Difference between revisions of "Amagar Cacar"
(Created page with "Basilisk_Hill_Breakdown == Rank == Human Scout / 3rd<br /> *XP: 4,000/8,000<br /> *Alignment - Neutral<br /> *Henchman to Velsind<br /> *List any titles or holdings == A...") |
(→Combat) |
||
(15 intermediate revisions by the same user not shown) | |||
Line 2: | Line 2: | ||
== Rank == | == Rank == | ||
− | Human Scout / | + | '''Human Scout / 4th'''<br /> |
− | + | '''XP:''' 10,023/16,000<br /> | |
− | + | '''Alignment''' - Neutral<br /> | |
− | + | Henchman to '''[[Velsind Flere]]'''<br /> | |
− | |||
== Attributes == | == Attributes == | ||
− | + | STR - 13 (+1 melee, open doors 3-in-6)<br /> | |
− | + | INT - 12<br /> | |
− | + | WIS - 11<br /> | |
− | + | DEX - 9<br /> | |
− | + | CON - 17 (+2 HP)<br /> | |
− | + | CHA - 10 | |
== Skills == | == Skills == | ||
− | Languages | + | '''Languages''' |
* Alignment | * Alignment | ||
* Common | * Common | ||
+ | '''General Skills''' | ||
+ | *Survival - | ||
+ | :Harvesting (Dex) - Skilled, 10+ | ||
+ | :Naturalist (Int) - Skilled, 10+ | ||
+ | :Tracking (Wis) - Skilled, 10+ | ||
+ | :Wilderness Survival (Wis) - Skilled, 10+ | ||
+ | *Riding - Proficient, 15+ | ||
− | + | '''Thieving Skills''' | |
− | * | + | *Climb - 14+ |
− | * | + | *Hear Noise - 11+ |
− | * | + | *Sneak - 11+ |
+ | '''Class Abilities''' | ||
+ | *Cleave - When character slays a target with a melee or ranged attack, then can make an additional attack against an adjacent opponent. ITW, pg. 160 | ||
+ | *Can choose one fighter style: dual-weapon, one-weapon, or ranged. | ||
+ | *At 4th level, when in wilderness, roll twice to avoid becoming lost and when leading a party to evade an encounter, taking the better result. | ||
+ | *Starts with Naturalist, Tracking, and Wilderness Survival skills at the Skilled level; can improve one to Expert every fourth level (5th, 9th, 13th). | ||
+ | *Starts with following thief skills: Climb, Hear Noise, Sneak; succeeds on roll of 14+; Every level gained allows them to spend 2 points to improve chances of success, both points cannot be spent on same ability. | ||
+ | *Starts with one combat maneuver, may select an additional maneuver at levels 5, 9, and 13. | ||
+ | *Starts with two skills, plus any bonus from high INT; gain a new skill at levels 3, 5, 7, 9, 11, and 13. | ||
+ | *Starts with one Knack; gains a new Knack at levels 4, 7, 10 , and 13 | ||
− | + | '''Knacks''' | |
− | + | *Weapon Specialization: Long Sword - gain +1 hit & damage when using weapon | |
− | * | + | *Animal Companion |
− | * | ||
+ | == Combat == | ||
+ | '''AC:''' 5 [14]<br /> | ||
+ | '''HP:''' 22 (32 max - 4d6)<br /> | ||
+ | '''Movement Rate:''' 90'/30'<br /> | ||
+ | '''Initiative Modifier:''' 0<br /> | ||
+ | '''Attacks'''<br /> | ||
+ | *Primary Melee Attack: Long Sword (1d8) - +4 hit, 1d8+2 damage | ||
+ | *Secondary Melee Attack: Hand Axe (1d6)- +2 hit, 1d6+2 damage | ||
+ | *Primary Ranged Attack: Hand Axe (1d6) - +2 hit, 1d6 damage | ||
+ | |||
+ | '''Fighting Style''' | ||
+ | *Dual-weapon: Fights w/ a weapon in each hand, with either both short sword sized or on long sword and one dagger-sized; If character does not move during round, can make an attack with second weapon; attack is made with Disadvantage and does normal damage. | ||
− | + | '''Combat Maneuvers''' | |
− | + | *Knock-out: Roll to render target temporarily unconscious; roll suffers a penalty of 1d4 plus any other penalties; with success, target takes 1 hp damage and is unconscious for 1d4+1 rounds. (DEX, Proficient, 15+, 13+ if using fighting style) | |
− | |||
− | * | ||
− | + | '''Saves:''' | |
− | + | *Petrification & Paralysis - 12 | |
