Barbat Rauta: Difference between revisions
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Created page with "Basilisk_Hill_Breakdown == Barbat Rauta == *Ironskin (Siderenos) / 3rd *XP: 6,000/10,000 *Alignment - Neutral *Henchman to Velsind *List any titles or holdings == Attrib..." |
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== | == Rank == | ||
'''Ironskin (Siderenos) / 4th'''<br /> | |||
'''XP:''' 11,788/20,000 (+5% XP bonus)<br /> | |||
'''Alignment''' - Neutral<br /> | |||
Henchman to '''[[Velsind Flere]]'''<br /> | |||
== Attributes == | == Attributes == | ||
STR - 16 (+2 melee, open doors 4-in-6)<br /> | |||
INT - 6 (Basic literacy)<br /> | |||
WIS - 11<br /> | |||
DEX - 10<br /> | |||
CON - 13 (+1 HP/lvl)<br /> | |||
CHA - 9<br /> | |||
== Skills == | == Skills == | ||
'''Languages''' | |||
* Alignment | |||
* Common | |||
* Irontongue | |||
'''General Skills''' | |||
**( | *Athletics - | ||
** | *:Climbing (Str) - Skilled, 10+ | ||
*:Endurance (Con)- Skilled, 10+ | |||
*:Jumping (Str) - Skilled, 10+ | |||
** | *:Running (Con) - Skilled, 10+ | ||
** | *Profession (Int): Drill Sergeant - Proficient, 15+ | ||
** | *Riding - Proficient, 15+ | ||
* | |||
** | '''Class Abilities''' | ||
** | *Has natural AC of 5; over time skin hardens and AC will get lower. | ||
* | *Immune to paralysis from ghouls. | ||
*Only need to rest every 12 turns; can force march for 2 days before tiring. | |||
*Once per day, when damage would reduce them to 0 hp, it instead reduces them to 1 hp. | |||
*Vulnerable to lightning and electricity, roll to save with disadvantage; if no save is allowed, automatically take max damage. | |||
*Touch of rust monster is deadly, hit by feeler drains one level. | |||
*Heat Metal spell damages them as if they were wearing metal armor. | |||
*Starts with two combat maneuvers, may select an additional maneuver at levels 5 and 10. | |||
*Starts with three skills, plus any bonus from high INT; gain a new skill at levels 4, 6, 8, 10, and 12. | |||
*Starts with one Knack; gains a new Knack at levels 4, 7, and 10. | |||
'''Knacks''' | |||
*Toughness - rolls 1d12 for HD | |||
*Self-Improvement, Primary - increase CON by +2 | |||
== Combat == | == Combat == | ||
'''AC:''' 4 [15] / 5 [14](no shield)<br /> | |||
'''HP:''' 36 (52 max)<br /> | |||
'''Movement Rate:''' 90'/30'<br /> | |||
'''Initiative Modifier:''' 0<br /> | |||
'''Attacks'''<br /> | |||
*Primary Melee Attack: Long Sword (sword and shield style): +5 hit, 1d8+5 damage (if using magic sword)<br /> | |||
*Secondary Melee Attack: Long Sword (one weapon style): +6 hit, 1d8+5 damage (if using magic sword)<br /> | |||
*Primary Ranged Attack: Spear - 1d6 damage | |||
* | |||
* | '''Fighting Style''' | ||
*Sword and Shield: One ally adjacent to, and up to two allies immediately behind, the fighter gain a +1 bonus to their armor class. | |||
*One Weapon: Gains a +1 bonus to attack | |||
* | |||
* | '''Combat Maneuvers''' | ||
*Stun: On a successful roll the target automatically acts last during the following round; only affects living targets. (STR, Proficient, 15+, 13+ if using fighting style) | |||
*Trip: On a successful attack the target falls to the ground until their turn; takes their entire movement to stand back up; while prone all attacks against are at +2. (STR, Proficient, 15+, 13+ if using fighting style) | |||
'''Saves:''' | |||
* | *Petrification & Paralysis - 10 | ||
* | *Poison & Death - 8 | ||
