Into the Storm: Leo: Difference between revisions

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Created page with "Into_the_Storm == Rank == *Human Fighter 1 *XP: 0/2,000 *XP Modifier: +5% *Alignment: Lawful *Retainer of Ilyush == Attributes == *13 STR (+1) *11 INT *09 WIS *16 DEX (+2) *07 CON (-1) *09 CHA == Skills == *Languages **Common *General Skills **Riding: Can attack from horseback **Survival: Herbalism (Skilled), Naturalist (Skilled) *Class Abilities **Cleave once per round, once per day **Can negate a single physical attack, once per day **When fighting with 2H we..."
 
 
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== Rank ==
== Rank ==
*Human Fighter 1
*Human Fighter 5
*XP: 0/2,000
*XP: 17,605/32,000
*XP Modifier: +5%
*XP Modifier: +5%
*Alignment: Lawful
*Alignment: Lawful
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*09 WIS
*09 WIS
*16 DEX (+2)
*16 DEX (+2)
*07 CON (-1)
*18 CON (+3)  
*09 CHA
*09 CHA


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*General Skills
*General Skills
**Riding: Can attack from horseback
**Riding: Can attack from horseback
**Survival: Herbalism (Skilled), Naturalist (Skilled)
**Survival: Butchery, Herbalism, Naturalist, Navigation, Tracking, Wilderness Survival (all at Skilled)


*Class Abilities
*Class Abilities
**Cleave once per round, once per day
**Cleave once per round, up to 5 times per day
**Can negate a single physical attack, once per day
**Can negate a single physical attack, once per day
**When fighting with 2H weapons, roll damage with advantage
**When fighting with 2H weapons, roll damage with advantage
**Fighting Style: Ranged (+1 bonus to hit with ranged weapons, may fire into melee with no penalty)
**Fighting Style: Ranged (+1 bonus to hit with ranged weapons, may fire into melee with no penalty)
**Combat Maneuvers: Disarm (Proficient), Knock-out (Skilled)
**Combat Maneuvers:  
**Disarm (DEX, Proficient)
***On a successful attempt the target drops their weapon or shield (attacker’s choice)
***Dropped weapons land a number of feet away equal to the difference between the roll and the target number set by the attacker's skill
***If the weapon drops within 5’ of the target they may pick it up during their next turn, but the process of doing so imposes a –2 penalty to their AC for the remainder of the round; if more than 5’ away they cannot reach their weapon without disengaging from melee
**Knock-out (DEX, Skilled)
***Using a blunt weapon or the flat of a blade, or a hand-to-hand attack, the attacker attempts to render a target temporarily unconscious.
***The maneuver only affects living targets.
***The roll suffers a penalty of 1d4, in addition to any other penalties
***If successful, the target takes 1 point of damage and is rendered unconscious for 1d12 rounds
**Precise Shot (DEX, Proficient)
***On a successful roll the character can fire into a melee or at opponents with less than full cover without penalty (they do not suffer the standard –4 penalty for doing so)
***This roll is only made once per round; a normal attack roll is still needed


*Knacks
*Knacks
**Lucky: The character can reroll any attack, damage, or saving throw they make once per day
**Toughness: rolls d10 for HP
**Toughness: rolls d10 for HP


== Combat ==
== Combat ==
*AC: 18 (19 w/shield)
*AC: 19 (23 w/shield)
*HP: 4
*HP: 52
*Movement Rate: 60'/20'
*Movement Rate: 60'/20'
*Initiative Modifier: +1
*Initiative Modifier: +1
*Attack Bonus: +3
*Attacks  
*Attacks  
**Primary Melee Attack: Sword | +1 to hit | 1d8+1 dmg  
**Primary Melee Attack: Longsword +1 | +7 to hit | 1d8+4 dmg  
**Primary Ranged Attack: Long Bow | +3 to hit | 1d6+2 dmg | 5'-70', 71'-140', 141'-210' range
**Primary Ranged Attack: Crossbow +2 | +7 to hit | 1d6+4 dmg | 5'-70', 71'-140', 141'-210' range
*Saves:
*Saves:
**14 Petrification & Paralysis
**10 Poison & Death (D)
**12 Poison & Death
**11 Staves & Wands (W)
**15 Blast & Breath
**12 Petrification & Paralysis (P/P)
**13 Staves & Wands
**12 Blast & Breath (B)
**16 Spells
**14 Spells (R/S/S)
 
