Difference between revisions of "Sailing the Silver Seas: Eluan Maerse Tevdran"
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[[Sailing_the_Silver_Seas]] | [[Sailing_the_Silver_Seas]] | ||
+ | |||
+ | Eluan Maerse is crafty. What harm in adding a fancy last name, and claiming one is from the metropolis? Folk like successful people. | ||
== Eluan Maerse Tevdran of Rhea's Ford == | == Eluan Maerse Tevdran of Rhea's Ford == | ||
− | *Human Assassin | + | *Human Assassin L6 |
− | *XP: | + | *XP: 52,214/64,000 (10%) |
− | *Neutral | + | *Alignment: Neutral |
*Full PC | *Full PC | ||
− | *mansions, | + | *(mansions, ships, and harems, indubitably, back in Rhea's Ford) |
− | |||
− | |||
== Attributes == | == Attributes == | ||
Line 19: | Line 19: | ||
== Skills == | == Skills == | ||
− | *Languages | + | *Languages |
− | + | * Common, literate | |
− | + | * another language | |
− | *General Skills | + | *General Skills |
− | + | *Alchemy/Proficient 14+ (Int): identify, isolate, and work with alchemical substances; useful when synthesizing poisons and creating magical potions | |
− | **Bargain/Skilled 10+: alter the price of a good I am either buying or selling | + | *Athletics |
− | + | **Acrobatics/Skilled 8+ (Dex) | |
− | + | **Jumping/Proficient 13+ (Str) | |
− | + | **Swimming/Proficient 13+ (Str) | |
− | + | *Bargain/Skilled 10+: alter the price of a good I am either buying or selling | |
− | + | *Knowledge | |
− | + | **Etiquette/Expert 4+ (Int) | |
− | ** | + | *Survival |
− | *Class Abilities | + | **Naturalist/Skilled 9+ (Int): Identify and harvest plants for edible and medicinal purposes |
− | + | **Tracking/Skilled 9+ (Int): I follow tracks left by individuals. Modifiers will apply based on terrain, age of tracks, size of group being followed, etc. | |
− | + | *Class Abilities | |
− | + | *wield any weapons and armor (but only leather or less for Thief abilities) | |
− | + | *+2d6 damage when attacking with surprise (the target is not aware of me), to all attacks this round | |
− | + | *may continue to attack +6 times/round if I keep killing with melee or missile attacks | |
− | + | *Combat Styles | |
− | + | *L1: Dual-weapon - roll largest damage die twice, taking best result (magical bonuses from both weapons apply to both attack/damage) | |
− | + | *L7: TBD | |
− | + | *Combat Maneuvers | |
− | + | *L2: Trip - On a successful attack, the target falls to the ground until their turn. It takes their entire movement to stand back up. While prone, all attacks against the target gain a +2 bonus. Creatures with more than two legs impose a -2 penalty per leg to the roll. | |
− | + | *L8: TBD | |
− | + | *I'm a Rogue, Don'tcha Know! | |
− | + | *Climb 14+ (10' per round, can automatically scale easy surfaces) | |
− | + | *Disable 9+ (1 minute, pick locks/bypass traps/work complicated mechanical devices) | |
− | + | *Hear Noise 9+ (conversations, dungeon doors) | |
− | + | *Read Languages 14+ (3 turns, interpret ciphers/codes/foreign languages, etc.) | |
− | + | *Sleight of Hand 12+ (acts of trickery; pick pockets, conceal/palm objects, misdirect attention) | |
− | + | *Sneak 9+ (no faster than 1/3 normal speed) | |
− | *Knacks | + | *Spot 11+ (1 turn for a 10'x10' area, spot traps/secret passages) |
− | + | *(Disadvantage to complete in 1/2 time, Advantage in 2x the time) | |
− | + | *Knacks | |
− | + | *L1: Rogue | |
+ | *L3: Self-improvement, primary (Dex + Con) | ||
+ | *L7: TBD | ||
== Combat == | == Combat == | ||
− | *AC | + | *AC 5 (Leather + Dex) or 3 (Chain + Dex) |