* | *Blast & Breath - 11 | ||
* | *Staves & Wands - 9 | ||
* | *Spells - 12 | ||
== Equipment == | == Equipment == | ||
'''Gear, Armor, Weapons:''' Total Encumbrance is under 200 coins | |||
** | *Shield | ||
** | *+1 Sword | ||
** | *Spear (x2) | ||
*Belt and pouch | |||
*Backpack | |||
**Waterskin (x2) | |||
**Flint & Steel | |||
**Large Sacks (x2) | |||
*War Horse | |||
**Saddle & bridle | |||
**Horse Barding | |||
**Saddle Bags | |||
***Large Sacks (x3) | |||
Money: | |||
*On Hand: 95 gp, 45 sp, 50 cp | |||
*With Factor: 400 gp |
Latest revision as of 04:03, 15 April 2024
Rank[edit]
Ironskin (Siderenos) / 4th
XP: 11,788/20,000 (+5% XP bonus)
Alignment - Neutral
Henchman to Velsind Flere
Attributes[edit]
STR - 16 (+2 melee, open doors 4-in-6)
INT - 6 (Basic literacy)
WIS - 11
DEX - 10
CON - 13 (+1 HP/lvl)
CHA - 9
Skills[edit]
Languages
- Alignment
- Common
- Irontongue
General Skills
- Athletics -
- Climbing (Str) - Skilled, 10+
- Endurance (Con)- Skilled, 10+
- Jumping (Str) - Skilled, 10+
- Running (Con) - Skilled, 10+
- Profession (Int): Drill Sergeant - Proficient, 15+
- Riding - Proficient, 15+
Class Abilities
- Has natural AC of 5; over time skin hardens and AC will get lower.
- Immune to paralysis from ghouls.
- Only need to rest every 12 turns; can force march for 2 days before tiring.
- Once per day, when damage would reduce them to 0 hp, it instead reduces them to 1 hp.
- Vulnerable to lightning and electricity, roll to save with disadvantage; if no save is allowed, automatically take max damage.
- Touch of rust monster is deadly, hit by feeler drains one level.
- Heat Metal spell damages them as if they were wearing metal armor.
- Starts with two combat maneuvers, may select an additional maneuver at levels 5 and 10.
- Starts with three skills, plus any bonus from high INT; gain a new skill at levels 4, 6, 8, 10, and 12.
- Starts with one Knack; gains a new Knack at levels 4, 7, and 10.
Knacks
- Toughness - rolls 1d12 for HD
- Self-Improvement, Primary - increase CON by +2
Combat[edit]
AC: 4 [15] / 5 [14](no shield)
HP: 36 (52 max)
Movement Rate: 90'/30'
Initiative Modifier: 0
Attacks
- Primary Melee Attack: Long Sword (sword and shield style): +5 hit, 1d8+5 damage (if using magic sword)
- Secondary Melee Attack: Long Sword (one weapon style): +6 hit, 1d8+5 damage (if using magic sword)
- Primary Ranged Attack: Spear - 1d6 damage
Fighting Style
- Sword and Shield: One ally adjacent to, and up to two allies immediately behind, the fighter gain a +1 bonus to their armor class.
- One Weapon: Gains a +1 bonus to attack
Combat Maneuvers
- Stun: On a successful roll the target automatically acts last during the following round; only affects living targets. (STR, Proficient, 15+, 13+ if using fighting style)
- Trip: On a successful attack the target falls to the ground until their turn; takes their entire movement to stand back up; while prone all attacks against are at +2. (STR, Proficient, 15+, 13+ if using fighting style)
Saves:
- Petrification & Paralysis - 10
- Poison & Death - 8
- Blast & Breath - 11
- Staves & Wands - 9
- Spells - 12
Equipment[edit]
Gear, Armor, Weapons: Total Encumbrance is under 200 coins
- Shield
- +1 Sword
- Spear (x2)
- Belt and pouch
- Backpack
- Waterskin (x2)
- Flint & Steel
- Large Sacks (x2)
- War Horse
- Saddle & bridle
- Horse Barding
- Saddle Bags
- Large Sacks (x3)
Money:
- On Hand: 95 gp, 45 sp, 50 cp
- With Factor: 400 gp