== Magic Items ==
*Long Sword +1, Wishes
**The sword grants a total of 1d4 wishes (1 used)
**The wish must be spoken out loud by the wielder of the sword
*Slippers of Spider Climbing
**Supple footwear that grants the ability for the wearer to climb all surfaces and even move upside down across ceilings at a rate of 20 ft.
**The wearer is “hands free” when climbing with the slippers
**Any condition which would make normal walking on a horizontal surface hazardous, e.g. ice, grease, or oil of slipperiness, will render the slippers useless
**The slippers can be used 10 minutes cumulative per 24 hour day
*Gauntlets of Ogre Power - A character who wears these gauntlets has a Strength score of 18. This grants all the usual bonuses, including:
**Melee attacks: +3 bonus to attack and damage rolls, in melee
**Unarmed attacks: Deal 1d2+3 damage
**Extra weight: The character’s ability to carry weight is increased by 1,000 coins
*Handy Haversack - A well-made but otherwise plain leather haversack with two side pouches and brass hardware
**Each side pouch functions as a bag of holding and both will hold up to either 20 cubic ft of material or 20 lbs in weight
**The main part of the haversack can hold up to 80 cubic ft of material or 80 lbs of weight
**No matter how much material is placed into the handy haversack it will never weigh more than 5 lbs
**When the user reaches into the pack for a specific item, that item will always be on top
*Crossbow +2, Accuracy
**Attack rolls at long range: The normal –1 range modifier does not apply
**Maximum range: Is not increased by the enchantment
*Ring of Warmth
**The wearer will be completely comfortable and can maintain normal body temperature even in conditions of extreme cold
**Grants the ability to regenerate cold based damage at a rate of 1 hp per turn
**Grants a +2 to all saving throws vs cold based attacks
**Reduces damage from cold based attacks by -1 per die (minimum damage of 1 point per die)
*Ring of Fire Resistance
**Normal fire: Unharmed by non-magical fire
**Save bonus: Gain a +2 bonus to all saving throws versus fire-based magical or breath attacks
**Fire-based damage: Is reduced by 1 point per damage die rolled. (Each die inflicts a minimum of 1 hit point damage.)


== Equipment ==
== Equipment ==
*Gear, Armor, Weapons
*Gear, Armor, Weapons
**Plate Mail
**Plate Mail +1
**Shield
**Shield +3
**Sword
**Shield +1
**Long Bow
**Longsword +1, Wishes
**Quiver w/20 arrows
**Longsword +1
**Crossbow +2, Accuracy
**Quiver w/30 bolts
**Backpack
**Backpack
**Hammer, small
**Hammer, small
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**Saddle bags (300 cn)
**Saddle bags (300 cn)
**Rations, iron (14/14)
**Rations, iron (14/14)
== Money ==
*139 gp from gold teeth and necklace
*16,628 gp in gems
== Experience ==
*4,571 xp from sale of treasure and the Ancestor Spear
*13,035 xp from leading Lady Z to the Forgotten Barrow

Latest revision as of 03:06, 12 November 2025

Into_the_Storm

Rank[edit]

  • Human Fighter 5
  • XP: 17,605/32,000
  • XP Modifier: +5%
  • Alignment: Lawful
  • Retainer of Ilyush

Attributes[edit]

  • 13 STR (+1)
  • 11 INT
  • 09 WIS
  • 16 DEX (+2)
  • 18 CON (+3)
  • 09 CHA

Skills[edit]

  • Languages
    • Common
  • General Skills
    • Riding: Can attack from horseback
    • Survival: Butchery, Herbalism, Naturalist, Navigation, Tracking, Wilderness Survival (all at Skilled)
  • Class Abilities
    • Cleave once per round, up to 5 times per day
    • Can negate a single physical attack, once per day
    • When fighting with 2H weapons, roll damage with advantage
    • Fighting Style: Ranged (+1 bonus to hit with ranged weapons, may fire into melee with no penalty)
    • Combat Maneuvers:
    • Disarm (DEX, Proficient)
      • On a successful attempt the target drops their weapon or shield (attacker’s choice)
      • Dropped weapons land a number of feet away equal to the difference between the roll and the target number set by the attacker's skill
      • If the weapon drops within 5’ of the target they may pick it up during their next turn, but the process of doing so imposes a –2 penalty to their AC for the remainder of the round; if more than 5’ away they cannot reach their weapon without disengaging from melee
    • Knock-out (DEX, Skilled)
      • Using a blunt weapon or the flat of a blade, or a hand-to-hand attack, the attacker attempts to render a target temporarily unconscious.
      • The maneuver only affects living targets.
      • The roll suffers a penalty of 1d4, in addition to any other penalties
      • If successful, the target takes 1 point of damage and is rendered unconscious for 1d12 rounds
    • Precise Shot (DEX, Proficient)
      • On a successful roll the character can fire into a melee or at opponents with less than full cover without penalty (they do not suffer the standard –4 penalty for doing so)
      • This roll is only made once per round; a normal attack roll is still needed
  • Knacks
    • Lucky: The character can reroll any attack, damage, or saving throw they make once per day
    • Toughness: rolls d10 for HP

