Difference between revisions of "Ysuelt"

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(Created page with 'Back to Heartstone Codex '''Hunfrith Longthinker, Giant Bard and Sage, 42 years old, played by ....''' *Class: Sage 2, XP: 1,000 *Action dice: 3d4 *Recent changes to sheet: …')
 
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Back to [[Heartstone Codex]]
 
Back to [[Heartstone Codex]]
  
'''Hunfrith Longthinker, Giant Bard and Sage, 42 years old, played by ....'''
+
'''Ysuelt, Human Agile Aristocrat and Assassin, 20 years old, played by Deamon'''
*Class: Sage 2, XP: 1,000
+
*Class: Assassin 1, XP: 0
 
*Action dice: 3d4
 
*Action dice: 3d4
 
*Recent changes to sheet:
 
*Recent changes to sheet:
Line 9: Line 9:
  
 
=Stats=
 
=Stats=
*STR 12 (+1) / DEX 14 (+2) / CON 12 (+1)  
+
*STR 12 (+1) / DEX 16 (+3) / CON 12 (+1)  
*INT 16 (+3) / WIS 16 (+3) / CHA 10 (+0)
+
*INT 14 (+2) / WIS 12 (+1) / CHA 12 (+1)
  
 
'''Combat'''
 
'''Combat'''
*Init: +2 (0 Priest + 2 Dex)
+
*Init: +5 (+2 Assassin + 3 Dex)
*BAB: +1 /  Melee +2 /  Ranged +3
+
*BAB: +0 /  Melee +1 /  Ranged +3
  
*Defence: 13 (10 + 2 Priest + 2 DEX - 1 Leather Armor DP)
+
*Defence: 14 (10 + 1 Assassin + 3 DEX)
*DR: 1 (Leather Armor)
+
*DR: 0
*Fort: +2 (1 +1 Con)  /  Ref: +2 (0 +2 Dex)  /  Will: +4 (1 +3 Wis)
+
*Fort: +2 (1 +1 Con)  /  Ref: +4 (1 +3 Dex)  /  Will: +2 (1 +1 Wis)
*Vitality Points: 10    /    Wound Points: 18
+
*Vitality Points: 10    /    Wound Points: 10
  
 
'''Common Attacks/Defences/Actions:'''
 
'''Common Attacks/Defences/Actions:'''
*Large Scale Glaive +3 To Hit; 1d10 + 1  Damage (+ 1 Str); 19-20; Keen 4, Reach +1; Hard 2
+
'''*Large Scale Glaive +3 To Hit; 1d10 + 1  Damage (+ 1 Str); 19-20; Keen 4, Reach +1; Hard 2
*Two
+
*Two'''
  
 
=Social, Interests & Religion=
 
=Social, Interests & Religion=
 
'''Social:'''
 
'''Social:'''
*Lifestyle: x (Panache x [+x Appearance; Income 0 silver]  /  Prudence 0 [15% savings])
+
*Lifestyle: 3 (Panache 2 [+5 Appearance; Income 0 silver]  /  Prudence 1 [15% savings])
*Legend: x
+
*Legend: 0
 
*Reputation: 10
 
*Reputation: 10
 
*Renown. Heroic: 0. Religious: 0. Temporal: 0.
 
*Renown. Heroic: 0. Religious: 0. Temporal: 0.
  
 
'''Interests:'''
 
'''Interests:'''
*Language: Donlar (the native tongue of Old Lil, though he speaks the archaic form)
+
*Language:Hugaar
*Study: Stone
+
*Language:Pashaan
*Study: History of the First Empire
+
*Language:Saphetian
*Study: Unborn
+
*Study: Hugaar Culture
*Alignment: For Kel Donlar! (Paths from Beauty, Earth, Knowledge & Strength)
+
*Study: Saphetian Culture
 
