max 4 Total (4x3)=12''
*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)
Class skills: Athletics, Crafting, Intimidate, Notice, Resolve, Search, Survival, Tactics
*Acrobatics* +5 (4/1Dex/0)
*Athletics +2 (0/2Str/0)
*Bluff +5 (0/5Cha/0)
*Crafting (?) ? (0/-1Int/0)
*Disguise +5 (0/5Cha/0)
*Haggle +2 (0/2Wis/0)
*Impress +5 (0/5Cha/0)
*Intimidate +9 (4/5Cha/0)
*Investigate +1 (0/1Wis/0)
*Medicine -1 (0/-1Int/0)
*Notice +1 (0/1Wis/0)
*Resolve +2 (0/2Con/0)
*Ride +0 (0/0Dex/0)
*Search -1 (0/-1Int/0)
*Sense Motive* +10 (4/1Wis/5origin)
*Tactics -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 < 100 lb / Hvy 101-300 lb / Over > 301 lb


Stake 200s
Stake 100s


*Padded moderate armour, giant, crude [/I] DR1 Cold 5 +2 resistances12lb 25s
*Battle axe (2H), 1d10 lethal (19–20 AP 2) trip 12lb 30s
*Shield, tower[/I] 1d6 subdual (-) Giant, Guard +3 12lb 60s (p.177)
*Javelin (3), 1d8 lethal (19–20) 30 ft.×3 3lb 12s
*Throwing spear, Giant, Guard[/I] 1d10 lethal (19-20/16-20 vs. M) hurl, reach +1 20lb 35s
*Sling, 1d4 subdual (20) 60 ft.×6, Load 1, 1lb 1s
= 120s
*Iron Hawk Standard +2 Intimidate or Impress 12 lb 40s


=40s
*Partial Studded leather DR2 DP–1 ACP–0 12lbs 40s


*Blanket Cold res 4 5lb 4s
*Blanket Cold res 4 5lb 4s
*Canteen 1 lb 5s
*Canteen 1 lb 5s
*Pouch (50 coins) 2s
*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
*Rations 7 uses 5lb 5s


= 70s!
*Coin: 1s
 
*Coin: 10s
 


=History=
=History=

Latest revision as of 19:35, 21 June 2010

Back to Heartstone Codex

Singetorix, Charismatic Giant (Human stats) Bard and Soldier, fortyish, played by Julius Sleazer

  • Class: Soldier 1, XP: 0
  • Action dice: 3d4
  • 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 15 (+2) / DEX 13 (+1) / CON 14 (+2)
  • INT 8 (-1) / WIS 12 (+1) / CHA 19 (+4)

Combat

  • Init: +2 (1 Soldier + 1 Dex)
  • BAB: +1 / Melee +3 / Ranged +2
  • Defence: 12 (10 + 1 Soldier + 1 DEX - 0 Armor DP)
  • DR: 2 (Studded Leather Armour)
  • Fort: +3 (1 +2 Con) / Ref: +1 (0 +1 Dex) / Will: +3 (2 +1 Wis)
  • Vitality Points: 14 (=12+Con) / Wound Points: 14

Common Attacks/Defences/Actions:

  • 2H Battle axe +4 To Hit (19-20); 1d10+2; AP2.
  • 2H Battle axe Trip attack +7 vs. Oppo.Acrob. (+5 Acrob. +2 axe); opponent sprawled, else Singetorix flatfooted
  • Javelin (3), +3 To Hit (19–20); 1d8+2 lethal; 30 ft.×3
  • Sling, +3 To Hit (20); 1d4+2 subdual; 60 ft.×6, Load 1

Social, Interests & Religion[edit]

Social:

  • Lifestyle: +5 (Panache 5 [+2 Appearance; Income 50s] / Prudence 0 [15% savings])
  • Legend: +1
  • Reputation: ??
  • Renown. Heroic: 0. Religious: 0. Temporal: 0.

Interests:

  • Language: Sird
  • Study: Home region
  • 3
  • 4


Religion:

Abilities, Feats & Proficiencies[edit]

  • SolC: Accurate: When spend 1 action dice on attack, roll two dice (i.e. 2d4 instead of 1d4)
  • So1: Fight On: +1 Basic, Melee, Ranged, or Unarmed Combat feat, or 2 additional proficiencies.
  • Ba: Well-rounded: +5 ranks in any one skill at chargen
  • Ba: Beguiling: When taunt standard character, can change standard result for fixation for rounds =19 (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
  • 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.
  • Lvl 1: Knife Basics: Knives considered always armed. Wicked dance stance.
  • Lvl 1: Contempt: +1 free attack per round vs. standard character. Times/combat = AD = 3
  • Stance: Wicked dance: +2 dice sneak attack dmg in melée (Note movement restricted to 5ft)
  • Proficiencies:???? Start w. 6 Hurled weapons (forte) / Edged weapons (forte) / +2

Skills (ranks/stat/misc)[edit]

(4-Int 1 = 3/lvl) Max 4 Total (4x3)=12

Class skills: Athletics, Crafting, Intimidate, Notice, Resolve, Search, Survival, Tactics

  • Acrobatics* +5 (4/1Dex/0)
  • Athletics +2 (0/2Str/0)
  • Bluff +5 (0/5Cha/0)
  • Crafting (?) ? (0/-1Int/0)
  • Disguise +5 (0/5Cha/0)
  • Haggle +2 (0/2Wis/0)
  • Impress +5 (0/5Cha/0)
  • Intimidate +9 (4/5Cha/0)
  • Investigate +1 (0/1Wis/0)
  • Medicine -1 (0/-1Int/0)
  • Notice +1 (0/1Wis/0)
  • Resolve +2 (0/2Con/0)
  • Ride +0 (0/0Dex/0)
  • Search -1 (0/-1Int/0)
  • Sense Motive* +10 (4/1Wis/5origin)
  • Tactics -1 (0/-1Int/0)

One asterisk = Origin skills

Gear[edit]

Loads: Light < 100 lb / Hvy 101-300 lb / Over > 301 lb

Stake 100s

  • Battle axe (2H), 1d10 lethal (19–20 AP 2) trip 12lb 30s
  • Javelin (3), 1d8 lethal (19–20) 30 ft.×3 3lb 12s
  • Sling, 1d4 subdual (20) 60 ft.×6, Load 1, 1lb 1s
  • Partial Studded leather DR2 DP–1 ACP–0 12lbs 40s
  • Blanket Cold res 4 5lb 4s
  • Canteen 1 lb 5s
  • Pouch (50 coins) 2s
  • Rations 7 uses 5lb 5s
  • Coin: 1s

History[edit]

Born: Xth day of the month of **** and ****, Yth month of 475

Info

Notes[edit]