Difference between revisions of "Guntholdt the Dwarf"

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(Equipment)
Line 125: Line 125:
 
!width="100"|Location
 
!width="100"|Location
 
|-
 
|-
|Head || Armour Type || 5 || number || number || 19-20  
+
|Head || Armour Type || 5 || 7 || number || 19-20  
 
|-
 
|-
|Left Arm || Armour Type || 4 || number || number || 16-18
+
|Left Arm || Armour Type || 4 || 7 || number || 16-18
 
|-
 
|-
|Right Arm || Armour Type || 4 || number || number || 13-15  
+
|Right Arm || Armour Type || 4 || 7 || number || 13-15  
 
|-
 
|-
|Chest || Armour Type || 6 || number || number || 12
+
|Chest || Armour Type || 6 || 7 || number || 12
 
|-
 
|-
|Abdomen || Armour Type || 5 || number || number || 09-11
+
|Abdomen || Armour Type || 5 || 7 || number || 09-11
 
|-
 
|-
|Left Leg || Armour Type || 5 || number || number || 05-08
+
|Left Leg || Armour Type || 5 || 7 || number || 05-08
 
|-
 
|-
|Right Leg || Armour Type || 5 || number || number || 01-04
+
|Right Leg || Armour Type || 5 || 7 || number || 01-04
 
|}
 
|}
  
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|Hvy Crossbow || 2d6+2 || 1/3MR || 10 || 45% ||  || 55/300 || 8.0
 
|Hvy Crossbow || 2d6+2 || 1/3MR || 10 || 45% ||  || 55/300 || 8.0
 
|-
 
|-
|weapon/shield || damage || sr || ap || atk% || pry% || range || enc
+
|Dart || 1d6 || sr || ap || 30% || - || range || enc
 
|-
 
|-
 
|weapon/shield || damage || sr || ap || atk% || pry% || range || enc
 
|weapon/shield || damage || sr || ap || atk% || pry% || range || enc
Line 188: Line 188:
 
** Current Available POW (Magic Points): 15
 
** Current Available POW (Magic Points): 15
 
** Current Stored POW:
 
** Current Stored POW:
 
 
 
 
*'''Spirit Magic:'''
 
** List your Magic Spells here.
 
 
* '''Rune Magic:'''
 
** List your  Magic Spells here.
 
 
==Mounts==
 
Str: '''Number''', Con: '''Number''', Siz: '''Number''',  Pow: '''Number''', Dex: '''Number'''.
 
*Damage Bonus/Minus: '''+/- Damage Dice'''
 
*Hit Point Bonus/minus: '''+/-HPs'''
 
*Move Rate:
 
{| border="1" cellpadding="2"
 
!width="200"|Location Name
 
!width="225"|Armour types
 
!width="50"|H.P.
 
!width="50"|A.P.
 
!width="50"|Enc.
 
!width="100"|Location
 
|-
 
|Head || Armour Type || number || number || number || 17-20
 
|-
 
|Left Foreleg || Armour Type || number || number || number || 14-16
 
|-
 
|Right foreleg || Armour Type || number || number || number || 11-13
 
|-
 
|Forequarters || Armour Type || number || number || number || 08-10
 
|-
 
|Hindquarters || Armour Type || number || number || number || 05-07
 
|-
 
|Left Hindleg || Armour Type || number || number || number || 03-04
 
|-
 
|Right Hindleg || Armour Type || number || number || number || 01-02
 
|}
 
 
*Total Hit Points: nHP
 
 
* Attack Bonus/Minus: +/-%
 
* Parry Bonus/Minus: +/-%
 
* Aim Bonus/Minus: +/-%
 
 
{| border="1" cellpadding="2"
 
!width="200"|Attack
 
!width="150"|Damage
 
!width="50"|S.R.
 
!width="60"|Attack %
 
 
|-
 
|Bite || damage || sr || atk%
 
|-
 
|Kick || damage || sr || atk%
 
|-
 
|Rear and plunge || damage || sr || atk%
 
|}
 
  
 
==Equipment==
 
==Equipment==
Line 320: Line 263:
 
*
 
*
 
Str adds the Bend bars/lift gates chance to any raw strength test. For fighters only, this is calculated as if each step of exceptional str were +1 above 18 in the RQIII system, so str 19 gets the 18/01-50 chance.
 
Str adds the Bend bars/lift gates chance to any raw strength test. For fighters only, this is calculated as if each step of exceptional str were +1 above 18 in the RQIII system, so str 19 gets the 18/01-50 chance.
Dex adds a raw dodge bonus based on AC adjustment - +5% per -1AC. for thieves, it also adds dex modifiers to their skills.
+
Dex adds a raw dodge bonus based on AC adjustment - +5% per -1AC. for thieves.
 
Con adds a bonus to the Hero dies of each hero, up to +2 for not fighters and +4 for fighter types.
 