+
*Study: Religion
'''Religion:'''
+
*Alignment: Path of Deceit
 
*
 
*
 
*
 
*
  
 
=Abilities, Feats & Proficiencies=
 
=Abilities, Feats & Proficiencies=
*Gia: ''Large folk'': 2x2; Reach 2; Speed 50’
+
*Hum: ''Agile'': +2dex; Speed 30’
*Gia: ''Improved Stability'': If standing on firm ground, +1 size cat for CC, Trample attacks & resisting Bull rush/Trip
+
*Hum: ''Double Boost'': You may spend and roll 2 action dice to boost dex-based skill checks
*Gia: ''Natural Attack'': Trample I
+
*Hum: ''Natural Elegance'': Appearance bonus increases by +1
*Gia: ''Sterner Stuff'': Defending against Keen atks, they reduce by 4
+
*Hum: ''Parry Trick'': 1/rnd after successful attack (not flatfooted) and before dmg is rolled he may make a reflex save if successful dmg drops to 0 (P222)
*Ba: ''Well-rounded'':  
+
*Arist: ''BSM Actor'': +2 Bluff +2 Impress
*Ba: ''Beguiling'': When taunt standard character, can change standard result for fixation for rounds =15 (Cha). Dmg interrupts
+
*Arist: ''Charming'': 1/session may improve the disposition of any 1 non-adversary NPC by 5.
*Ba: ''Encouragement'': 1/scene Talk to teammate 1 min +1 morale saves
+
*Arist: ''Flashy'': Panache +2
*Ba: ''Free Hint'': 1/session Free hint from GM or bonus action die
+
*Arist: ''Noble Blood'': may purchase noble renown for 40 rep per rank
*Ba: ''Practised Impress'': If use action die to boost Impress but fails, get it back
+
*Arist: ''Origin Skill'': Choose 1 additional Origin Skill
*SaC: ''Breadth of Experience:'' 4 bonus class skills with 2 free ranks
+
*AssC: ''Heartseeker:'' Your BAB is considered equal to your Career Level when you attack a special character and when choosing feats, though so long as this improved bonus is needed to meet a feat's prerequisites you may only use the feat's abilities against special characters.
*Sa1: ''Wise counsel:'' 1 action die to boost ally’s skill/save or damage (p.47)
+
*Ass1: ''Hand of Death:'' Each time you fail a Blend or Resolve check and don't suffer an error, you still succeed as long as the check DC/opponent's check result is equal to or less than your class level +20. If several grades of success re possible, you achieve only the lowest positive result.
*Sa2: ''Assistance I:'' Half an ally’s skill check time (round up, min. 5 min.), but +1 error range (p.47)
+
*Lvl 1: ''Sword Basics:'' 1/rnd you may anticipate an opponent you have hit with a sword this round. You suffer a -4 penalty with the Sense Motive check + Martial Spirit Stance
*Lvl 1: ''Shield basics:'' +4 to Bull rush + Phalanx stance
+
*Stance: ''Martial Spirit stance:'' You gain a +1 bonus with melee attack checks and +3 bonus with melee damage rolls.
*Stance: ''Phalanx stance:'' Allies have +1 Def+Ref; or +2 if I have guard +2 (i.e. shield)
+
*Lvl 1: ''Knife Basics:'' All knives on your person are considered armed at all times + Wicked Dance Stance
*Proficiencies: Hurled weapons  /  Edged weapons (forte)  /   Blunt weapons (forte)
+
*Stance: ''Martial Spirit stance:'' Your 1- handed melee attacks inflict 2 addition dice of sneak attack damage. You may not take move actions (though you may still take 5' bonus steps as normal).
 +
 
 +
 
 +
*Proficiencies: edged(forte)  / Bow (forte)
  
  
 