Combat[edit]

  • AC: 19 (23 w/shield)
  • HP: 52
  • Movement Rate: 60'/20'
  • Initiative Modifier: +1
  • Attack Bonus: +3
  • Attacks
    • Primary Melee Attack: Longsword +1 | +7 to hit | 1d8+4 dmg
    • Primary Ranged Attack: Crossbow +2 | +7 to hit | 1d6+4 dmg | 5'-70', 71'-140', 141'-210' range
  • Saves:
    • 10 Poison & Death (D)
    • 11 Staves & Wands (W)
    • 12 Petrification & Paralysis (P/P)
    • 12 Blast & Breath (B)
    • 14 Spells (R/S/S)

Magic Items[edit]

  • Long Sword +1, Wishes
    • The sword grants a total of 1d4 wishes (1 used)
    • The wish must be spoken out loud by the wielder of the sword
  • Slippers of Spider Climbing
    • Supple footwear that grants the ability for the wearer to climb all surfaces and even move upside down across ceilings at a rate of 20 ft.
    • The wearer is “hands free” when climbing with the slippers
    • Any condition which would make normal walking on a horizontal surface hazardous, e.g. ice, grease, or oil of slipperiness, will render the slippers useless
    • The slippers can be used 10 minutes cumulative per 24 hour day
  • Gauntlets of Ogre Power - A character who wears these gauntlets has a Strength score of 18. This grants all the usual bonuses, including:
    • Melee attacks: +3 bonus to attack and damage rolls, in melee
    • Unarmed attacks: Deal 1d2+3 damage
    • Extra weight: The character’s ability to carry weight is increased by 1,000 coins
  • Handy Haversack - A well-made but otherwise plain leather haversack with two side pouches and brass hardware
    • Each side pouch functions as a bag of holding and both will hold up to either 20 cubic ft of material or 20 lbs in weight
    • The main part of the haversack can hold up to 80 cubic ft of material or 80 lbs of weight
    • No matter how much material is placed into the handy haversack it will never weigh more than 5 lbs
    • When the user reaches into the pack for a specific item, that item will always be on top
  • Crossbow +2, Accuracy
    • Attack rolls at long range: The normal –1 range modifier does not apply
    • Maximum range: Is not increased by the enchantment
  • Ring of Warmth
    • The wearer will be completely comfortable and can maintain normal body temperature even in conditions of extreme cold
    • Grants the ability to regenerate cold based damage at a rate of 1 hp per turn
    • Grants a +2 to all saving throws vs cold based attacks
    • Reduces damage from cold based attacks by -1 per die (minimum damage of 1 point per die)
  • Ring of Fire Resistance
    • Normal fire: Unharmed by non-magical fire
    • Save bonus: Gain a +2 bonus to all saving throws versus fire-based magical or breath attacks
    • Fire-based damage: Is reduced by 1 point per damage die rolled. (Each die inflicts a minimum of 1 hit point damage.)

Equipment[edit]

  • Gear, Armor, Weapons
    • Plate Mail +1
    • Shield +3
    • Shield +1
    • Longsword +1, Wishes
    • Longsword +1
    • Crossbow +2, Accuracy
    • Quiver w/30 bolts
    • Backpack
    • Hammer, small
    • Iron spikes x12
    • Lantern
    • Oil flask x5
    • Rope, 50'
    • Tinder box
    • Waterskin

Mount[edit]

  • Balto | Horse, riding | 240'/80' movement | 3,000 cn max load
    • Saddle and bridle
    • Saddle bags (300 cn)
    • Rations, iron (14/14)

Money[edit]

  • 139 gp from gold teeth and necklace
  • 16,628 gp in gems

Experience[edit]

  • 4,571 xp from sale of treasure and the Ancestor Spear
  • 13,035 xp from leading Lady Z to the Forgotten Barrow