Sailing the Silver Seas: Eluan Maerse Tevdran: Difference between revisions
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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 17: | 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 16:20, 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