=Skills (ranks/stat/misc)=
 
=Skills (ranks/stat/misc)=
''(6+Int 2 = 8/lvl) Max 5 Total (4x8)+8+8 bonus=48''
+
''(6+Int 2 = 8/lvl) Max 4 Total (4x8) bonus=32''
*Acrobatics** 5 (5/0Dex/0)
+
*Acrobatics* 4 (1/3Dex/0)
*Athletics** 5 (5/0Str/0)
+
*Athletics* 2 (1/1Str/0)
*Bluff* 5 (3/2Cha/0)
+
*Blend 5 (4/1Cha/0)
*Crafting (Masonry) 6 (4/2Int/0)
+
*Bluff 7 (4/1Cha/2)
*Disguise 2 (0/2Cha/0)
+
*Crafting (Clothing) 3 (1/2Int/0)
*Haggle 5 (3/2Wis/0)
+
*Disguise 5 (4/2Cha/0)
*Impress** 7 (5/2Cha/0)
+
*Impress* 7 (4/1Cha/2)
*Intimidate** 7 (5/2Cha/0)
+
*Intimidate 3 (2/1Cha/0)
*Investigate 7 (5/2Wis/0)
+
*Notice 5 (4/1Wis/0)
*Medicine 5 (3/2Int/0)
+
*Prestidigitation 7 (4/3Dex/0)
*Notice 3 (1/2Wis/0)
+
*Resolve  4 (3/1Con/0)
*Resolve* 5 (3/2Con/0)
+
*Sense Motive 5 (4/1Wis/0)
*Ride 0 (0/0Dex/0)
+
*Tactics  3 (1/2Int/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)
+
One asterisk = Origin skills
  
  
 
=Gear=
 
=Gear=
Loads (as Huge so Str 20): Light < 200 lb / Hvy 201-600 lb / Over > 601 lb
+
Loads (Str 12): Light < 70 lb / Hvy 71-210 lb / Over > 211 lb
  
Stake 200s
+
Stake 100s
  
*Padded moderate armour, giant, crude [/I] DR1 Cold 5 +2 resistances12lb 25s
+
*Long sword, 1d12 Lethal (20)- 6lb 60s
*Shield, tower[/I] 1d6 subdual (-) Giant, Guard +3 12lb 60s (p.177)
+
=60s
*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
 
  
 +
*Backpack 10s
 
*Blanket Cold res 4 5lb 4s
 
*Blanket Cold res 4 5lb 4s
 
*Canteen 1 lb 5s
 
*Canteen 1 lb 5s
*Pouch (50 coins) 2s
+
*Firesteel/tinderbox 1/2lb 8s
*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
 
*Rations 7 uses 5lb 5s
 +
*Grooming case 8s
 +
=40s
  
= 70s!
 
  
*Coin: 10s
+
 
 +
*Coin: 00s
  
  
 
=History=
 
=History=
'''Born: Xth day of the month of **** and ****, Yth month of 475'''
+
Official Birthdate
 +
'''Born: 22nd day of the month of Huth, 13th month of 475'''
 +
Actual Birthdate
 +
'''Born: 2nd day of the month of Huth, 13th month of 475'''
 +
 
  
 
''Info''
 
''Info''
 +
 +
Ysuelt is the unwanted child of a spoilt nobleman and his exotic unsuitable wife, so unsuitable that his family refused to recognise her. Ysuelt’s mother died when Ysuelt was 4. Once her mother died Ysuelt’s care went to her mother’s maid/companion, Anna. Both of them were banished to a small country estate, while her father mended fences with his family. While Ysuelt was his heir, her education was overseen by her father. He organised her tutors, she was taught the necessary skills to make her an acceptable wife in a dynastic marriage. However when she was 10, her father remarried and his interest in her education tapered off once his other children were born. Left alone, Anna took over her education, her lessons got much more interesting. Anna would never explain why she thought Ysuelt would need them but she seemed convinced she would. When Ysuelt turned 16 her father advised her that he was sending her to Sta Tereza’s. He indicated he expected her to take orders, fortunately the gift he gave them to accept her bore no such strings, but did ensure a roof over her head. Anna of course came with her. Anna died last winter, a cough that wouldn’t leave her. Towards the end she didn’t seem to recognise Ysuelt, constantly calling her by her mother’s name. Talking of things and places that made no sense to Ysuelt but leading Ysuelt to believe that her mother had lead a wild life before coming to Hugaar. Ysuelt was even more surprised when Anna started talking about Ysuelt’s birth. Ysuelt’s birthday was on the 22nd day of Huth, at least that was what everyone had believed. Anna talked of the journey she had taken with Angharad, Ysuelt’s mother, and of the small cottage they had stayed at for the birth. Nothing new there she’d always known her mother had gone to the country for quiet before the birth. However Anna in her delirium relived Ysuelt’s birth, a birth that was over a week later than Ysuelt had believed. Ysuelt wasn’t born for the magical path she’d always believed, but for the path of deceit and Anna had always known. Was that why Anna had changed the direction of her training, to make her more suitable for her true path?  After Anna’s death Ysuelt debated long with herself, she was happy at the Convent even though she had no true calling. Should she stay or should she make her own way in the world. Finally she asked for permission to travel to the Abbey and to seek her true path in the heartstone. She was granted it.
 +
  
 
=Notes=
 
=Notes=
 +
Father Guy
 +
Mother Angharad
 +
 +
Stepmother and 3 half-siblings she has never met.

