Difference between revisions of "Marli"

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(Notes)
(Abilities, Feats & Proficiencies)
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=Abilities, Feats & Proficiencies=
 
=Abilities, Feats & Proficiencies=
*Gia: ''Large folk'': 2x2; Reach 2; Speed 50’
 
*Gia: ''Improved Stability'': If standing on firm ground, +1 size cat for CC, Trample attacks & resisting Bull rush/Trip
 
*Gia: ''Natural Attack'': Trample I
 
*Gia: ''Sterner Stuff'': Defending against Keen atks, they reduce by 4
 
 
*Ba: ''Well-rounded'':  
 
*Ba: ''Well-rounded'':  
 
*Ba: ''Beguiling'': When taunt standard character, can change standard result for fixation for rounds =15 (Cha). Dmg interrupts  
 
*Ba: ''Beguiling'': When taunt standard character, can change standard result for fixation for rounds =15 (Cha). Dmg interrupts  
Line 56: Line 52:
 
*Ba: ''Free Hint'': 1/session Free hint from GM or bonus action die
 
*Ba: ''Free Hint'': 1/session Free hint from GM or bonus action die
 
*Ba: ''Practised Impress'': If use action die to boost Impress but fails, get it back
 
*Ba: ''Practised Impress'': If use action die to boost Impress but fails, get it back
*SaC: ''Breadth of Experience:'' 4 bonus class skills with 2 free ranks
+
*AssC: ''Heartseeker'' BAB = character level vs. special characters (& for feats; p. 30)
*Sa1: ''Wise counsel:'' 1 action die to boost ally’s skill/save or damage (p.47)
+
*Ass1: ''Hand of Death'' Blend or Resolve don't fail if DC =< CL+20 (p.30)
*Sa2: ''Assistance I:'' Half an ally’s skill check time (round up, min. 5 min.), but +1 error range (p.47)
+
*Ass2: ''Cold Read'' 1/session, free action, ask N=A/Dice Questions about special character (p.30)
*Lvl 1: ''Shield basics:'' +4 to Bull rush + Phalanx stance
+
*Ass3:
*Stance: ''Phalanx stance:'' Allies have +1 Def+Ref; or +2 if I have guard +2 (i.e. shield)
+
*Lvl 1: ''...''
 +
 
 
*Proficiencies:  Hurled weapons  /  Edged weapons (forte)  /  Blunt weapons (forte)
 
*Proficiencies:  Hurled weapons  /  Edged weapons (forte)  /  Blunt weapons (forte)
 
  
 
=Skills (ranks/stat/misc)=
 
=Skills (ranks/stat/misc)=

Revision as of 06:51, 18 February 2010

Marli Meacher Fantasy Craft character for mathey's game.

  • Origins: ....
  • Level 5: Assassin 3, Burglar 1, Deadeye 1. XP: 10,000
  • Action dice: 3d4
  • Recent changes to sheet:

Stats

Start (36 point buy):

  • STR 12 (4) / DEX 14 (8) / CON 11 (1)
  • INT 12 (4) / WIS 14 (8) / CHA 15 (11)

+1 Cha at level 4

  • STR 12 (+1) / DEX 14 (+2) / CON 11 (+0)
  • INT 12 (+1) / WIS 14 (+2) / CHA 16 (+3)

Combat

  • Init: +2 (0 Priest + 2 Dex)
  • BAB: +1 / Melee +2 / Ranged +3
  • Defence: 13 (10 + 2 Priest + 2 DEX - 1 Leather Armor DP)
  • DR: 1 (Leather Armor)
  • Fort: +2 (1 +1 Con) / Ref: +2 (0 +2 Dex) / Will: +4 (1 +3 Wis)
  • Vitality Points: 10 / Wound Points: 18

Common Attacks/Defences/Actions:

  • Large Scale Glaive +3 To Hit; 1d10 + 1 Damage (+ 1 Str); 19-20; Keen 4, Reach +1; Hard 2
  • Two

Social, Interests & Religion

Social:

  • Lifestyle: x (Panache x [+x Appearance; Income 0 silver] / Prudence 0 [15% savings])
  • Legend: x
  • Reputation: 10
  • Renown. Heroic: 0. Religious: 0. Temporal: 0.

Interests:

  • Language: Donlar (the native tongue of Old Lil, though he speaks the archaic form)
  • Study: Stone
  • Study: History of the First Empire
  • Study: Unborn
  • Alignment: For Kel Donlar! (Paths from Beauty, Earth, Knowledge & Strength)

Religion:

Abilities, Feats & Proficiencies

  • Ba: Well-rounded:
  • Ba: Beguiling: When taunt standard character, can change standard result for fixation for rounds =15 (Cha). Dmg interrupts
  • Ba: Encouragement: 1/scene Talk to teammate 1 min +1 morale saves
  • Ba: Free Hint: 1/session Free hint from GM or bonus action die
  • Ba: Practised Impress: If use action die to boost Impress but fails, get it back
  • AssC: Heartseeker BAB = character level vs. special characters (& for feats; p. 30)
  • Ass1: Hand of Death Blend or Resolve don't fail if DC =< CL+20 (p.30)
  • Ass2: Cold Read 1/session, free action, ask N=A/Dice Questions about special character (p.30)
  • Ass3:
  • Lvl 1: ...
  • Proficiencies: Hurled weapons / Edged weapons (forte) / Blunt weapons (forte)

Skills (ranks/stat/misc)