− | + | *Poison & Death - 10 | |
− | + | *Blast & Breath - 13 | |
− | + | *Staves & Wands - 11 | |
− | + | *Spells - 14 | |
− | |||
− | |||
− | |||
− | Saves: | ||
− | *Petrification & Paralysis | ||
− | *Poison & Death | ||
− | *Blast & Breath | ||
− | *Staves & Wands | ||
− | *Spells | ||
== Equipment == | == Equipment == | ||
− | + | '''Gear, Armor, Weapons:''' 530 coins | |
− | ** | + | *Chain mail |
− | ** | + | *Long Sword |
− | ** | + | *Hand Axe (x2) |
+ | *Backpack | ||
+ | **Flint and Steel | ||
+ | **Lantern | ||
+ | **Flask of Oil (x2) | ||
+ | *Riding Horse | ||
+ | **Saddle and bridle | ||
+ | **Horse Barding | ||
+ | **Saddle Bags | ||
+ | ***Large Sacks (x5) | ||
+ | |||
+ | Money: | ||
+ | *On Hand: 95 gp, 45 sp, 50 cp | ||
+ | *With Factor: 400 gp |
Latest revision as of 16:38, 5 February 2024
Contents
Rank[edit]
Human Scout / 4th
XP: 10,023/16,000
Alignment - Neutral
Henchman to Velsind Flere
Attributes[edit]
STR - 13 (+1 melee, open doors 3-in-6)
INT - 12
WIS - 11
DEX - 9
CON - 17 (+2 HP)
CHA - 10
Skills[edit]
Languages
- Alignment
- Common
General Skills
- Survival -
- Harvesting (Dex) - Skilled, 10+
- Naturalist (Int) - Skilled, 10+
- Tracking (Wis) - Skilled, 10+
- Wilderness Survival (Wis) - Skilled, 10+
- Riding - Proficient, 15+
Thieving Skills
- Climb - 14+
- Hear Noise - 11+
- Sneak - 11+
Class Abilities
- Cleave - When character slays a target with a melee or ranged attack, then can make an additional attack against an adjacent opponent. ITW, pg. 160
- Can choose one fighter style: dual-weapon, one-weapon, or ranged.
- At 4th level, when in wilderness, roll twice to avoid becoming lost and when leading a party to evade an encounter, taking the better result.
- Starts with Naturalist, Tracking, and Wilderness Survival skills at the Skilled level; can improve one to Expert every fourth level (5th, 9th, 13th).
- Starts with following thief skills: Climb, Hear Noise, Sneak; succeeds on roll of 14+; Every level gained allows them to spend 2 points to improve chances of success, both points cannot be spent on same ability.
- Starts with one combat maneuver, may select an additional maneuver at levels 5, 9, and 13.
- Starts with two skills, plus any bonus from high INT; gain a new skill at levels 3, 5, 7, 9, 11, and 13.
- Starts with one Knack; gains a new Knack at levels 4, 7, 10 , and 13
Knacks
- Weapon Specialization: Long Sword - gain +1 hit & damage when using weapon
- Animal Companion
Combat[edit]
AC: 5 [14]
HP: 22 (32 max - 4d6)
Movement Rate: 90'/30'
Initiative Modifier: 0
Attacks
- Primary Melee Attack: Long Sword (1d8) - +4 hit, 1d8+2 damage
- Secondary Melee Attack: Hand Axe (1d6)- +2 hit, 1d6+2 damage
- Primary Ranged Attack: Hand Axe (1d6) - +2 hit, 1d6 damage
Fighting Style
- Dual-weapon: Fights w/ a weapon in each hand, with either both short sword sized or on long sword and one dagger-sized; If character does not move during round, can make an attack with second weapon; attack is made with Disadvantage and does normal damage.
Combat Maneuvers
- Knock-out: Roll to render target temporarily unconscious; roll suffers a penalty of 1d4 plus any other penalties; with success, target takes 1 hp damage and is unconscious for 1d4+1 rounds. (DEX, Proficient, 15+, 13+ if using fighting style)
Saves:
- Petrification & Paralysis - 12
- Poison & Death - 10
- Blast & Breath - 13
- Staves & Wands - 11
- Spells - 14
Equipment[edit]
Gear, Armor, Weapons: 530 coins
- Chain mail
- Long Sword
- Hand Axe (x2)
- Backpack
- Flint and Steel
- Lantern
- Flask of Oil (x2)
- Riding Horse
- Saddle and bridle
- Horse Barding
- Saddle Bags
- Large Sacks (x5)
Money:
- On Hand: 95 gp, 45 sp, 50 cp
- With Factor: 400 gp