− | *HP | + | *HP 25 |
− | *Movement Rate | + | *Movement Rate: 120' (leather) or 90' (chain) |
− | *Initiative Modifier | + | *Initiative Modifier: +1 |
− | *Attacks | + | *Attacks |
− | ** | + | **Sword + dagger: THAC0 13, 1d8+2 damage (roll twice and take best) |
− | ** | + | **Sword alone: THAC0 13, 1d8+2 |
− | ** | + | **Dagger alone: THAC0 13, 1d8+2, range 10/20/30 thrown |
+ | **Longbow: THAC0 13, 1d6, range 70/140/210 | ||
*Saves: | *Saves: | ||
− | **Petrification & Paralysis | + | **Petrification & Paralysis 11 |
− | **Poison & Death | + | **Poison & Death 12 |
− | **Blast & Breath | + | **Blast & Breath 14 |
− | **Staves & Wands | + | **Staves & Wands 13 |
− | **Spells | + | **Spells 13 |
+ | |||
+ | == Equipment == | ||
+ | *Total Encumbrance: 400 (leather) or 600 (chain). Generally wears leather onboard the ''Treader''. | ||
+ | *Gear: 80 cn | ||
+ | *Armor: 200 cn | ||
+ | *Weapons: 110 cn | ||
+ | *Personal coin: 10 cn | ||
− | + | *Equipment worn and carried | |
− | * | + | *Leather armor (200) |
− | ** | + | *Sword (60) |
− | ** | + | *Dagger x2 (20) |
− | ** | + | *Longbow (30) and quiver of 20 arrows |
− | * | + | *''Broom of flying'': The broom flies at 240’ (80’). An additional passenger may be carried. When carrying two people, the broom’s speed is 180’ (60’). |
− | ** | + | *Backpack (80) |
− | ** | + | **thieves' tools |
− | ** | + | **wineskin |
+ | **tinderbox | ||
+ | **large sacks x3 | ||
+ | **50' rope & grappling hook | ||
+ | **hammer & iron spikes x12 | ||
+ | **iron rations, 1 week | ||
+ | **oil flask x4 | ||
+ | **lantern | ||
+ | **bedroll & winter blanket | ||
− | + | *Storage on ''Horizon Treader'' | |
− | * | + | *Chain mail (400) |
− | ** | + | *quiver of arrows x2 |
− | ** | + | *dagger x3 |
− | ** | + | *iron rations, 3 weeks |
+ | *wineskin | ||
+ | *bottle of wine x2 | ||
+ | *oil flask x6 | ||
+ | *coinpurse w/100 gp | ||
+ | |||
+ | *Total Coin: 9,232.09 gp | ||
+ | *coinpurse: 10 gp | ||
+ | *worn jewelry: 50 gp ring, 150 gp ring, 250 gp necklace | ||
+ | *stored on ship: 642.09 gp | ||
+ | *stored with Mrs Foot: 8,130 gp and one 1000 gp share in the Deepwater Trading and Adventure Company | ||
+ | |||
+ | |||
+ | Expenditures: | ||
+ | -1000 share in DTAC | ||
+ | -110 gp Adventuring gear | ||
+ | -124 weapons & armor | ||
+ | - 76 storage |
Latest revision as of 09:20, 30 October 2020
Eluan Maerse is crafty. What harm in adding a fancy last name, and claiming one is from the metropolis? Folk like successful people.
Eluan Maerse Tevdran of Rhea's Ford[edit]
- Human Assassin L6
- XP: 52,214/64,000 (10%)
- Alignment: Neutral
- Full PC
- (mansions, ships, and harems, indubitably, back in Rhea's Ford)
Attributes[edit]
- STR 16 (+2, open doors 4-in-6)
- INT 14 (+1)
- WIS 12
- DEX 16 (+2 AC/missile, +1 initiative)
- CON 13 (+1)
- CHA 12
Skills[edit]
*Languages
- Common, literate
- another language
*General Skills
- Alchemy/Proficient 14+ (Int): identify, isolate, and work with alchemical substances; useful when synthesizing poisons and creating magical potions
- Athletics
- Acrobatics/Skilled 8+ (Dex)
- Jumping/Proficient 13+ (Str)
- Swimming/Proficient 13+ (Str)
- Bargain/Skilled 10+: alter the price of a good I am either buying or selling
- Knowledge
- Etiquette/Expert 4+ (Int)
- Survival
- Naturalist/Skilled 9+ (Int): Identify and harvest plants for edible and medicinal purposes
- Tracking/Skilled 9+ (Int): I follow tracks left by individuals. Modifiers will apply based on terrain, age of tracks, size of group being followed, etc.