Con adds a bonus to the Hero dies of each hero, up to +2 for not fighters and +4 for fighter types.
Int adds languages [that start at a base of 30%] equal to the additional languages. MU's and Illusionists gain extra spells and base their spell learning chances and maximum number of spells on Int.
+
Int adds languages [that start at a base of 30%] equal to the additional languages. MU's and  
 
Wis adds a mental resistance bonus for all heros, and cleric types gain extra spells from it.
 
Wis adds a mental resistance bonus for all heros, and cleric types gain extra spells from it.
 
Charisma governs henchmen, reaction adjustments and loyalty. Ridiculously high ones will garner ridiculous bonuses.
 
Charisma governs henchmen, reaction adjustments and loyalty. Ridiculously high ones will garner ridiculous bonuses.
Line 328: Line 271:
 
*Will you use up your proficiencies to buy a specialty weapon [or two?] or a double specialty? [using three]?
 
*Will you use up your proficiencies to buy a specialty weapon [or two?] or a double specialty? [using three]?
  
*You'll need to adjust your resistances, proficiencies, etc. If you're going full on fighter, you'll want a range weapon, one for shield work and a serious pigsticker at a minimum.
+
*You'll need to adjust your resistances, proficiencies, etc.
 
 
*Basics att/parry
 
1h axe, hammer or pick 25/25
 
Shortsword or handaxe 20/20
 
2h axe, hammer or pick. 25/25 [includes halberds, bills, etc]
 
Shield 5/25
 
Crossbow or shortbow 25/--
 

Revision as of 09:14, 29 August 2010

- Back to Heros Paths.

Background

As a youth, Guntholdt assisted his parents, and the community, by serving in their hospital. Nevertheless, he felt his calling was a higher one, one that must lead him out into the world.

Character Details

  • Name: Guntholdt
  • Race: Mountain Dwarf
  • Class (HeroPath):- Fighter
    • Level: 1
    • Hero points: 3
    • Religion/Faith: Law, Mastery, Earth
  • Parents Occupation: Civilized Healer
  • Sex: Male
  • Age: 32

Characteristics

Str: 21, Con: 17, Siz: 11, Int: 16, Pow: 15, Dex: 18:, Cha: 11.

  • Raw Str bonus 30%, Hero die bonus+3, Extra Languages: 2, Mind Att bonus:+1, Defence bonus:--,
    • Max number of henchmen: 4. Loyalty bonus: --%, Reaction Adjustment: --%.


  • Damage Bonus/Minus: +1d4 (one off 1d6 - bah!)
  • Hit Points: 14HPsaverage con+siz
  • Experience bonus: +6%
  • Encumbrance limit: 38enc

Abilities

  • Innate or Special Abilites.
    • +5% in all combat with Orcs or Goblinkind.
    • +5% on all resistances to magic or poison (1% / per 4 points of Con [round up]).
    • +20% on all defences when fighting Giants, Ogres, Trolls and their ilk.
    • +50% on all perception rolls to do with depth underground or stonework traps
    • +66% to note sliding doors, hollow spaces
    • +75% to note slope, grade,and construction age.
    • Dwarves see in the dark [treat all darkness conditions except total darkness as good light] out to 60 feet.
  • Class abilities: class(es) Levels
    • Resistances
      • Magic spells/effects: +n/n%
      • Bodychanging magics:
      • Death Magics:
      • Poisons:
      • Breath Weapons:
    • Weapons (Restrictions here)
      • General weapon bonus
      • Proficiencies: (N/+n%)
      • Specialisations: (+n%/+N Dam)
    • Armour (Restrictions here)
      • Modifications or abilities here.
    • Hero dice: N(1dn).
    • Other HeroPath abilities.

List here

Skill Groups

  • Agility: +13%
    • Boat (05%): 18%
    • Climb (40%): 53%
    • Dodge (05%): 18%
    • Jump (25%): 38%
    • Ride (05%): 18%
    • Swim (15%): 28%
    • Throw (25%)+5: 43%
  • Knowledge: +6%
    • Evaluate (05%): 11%
    • Animal Lore (05%)+15: 11%
    • Dwarf Lore (05%)+15: 26%
    • Mineral Lore (5%)+20: 31%
    • Plant Lore (5%)+25: 37%
    • World lore (5%): 11%
    • First Aid : (10%)+25: 41%
    • Martial arts (0%): n%
    • Star lore (Navigation)(10%):-
    • Read/Write Language (10/0%):-
      • Language Name: n%
  • Manipulation: +20%
    • Conceal (05%): 25%
    • Devise (05%)+15: 40%
    • Sleight (05%): 25%
    • Play Instrument (Var): n%
  • Perception: +12%
    • Listen (25)%: 37%
    • Scan (25)%: 37%
    • Search (25%)+10: 47%
    • Track (05%): 17%


  • Stealth: +5%
    • Hide (10%): 15%
    • Sneak (10%): 15%
  • Communication: +9%
    • Orate (05%)+5: 19%
    • Sing (5%): 14%
    • Fast talk (05%): 14%
    • Disguise (10%): 19%
    • Speak Language:-
      • Native (Int x 5)+5: 94%
      • Other (00)+5: 14%

