Difference between revisions of "Barbat Rauta"
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== Rank == | == Rank == | ||
− | Ironskin (Siderenos) / | + | '''Ironskin (Siderenos) / 4th'''<br /> |
− | XP: | + | '''XP:''' 11,788/20,000 (+5% XP bonus)<br /> |
− | Alignment - Neutral<br /> | + | '''Alignment''' - Neutral<br /> |
− | Henchman to Velsind<br /> | + | Henchman to '''[[Velsind Flere]]'''<br /> |
− | |||
== Attributes == | == Attributes == | ||
Line 13: | Line 12: | ||
WIS - 11<br /> | WIS - 11<br /> | ||
DEX - 10<br /> | DEX - 10<br /> | ||
− | CON - | + | CON - 13 (+1 HP/lvl)<br /> |
CHA - 9<br /> | CHA - 9<br /> | ||
== Skills == | == Skills == | ||
− | Languages | + | '''Languages''' |
* Alignment | * Alignment | ||
* Common | * Common | ||
* Irontongue | * 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 == | |
− | * | + | '''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 | |
− | |||
− | |||
− | |||
− | Saves: | ||
− | *Petrification & Paralysis - | ||
− | *Poison & Death - | ||
− | *Blast & Breath - | ||
− | *Staves & Wands - | ||
− | *Spells - | ||
== 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 21:03, 14 April 2024
Contents
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