Salazar Hamish: Difference between revisions
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**[https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&p=20034851#post20034851 295 +15 (Mummies)] | **[https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&p=20034851#post20034851 295 +15 (Mummies)] | ||
**[https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&p=20046461#post20046461 129 +6 (Scorpions)] | **[https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&p=20046461#post20046461 129 +6 (Scorpions)] | ||
**[https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&p=20060095#post20060095 | **[https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&p=20060095#post20060095 251 + 25 (Capturing Stompy)] | ||
**[https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&p=20065150#post20065150 | **[https://forum.rpg.net/showthread.php?780005-OOC-III-ACKS-The-Wilderlands-of-Absalom&p=20065150#post20065150 1558 + 78 (Treasure XP)] | ||
*Alignment: Neutral | *Alignment: Neutral | ||
*PC with one Henchman | *PC with one Henchman |
Revision as of 21:35, 8 May 2016
Salazar Hamish was a camp-hanger on for an army, surviving by grabbing what he could. He fell in with a siege train in the camp and made a home for himself for a short time. An unfriendly rivalry convinced him to take his fortunes elsewhere.
Rank
- Human Thief 6
- XP: 23,866/40,000 (receives +5% bonus)
- Alignment: Neutral
- PC with one Henchman
- Titles/Holdings: None
- Age: 17
Attributes
- STR 11
- INT 10
- WIS 13 (+1)
- DEX 13 (raised from 6) (+1)
- CON 11
- CHA 13 (+1)
Skills
- Languages
- Common
- Giant
- General Proficiencies
- Adventuring
- Riding (horse)
- Signaling
- Bargaining
- Profession: Lawyer
- Class Proficiencies
- Skulking (+2 to Hide and Move Silently)
- Weapon Finesse (Use Dex modifier instead of Str for attacks)
- read languages(including ciphers, treasure maps, and dead languages, but not magical writings) with a proficiency throw of 5+ on 1d20. If the roll does not succeed, the thief may not try to read that particular piece of writing until he reaches a higher level of experience.
Combat
- AC 3 (Leather Armor, Dex Modifier)
- HP 14
- Movement Rate 120/40/120
- Initiative Modifier +1
- Attacks
- Primary Melee Attack: Frostbite (Short Sword +3, Frost Brand) with Friend-Maker, Attack Throw 1+, 1d6+3
- Melee Attack: Frostbite (Short Sword +3, Frost Brand), Attack Throw 4+, 1d6+3
- Melee Attack: Friend-Maker (Short Sword +2, Charm Person 3/Week), Attack Throw 5+, 1d6+2
- Melee Attack: Dagger, Attack Throw 8+, 1d4
- Primary Ranged Attack: Shortbow, Attack Throw 7+, 1d6, Range 50/100/150
- Ranged Attac: Dagger, Attack Throw 7+, Range 10/20/30
- Saves: (+1 WIS Bonus vs spells and Magic Items)
- Petrification & Paralysis 11+
- Poison & Death 11+
- Blast & Breath 14+
- Staves & Wands 12+
- Spells 13+
Spells
- None
Equipment
- Gear, Armor, Weapons: Total Encumbrance.
- Frostbite: Sword +3, Frost Brand
- Friend-Maker: Sword +2, Charm Person
- Shortbow
- 2 Quiver with 40 arrow
- 5 Silver tipped arrows
- 1 Dagger
- Belt, High boots, Hooded Cloak, Gloves, Tunic and Pants (Crafter), Fancy Hat (19 GP)
- Pouch 1
- 10 100 GP Gems, 10 50 GP Gems, 923 GP
- Pouch 2
- 20 10gp gmes, 354 GP, 58 SP
- Pouch 1
- Backpack (2gp)
- Blanket (2gp)
- Crowbar
- 2 Flasks of Military Oil
- Lantern
- 4 Flasks of Common Oil and Tinder Box (2 GP)
- Mirror
- Two Weeks Iron Rations
- Thieves' Tools
Mount
Light Warhorse (Sirocco) AC 2, 12 HP
- Saddle and tack, military (1 stone)
- Saddlebags (2 stone, 1 item)
- Shortbow
- 2 Quivers w arrows x40
- Blanket, wool
- 2 Waterskins
Light Riding Horse (Mister Trembelus) AC 2, 10 HP
- Saddle and Tack, Riding
- Saddlebags (2 Stone, 1 item)
- Tent
- 3 Waterskins
- 50 Feet Rope