Makrak: Difference between revisions

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== Makrak ==
== Makrak ==
Kobold Warrenguard 1
Kobold Warrenguard 1
*XP 0/1550
*XP 1294/1550
*Alignment: Neutral
*Alignment: Neutral
*XP Modifier: +10%
*XP Modifier: +10%
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==Class abilities/Background/Languages/Knacks/Skills ==
==Class abilities/Background/Languages/Knacks/Skills ==


===Class Abilities===
===Racial Abilities===


*Defensive Bonus: When in melee with opponents larger than humans kobolds gain a +2 bonus to AC.
*Defensive Bonus: When in melee with opponents larger than humans kobolds gain a +2 bonus to AC.
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*Tinkering. All kobolds are naturals at tinkering. Beginning at level 4 a kobold can attempt to use the Disable thief skill (see p. 171 of Into the Wild) as a thief of level 1 (success on a 14+). This ability improves by 1 at every even level.
*Tinkering. All kobolds are naturals at tinkering. Beginning at level 4 a kobold can attempt to use the Disable thief skill (see p. 171 of Into the Wild) as a thief of level 1 (success on a 14+). This ability improves by 1 at every even level.


===Class Abilities===
*Ambush. Because of their small stature warrenguards have developed a fighting style based around stealth and surprise. If they are able to attack an unaware subject their attacks during the surprise round inflict an additional 1d6 damage. This damage increases to 2d6 at 6th level.
*Ambush. Because of their small stature warrenguards have developed a fighting style based around stealth and surprise. If they are able to attack an unaware subject their attacks during the surprise round inflict an additional 1d6 damage. This damage increases to 2d6 at 6th level.


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===Languages===
===Languages===


Common, Undercommon, Fairy
Common, Undercommon, Faery


===Knacks===
===Knacks===
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===Skills===
===Skills===
*Two skills


== Combat ==
== Combat ==
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== Equipment ==
== Equipment ==
*Money: 4 gp
*Money: 12 pp, 4 gp
*Encumbrance: 394
*Encumbrance: 394
*Readied:
*Readied:

Latest revision as of 02:49, 8 November 2024

Makrak[edit]

Kobold Warrenguard 1

  • XP 1294/1550
  • Alignment: Neutral
  • XP Modifier: +10%
  • Max Level: 9

Attributes[edit]

  • 10 STR
  • 11 INT
  • 11 WIS
  • 18 DEX (+3)
  • 15 CON (+1)
  • 07 CHA (-1)

Class abilities/Background/Languages/Knacks/Skills[edit]

Racial Abilities[edit]

  • Defensive Bonus: When in melee with opponents larger than humans kobolds gain a +2 bonus to AC.
  • Hiding: In dungeons or underground areas kobolds can hide in shadows or behind small amounts of cover,succeeding on a roll of 1-3 in 6, provided they don’t move.
  • Infravision. Kobolds have infravision to 60’.
  • Stonesense. Kobolds can detect construction tricks and room traps as a dwarf, with a 1-2 in 6 chance of success.
  • Tinkering. All kobolds are naturals at tinkering. Beginning at level 4 a kobold can attempt to use the Disable thief skill (see p. 171 of Into the Wild) as a thief of level 1 (success on a 14+). This ability improves by 1 at every even level.

Class Abilities[edit]

  • Ambush. Because of their small stature warrenguards have developed a fighting style based around stealth and surprise. If they are able to attack an unaware subject their attacks during the surprise round inflict an additional 1d6 damage. This damage increases to 2d6 at 6th level.
  • Initiative Bonus. If using individual initiative warrenguards gain a +1 modifier to initiative.
  • Missile Attack Bonus. Kobold warrenguards gain a +1 to attack rolls with missile and thrown weapons.

Background[edit]

No more than 100 words, please.

Languages[edit]

Common, Undercommon, Faery

Knacks[edit]

Unusual Size. The kobold is extremely large for one of its race, and as such deals normal damage with weapons, although they are still restricted from using human-sized two-handed weapons and longbows.

Skills[edit]

  • Two skills

Combat[edit]

  • AC 15
  • HP 3/3
  • HD 1d6
  • Movement Rate 120' (40')
  • Initiative Modifier +3
  • Attacks
    • Primary Melee Attack: 1d8
    • Secondary Melee Attack:
    • Primary Ranged Attack: 1d6, +3 to attack, 5’–80’ / 81’–160’ / 161’–240’

Saves:

  • 12 Poison
  • 13 Wands
  • 14 Paralysis
  • 15 Breath
  • 16 Spells

Equipment[edit]

  • Money: 12 pp, 4 gp
  • Encumbrance: 394
  • Readied:
    • Sword (60 cn)
    • Crossbow + 30 quarrels (50 cn)
    • Leather armor (200 cn)
  • Packed
    • Backpack (80 cn, 316 of 400 cn available)
    • 6 torches
    • Tinderbox
    • 1 wk iron rations
    • 50 rope
    • 2 vials holy water
    • 2 small sacks (0/200 cn each)