Into The Storm:Khaliun: Difference between revisions

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Line 79: Line 79:
** Dagger/Skinning Knife
** Dagger/Skinning Knife
** Backpack
** Backpack
** Potion of diminution
** Potion of heroism
** - Iron rations (1 week)
** - Iron rations (1 week)
** - Waterskin
** - Waterskin

Revision as of 21:41, 4 August 2025

Into_the_Storm

Rank

  • Human Female Scout 6th
  • XP: 49000/64000
  • Alignment: Neutral
  • Full PC

Attributes

  • STR 12 (2 in 6 open doors)
  • INT 9 (Speak/Read/Write Common)
  • WIS 8 (-1 on magical saves)
  • DEX 16 (+2 AC, +2 Missile, +1 initiative)
  • CON 13 (+1 hp/lvl)
  • CHA 13 (+1 NPC reaction, 5 Max #, 8 Loyalty)

Skills

  • Languages
    • Common
    • Neutral
  • General Skills
    • Butchery (Dex, Skilled 10+, Allows the character to dress slain animals and harvest parts for various purposes.)
    • Naturalist (Int, Skilled 10+, Identify and harvest plants for edible and medicinal purposes.)
    • Navigation (Int, Proficient 15+, Make and read maps, navigate by stars, landmarks, cardinal directions, etc)
    • Riding (Proficient, 15+, allows the character to cast spells, attack or perform tricks on horseback.)
    • Tracking (Wis, Skilled 10+, Follow tracks left by individuals. Modifiers will apply based on terrain, age of tracks, size of group being followed, etc)
    • Wilderness Survival (Wis, Expert 5+, Find food, shelter, etc. in wilderness terrain.)
  • Class Abilities
    • Cleave like a Fighter
    • Minimum Damage like a Fighter (1d8 for melee/missile)
    • Fighting Style: Ranged: The character gains a +1 bonus to hit when making ranged attacks and may fire into melee with no penalty.
    • Climb (ItW pg 287, 9+)
    • Hear Noise (ItW pg 287, 11+)
    • Sneak (ItW pg. 288, 12+)
    • 4th lvl Scout, ItW pg. 320 When a scout is in the wilderness they may roll twice to avoid becoming lost, taking the better result. If leading a party trying to evade an encounter they can roll twice, taking the better result
  • Knacks
    • Toughness: The scout rolls 1d8 for their HD,rather than 1d6. This Knack can only be selected once, but it can be selected at any level, provided the character reroll their hit points at each level
    • Weapon Specialization (Longbow): The character gains a +1 bonus to hit and damage when using this weapon.

Combat

  • AC 16
  • HP 31
  • Movement Rate 60'/30'
  • Initiative Modifier +1
  • Attacks
    • Primary Melee Attack: +1 Longsword (+5 to hit | Dmg: 1d8+1)
    • Secondary Melee Attack: Hand Axe (+4 to hit | Dmg: 1d8 | 5’–10’ / 11’–20’ / 21’–30’ )
    • Primary Ranged Attack: Longbow (+8 to hit | Dmg: 1d8+1 | (5’–70’ / 71’–140’ / 141’–210’ | can shoot into melee without penalty)
    • Secondary Ranged Attack: Javelin of Lightning (+6 to hit | Dmg: 20 pts lightning | (5’–30’ / 31’–60’ / 61’–90’ | see OSE Advanced Referee's guide pg. 230)
  • Saves:
    • Petrification & Paralysis 11
    • Poison & Death 9
    • Blast & Breath 11
    • Staves & Wands 10
    • Spells 13

Spells

  • First Level: Spells Per Day
    • A first level spell in your repertoire
    • Another first-level spell in your repertoire
    • Etc
  • Second Level: Spells Per Day
    • One
    • Two
    • You-know-what-to-do

Equipment

  • Gear, Armor, Weapons: Total Encumbrance.
    • Clothing (cloak, pants, tunic, gloves, boots etc)
    • +1 Chainmail (AC: 14, WT 400 cn)
    • +1 Longsword
    • Longbow / 20 arrows in quiver
    • (2) Hand Axes
    • Dagger/Skinning Knife
    • Backpack
    • Potion of diminution
    • Potion of heroism
    • - Iron rations (1 week)
    • - Waterskin
    • - 100' rope with grapple hook
    • - (12) Iron Spikes
    • - Small Hammer
    • - tinderbox
    • - (6) torches
    • - (2) flasks of oil
    • - crowbar

Mounts

  • Wind Dancer | Horse, riding | 240'/80' movement |3,000 cn max load
    • Saddle and bridle
    • Saddle bags (300 cn)
    • Quiver - 20 silver tipped arrows
    • Bedroll
    • Iron Rations (1 week)
    • Waterskin
    • (2) flasks of oil
    • Shovel
    • Tent

Money