*Class Abilities
- wield any weapons and armor (but only leather or less for Thief abilities)
- +2d6 damage when attacking with surprise (the target is not aware of me), to all attacks this round
- may continue to attack +6 times/round if I keep killing with melee or missile attacks
*Combat Styles
- L1: Dual-weapon - roll largest damage die twice, taking best result (magical bonuses from both weapons apply to both attack/damage)
- L7: TBD
*Combat Maneuvers
- L2: Trip - On a successful attack, the target falls to the ground until their turn. It takes their entire movement to stand back up. While prone, all attacks against the target gain a +2 bonus. Creatures with more than two legs impose a -2 penalty per leg to the roll.
- L8: TBD
*I'm a Rogue, Don'tcha Know!
- Climb 14+ (10' per round, can automatically scale easy surfaces)
- Disable 9+ (1 minute, pick locks/bypass traps/work complicated mechanical devices)
- Hear Noise 9+ (conversations, dungeon doors)
- Read Languages 14+ (3 turns, interpret ciphers/codes/foreign languages, etc.)
- Sleight of Hand 12+ (acts of trickery; pick pockets, conceal/palm objects, misdirect attention)
- Sneak 9+ (no faster than 1/3 normal speed)
- Spot 11+ (1 turn for a 10'x10' area, spot traps/secret passages)
- (Disadvantage to complete in 1/2 time, Advantage in 2x the time)
*Knacks
- L1: Rogue
- L3: Self-improvement, primary (Dex + Con)
- L7: TBD
Combat[edit]
- AC 5 (Leather + Dex) or 3 (Chain + Dex)
- HP 25
- Movement Rate: 120' (leather) or 90' (chain)
- Initiative Modifier: +1
- Attacks
- Sword + dagger: THAC0 13, 1d8+2 damage (roll twice and take best)
- Sword alone: THAC0 13, 1d8+2
- Dagger alone: THAC0 13, 1d8+2, range 10/20/30 thrown
- Longbow: THAC0 13, 1d6, range 70/140/210
- Saves:
- Petrification & Paralysis 11
- Poison & Death 12
- Blast & Breath 14
- Staves & Wands 13
- Spells 13
Equipment[edit]
*Total Encumbrance: 400 (leather) or 600 (chain). Generally wears leather onboard the Treader.
- Gear: 80 cn
- Armor: 200 cn
- Weapons: 110 cn
- Personal coin: 10 cn
*Equipment worn and carried
- Leather armor (200)
- Sword (60)
- Dagger x2 (20)
- Longbow (30) and quiver of 20 arrows
- Broom of flying: The broom flies at 240’ (80’). An additional passenger may be carried. When carrying two people, the broom’s speed is 180’ (60’).
- Backpack (80)
- thieves' tools
- wineskin
- tinderbox
- large sacks x3
- 50' rope & grappling hook
- hammer & iron spikes x12
- iron rations, 1 week
- oil flask x4
- lantern
- bedroll & winter blanket
*Storage on Horizon Treader
- Chain mail (400)
- quiver of arrows x2
- dagger x3
- iron rations, 3 weeks
- wineskin
- bottle of wine x2
- oil flask x6
- coinpurse w/100 gp
*Total Coin: 9,232.09 gp
- coinpurse: 10 gp
- worn jewelry: 50 gp ring, 150 gp ring, 250 gp necklace
- stored on ship: 642.09 gp
- stored with Mrs Foot: 8,130 gp and one 1000 gp share in the Deepwater Trading and Adventure Company
Expenditures:
-1000 share in DTAC
-110 gp Adventuring gear
-124 weapons & armor
- 76 storage