Hit Points and Armour

Location Name Armour types H.P. A.P. Enc. Location
Head Armour Type 5 7 number 19-20
Left Arm Armour Type 4 7 number 16-18
Right Arm Armour Type 4 7 number 13-15
Chest Armour Type 6 7 number 12
Abdomen Armour Type 5 7 number 09-11
Left Leg Armour Type 5 7 number 05-08
Right Leg Armour Type 5 7 number 01-04
  • Total Hit Points: 14HP

Weapons and Shields

  • Attack Bonus/Minus: +20%
  • Parry Bonus/Minus: +13%
  • Aim Bonus/Minus: +/-%
  • Strike Ranks: Siz:(2)+Dex:(2)=(4)
Weapon/Shield Name Damage S.R. A.P. Attack % Parry % Range Enc.
RH Battleaxe 1d8+2+1d4 6 8 45% 38% 1.0
2H Great Hammer 2d6+2+1d4 5 10 45% 38% 2.5
RH Shortsword 1d6+1+1d4 6 10 40% 33% 1.0
LH Kite Shield 1d6+1d4 7 16 25% 38% 5.0
Hvy Crossbow 2d6+2 1/3MR 10 45% 55/300 8.0
Dart 1d6 sr ap 30% - range enc
weapon/shield damage sr ap atk% pry% range enc
RH Dagger 1d4+2+1d4 7 12 +5atk% pry% melee 0
Fist 1d3 sr arm +5atk% pry% melee 0
Kick 1d6 sr leg atk% pry% melee 0
Head Butt 1d4 sr head atk% pry% melee 0
Grapple Special sr special atk% pry% melee 0

Magic

  • Power:-
    • Current Characteristic POW: 15
    • Current Available POW (Magic Points): 15
    • Current Stored POW:

Equipment

  • Weapons:
    • List your weapons and shields here
  • Armour:
    • List you armour and clothing here
  • Other:
    • Kit (with lotions, ointments, salves, herbs, soaps, razor, tweezers, bandages)
    • Linen & wool clothing
    • Knife
    • Sack
    • Firemaker & tinder
  • 190gp from RQ3 & OSRIC
  • 20 pennies in coin

FROM:

    • Pouch, belt, large 2 (empty) 4 sp
    • Holy symbol, wooden 1 6 sp

Leaves 189

    • Backpack 10 (empty) 2 gp
      • Candle, beeswax - 1 cp
      • Crowbar 5 2 gp
      • Grappling hook 4 1 gp
      • Hammer (tool, not war) 2 5 sp
      • Iron spikes, dozen 5 1 gp
      • Rations, standard (per day) 2 2 gp
      • Rations, trail (per day) 1 6 gp
      • Rope, hemp (per 50 ft) 10 1 gp
      • Soap (per lb) 1 5 sp
      • Waterskin (3 pint) 1 (empty) 1 gp

=17.02, leaves 171.98

    • Satchel 5 (empty) 1 gp
      • Chalk, piece - 1 cp
      • Caltrops 2 1 gp
      • Needle and thread - 3 cp
      • Oil (lamp) (per pint) 1 1 sp
      • Signal whistle - 8 sp
      • Twine, linen (per 100 ft) ½ 8 cp

= 3.02, leaves 168.96

    • Chainmail 7AP ENC 20 ?? gp
    • Underpadding +1AP Enc 3.5
    • Shield, large 10 lbs N/A -1 15 gp

= ???, leaves ???

    • Crossbow, heavy 20gp or shortbow
    • Bolt, heavy crossbow 1d6+1 1d6+1 4 (per dozen) 4 gp (per dozen) x2 = 8gp
    • or arrows & quiver...
    • Battleaxe (free)
    • Great hammer
    • Shortsword
    • 3xdarts in shield 1d6 base 10%

Notes

  • Magic bonus +15%
  • Background roll included "Climb like a thief"


  • No encumberance [up to (Str+Con) x 2 in lbs]: No effects

Light [double]: -1 Strike rank. -1/5% ability checks [dexterity/agilty] Middling [triple]: 3/4 normal movement. -2 SR/ability checks Heavy [quadruple]: Half movement. -3 SR/ ability checks Very heavy [quintiple] : quarter movement. -4 SR/ ability checks

Str adds the Bend bars/lift gates chance to any raw strength test. For fighters only, this is calculated as if each step of exceptional str were +1 above 18 in the RQIII system, so str 19 gets the 18/01-50 chance. Dex adds a raw dodge bonus based on AC adjustment - +5% per -1AC. for thieves. Con adds a bonus to the Hero dies of each hero, up to +2 for not fighters and +4 for fighter types. Int adds languages [that start at a base of 30%] equal to the additional languages. MU's and Wis adds a mental resistance bonus for all heros, and cleric types gain extra spells from it. Charisma governs henchmen, reaction adjustments and loyalty. Ridiculously high ones will garner ridiculous bonuses.

  • Will you use up your proficiencies to buy a specialty weapon [or two?] or a double specialty? [using three]?
  • You'll need to adjust your resistances, proficiencies, etc.