(6+Int 2 = 8/lvl) Max 5 Total (4x8)+8+8 bonus=48

  • Acrobatics** 5 (5/0Dex/0)
  • Athletics** 5 (5/0Str/0)
  • Bluff* 5 (3/2Cha/0)
  • Crafting (Masonry) 6 (4/2Int/0)
  • Disguise 2 (0/2Cha/0)
  • Haggle 5 (3/2Wis/0)
  • Impress** 7 (5/2Cha/0)
  • Intimidate** 7 (5/2Cha/0)
  • Investigate 7 (5/2Wis/0)
  • Medicine 5 (3/2Int/0)
  • Notice 3 (1/2Wis/0)
  • Resolve* 5 (3/2Con/0)
  • Ride 0 (0/0Dex/0)
  • Search 3 (1/2Int/0)
  • Sense Motive 7 (5/2Wis/0)
  • Tactics 2 (0/2Int/0)

One asterisk = Origin skills / Two = Bonus Sage class skills (gain 2 ranks)


Gear

Loads (as Huge so Str 20): Light < 200 lb / Hvy 201-600 lb / Over > 601 lb

Stake 200s

  • Padded moderate armour, giant, crude [/I] DR1 Cold 5 +2 resistances12lb 25s
  • Shield, tower[/I] 1d6 subdual (-) Giant, Guard +3 12lb 60s (p.177)
  • Throwing spear, Giant, Guard[/I] 1d10 lethal (19-20/16-20 vs. M) hurl, reach +1 20lb 35s

= 120s

  • Iron Hawk Standard +2 Intimidate or Impress 12 lb 40s

=40s

  • Blanket Cold res 4 5lb 4s
  • Canteen 1 lb 5s
  • Pouch (50 coins) 2s
  • 100ft hemp rope 20 lb 12s
  • Stonecutter’s kit 10 lb 15s
  • Doctor’s bag 2lb 20s
  • Oil, 2 pints 2 lb 2s
  • Torches 5 3 lb 2s
  • Bandages 10 uses ½ lb 3s
  • Rations 7 uses 5lb 5s

= 70s!

  • Coin: 10s


Notes

Origins from:

Talent Attributes Benefits

Adaptable — Grace under pressure, inquisitive mind, origin skills (any 2)

Agile +2 Dex Double boost (Dex), natural elegance, parry

Charismatic +2 Cha Charming, double boost (Cha), encouragement

Cunning +2 Dex, –2 Cha Charming, cheap shot, sharp mind, tenacious spirit

Crusading +2 to any, –2 to any Crunch!, iron will, higher calling, sterner stuff

Educated +2 Int, –2 Dex Broad learning, if I recall…, linguist, slow and steady

Gifted +2 to any, –2 to any Basic skill mastery, limited proficiencies, origin skill (choose), sharp mind

Grizzled +2 Con, –2 Dex Agile defense +1, last chance, rock solid

Hardy +2 Con Double boost (Con), thick hide 2, unbreakable

Industrious +1 Con Charming, encouragement, enlightened crafting, yeoman’s work

Intelligent +2 Int Double boost (Int), split decision

Methodical +1 Wis Enlightened haggle, enlightened investigate, free hint, origin skill (any 1), slow and steady

Nimble +2 Dex, –2 Str Speed 40 ft., called shot, cat fall, enlightened acrobatics, last chance

Ruthless +1 to any, –1 to any Always ready, cheap shot, menacing threat

Savage +2 Str, –2 Int Speed 40 ft., enlightened survival, great fortitude, lean season

Savvy +2 Wis, –2 Str Grace under pressure, if I recall...

Single-minded +2 Con, –2 Int Crunch!, relentless attack, enlightened resolve, war of attrition

Stern +2 Str, –2 Con Grueling combatant, light sleeper, no pain, relentless attack, unbreakable

Striking +2 Cha, –2 Con Celebrated, engaging diversion, natural elegance

Strong +2 Str Double boost (Str), improved stability, shove

Svelte +2 Cha, –2 Wis Charming, enlightened athletics, rock solid, shove

Unpredictable +1 Int Lightning reflexes, mix-up, split decision

Vigilant +2 Wis, –2 Int Always ready, enlightened notice, lightning reflexes

Wily +2 Int, –2 Cha Agile defense +1, engaging diversion, enlightened tactics, mix-up

Wise +2 Wis Double boost (Wis), free hint, inquisitive mind

Specialty Feat Benefits

Acrobat Basic Skill Mastery (Robber) Agile defense +1, attribute training (Str/Dex), fast, practiced athletics

Adventurer Adventurer’s Luck Glory-bound, more than luck

Archer Bow Basics Animal turning, bow hunter, bow proficiency, camouflage

Aristocrat Basic Skill Mastery (Actor) Charming, flashy, noble blood, origin skill

Bard Well-Rounded Beguiling, encouragement, free hint, practiced impress

Criminal Basic Skill Mastery (Pickpocket) Attribute training (Dex/Int), cheap shot, fast, practiced intimidate

Fencer Fencing Basics Decisive, edged proficiency, fast, parry

Guardian Elusive Practiced notice, step in, tenacious spirit

Rogue Ambush Basics Practiced sneak, sharp mind, trap sense

Swindler Basic Skill Mastery (Spy) Attribute training (Dex/Cha), beguiling, charming, practiced bluff

Vanguard Misdirection Basics Basic combat expert, charming, paired skills (Resolve and Impress), stand together

Warden Pathfinder Basics (any 1) Attribute training (Int/Wis), decisive, practiced investigate, unbreakable

Notes