Amagar Cacar: Difference between revisions

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== Rank ==
== Rank ==
Human Scout / 3rd<br />
'''Human Scout / 4th'''<br />
XP: 4,000/8,000<br />
'''XP:''' 10,023/16,000<br />
Alignment - Neutral<br />
'''Alignment''' - Neutral<br />
Henchman to [[Velsind Flere]]<br />
Henchman to '''[[Velsind Flere]]'''<br />


== Attributes ==
== Attributes ==
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== Skills ==
== Skills ==
Languages
'''Languages'''
* Alignment
* Alignment
* Common
* Common


 
'''General Skills'''
General Skills
*Survival -
*Survival -
:Harvesting - Skilled, 10+
:Harvesting (Dex) - Skilled, 10+
:Naturalist - Skilled, 10+
:Naturalist (Int) - Skilled, 10+
:Tracking - Skilled, 10+
:Tracking (Wis) - Skilled, 10+
:Wilderness Survival - Skilled, 10+
:Wilderness Survival (Wis) - Skilled, 10+
*Riding - Proficient, 15+
*Riding - Proficient, 15+


 
'''Thieving Skills'''
Thieving Skills
*Climb - 14+
*Climb - 14+
*Hear Noise - 12+
*Hear Noise - 11+
*Sneak - 12+
*Sneak - 11+


 
'''Class Abilities'''
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
*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
*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 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 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.
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*Starts with one Knack; gains a new Knack at levels 4, 7, 10 , and 13
*Starts with one Knack; gains a new Knack at levels 4, 7, 10 , and 13


 
'''Knacks'''
Knacks
*Weapon Specialization: Long Sword - gain +1 hit & damage when using weapon
*Animal Companion - cannot have more than twice character's HD when selected and must be a normal, dire or giant animal; counts as a retainer and gains XP as one.
*Animal Companion


== Combat ==
== Combat ==
AC<br />
'''AC:''' 5 [14]<br />
HP (just list the max here, list current HP on the front page.)<br />
'''HP:''' 22 (32 max - 4d6)<br />
Movement Rate<br />
'''Movement Rate:''' 90'/30'<br />
Initiative Modifier<br />
'''Initiative Modifier:''' 0<br />
Attacks (For the below, write in what it is. Like, "Two-Handed Sword: Stats."<br />
'''Attacks'''<br />
*Primary Melee Attack: (List the attack throw with all magical, ability, etc., modifiers, like 5+ or whatever), (Damage.)
*Primary Melee Attack: Long Sword (1d8) - +4 hit, 1d8+2 damage
*Secondary Melee Attack:
*Secondary Melee Attack: Hand Axe (1d6)- +2 hit, 1d6+2 damage
*Primary Ranged Attack:
*Primary Ranged Attack: Hand Axe (1d6) - +2 hit, 1d6 damage


Fighting Style
'''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.
*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
'''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)
*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:
'''Saves:'''
*Petrification & Paralysis - 13
*Petrification & Paralysis - 12
*Poison & Death - 11
*Poison & Death - 10
*Blast & Breath - 14
*Blast & Breath - 13
*Staves & Wands - 12
*Staves & Wands - 11
*Spells - 15
*Spells - 14


== Equipment ==
== Equipment ==
Gear, Armor, Weapons: 530 coins
'''Gear, Armor, Weapons:''' 530 coins
*Chain mail
*Chain mail
*Long Sword
*Long Sword
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**Flask of Oil (x2)
**Flask of Oil (x2)
*Riding Horse
*Riding Horse
*Saddle and bridle
**Saddle and bridle
*Horse Barding
**Horse Barding
*Saddle Bags
**Saddle Bags
**Large Sacks (x5)
***Large Sacks (x5)
 
Money:
*On Hand: 95 gp, 45 sp, 50 cp
*With Factor: 400 gp

Latest revision as of 23:38, 5 February 2024

Basilisk_Hill_Breakdown

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