Into the Storm: Leo: Difference between revisions
Jump to navigation
Jump to search
| (24 intermediate revisions by the same user not shown) | |||
| Line 2: | Line 2: | ||
== Rank == | == Rank == | ||
*Human Fighter | *Human Fighter 5 | ||
*XP: | *XP: 17,605/32,000 | ||
*XP Modifier: +5% | *XP Modifier: +5% | ||
*Alignment: Lawful | *Alignment: Lawful | ||
| Line 13: | Line 13: | ||
*09 WIS | *09 WIS | ||
*16 DEX (+2) | *16 DEX (+2) | ||
* | *18 CON (+3) | ||
*09 CHA | *09 CHA | ||
| Line 22: | Line 22: | ||
*General Skills | *General Skills | ||
**Riding: Can attack from horseback | **Riding: Can attack from horseback | ||
**Survival: Herbalism | **Survival: Butchery, Herbalism, Naturalist, Navigation, Tracking, Wilderness Survival (all at Skilled) | ||
*Class Abilities | *Class Abilities | ||
**Cleave once per round, | **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: | *AC: 19 (23 w/shield) | ||
*HP: | *HP: 52 | ||
*Movement Rate: 60'/20' | *Movement Rate: 60'/20' | ||
*Initiative Modifier: +1 | *Initiative Modifier: +1 | ||
*Attack Bonus: +3 | |||
*Attacks | *Attacks | ||
**Primary Melee Attack: | **Primary Melee Attack: Longsword +1 | +7 to hit | 1d8+4 dmg | ||
**Primary Ranged Attack: | **Primary Ranged Attack: Crossbow +2 | +7 to hit | 1d6+4 dmg | 5'-70', 71'-140', 141'-210' range | ||
*Saves: | *Saves: | ||
** | **10 Poison & Death (D) | ||
**12 | **11 Staves & Wands (W) | ||
** | **12 Petrification & Paralysis (P/P) | ||
** | **12 Blast & Breath (B) | ||
** | **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 | ||
** | **Shield +1 | ||
** | **Longsword +1, Wishes | ||
**Quiver w/ | **Longsword +1 | ||
**Crossbow +2, Accuracy | |||
**Quiver w/30 bolts | |||
**Backpack | **Backpack | ||
**Hammer, small | **Hammer, small | ||
| Line 70: | Line 117: | ||
**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
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