Revision as of 09:13, 13 February 2010

Back to Heartstone Codex

Ysuelt, Human Agile Aristocrat and Assassin, 20 years old, played by Deamon

  • Class: Assassin 1, XP: 0
  • Action dice: 3d4
  • Recent changes to sheet:

NB Pease don't alter the format too much; if we alter one, I want to alter all.

Stats

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

Combat

  • Init: +5 (+2 Assassin + 3 Dex)
  • BAB: +0 / Melee +1 / Ranged +3
  • Defence: 14 (10 + 1 Assassin + 3 DEX)
  • DR: 0
  • Fort: +2 (1 +1 Con) / Ref: +4 (1 +3 Dex) / Will: +2 (1 +1 Wis)
  • Vitality Points: 10 / Wound Points: 10

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: 3 (Panache 2 [+5 Appearance; Income 0 silver] / Prudence 1 [15% savings])
  • Legend: 0
  • Reputation: 10
  • Renown. Heroic: 0. Religious: 0. Temporal: 0.

Interests:

  • Language:Hugaar
  • Language:Pashaan
  • Language:Saphetian
  • Study: Hugaar Culture
  • Study: Saphetian Culture
  • Study: Religion
  • Alignment: Path of Deceit

Abilities, Feats & Proficiencies

  • Hum: Agile: +2dex; Speed 30’
  • Hum: Double Boost: You may spend and roll 2 action dice to boost dex-based skill checks
  • Hum: Natural Elegance: Appearance bonus increases by +1
  • Hum: Parry Trick: 1/rnd after successful attack (not flatfooted) and before dmg is rolled he may make a reflex save if successful dmg drops to 0 (P222)
  • Arist: BSM Actor: +2 Bluff +2 Impress
  • Arist: Charming: 1/session may improve the disposition of any 1 non-adversary NPC by 5.
  • Arist: Flashy: Panache +2
  • Arist: Noble Blood: may purchase noble renown for 40 rep per rank
  • Arist: Origin Skill: Choose 1 additional Origin Skill
  • AssC: Heartseeker: Your BAB is considered equal to your Career Level when you attack a special character and when choosing feats, though so long as this improved bonus is needed to meet a feat's prerequisites you may only use the feat's abilities against special characters.
  • Ass1: Hand of Death: Each time you fail a Blend or Resolve check and don't suffer an error, you still succeed as long as the check DC/opponent's check result is equal to or less than your class level +20. If several grades of success re possible, you achieve only the lowest positive result.
  • Lvl 1: Sword Basics: 1/rnd you may anticipate an opponent you have hit with a sword this round. You suffer a -4 penalty with the Sense Motive check + Martial Spirit Stance
  • Stance: Martial Spirit stance: You gain a +1 bonus with melee attack checks and +3 bonus with melee damage rolls.
  • Lvl 1: Knife Basics: All knives on your person are considered armed at all times + Wicked Dance Stance
  • Stance: Martial Spirit stance: Your 1- handed melee attacks inflict 2 addition dice of sneak attack damage. You may not take move actions (though you may still take 5' bonus steps as normal).


  • Proficiencies: edged(forte) / Bow (forte)


Skills (ranks/stat/misc)

(6+Int 2 = 8/lvl) Max 4 Total (4x8) bonus=32

  • Acrobatics* 4 (1/3Dex/0)
  • Athletics* 2 (1/1Str/0)
  • Blend 5 (4/1Cha/0)
  • Bluff 7 (4/1Cha/2)
  • Crafting (Clothing) 3 (1/2Int/0)
  • Disguise 5 (4/2Cha/0)
  • Impress* 7 (4/1Cha/2)
  • Intimidate 3 (2/1Cha/0)
  • Notice 5 (4/1Wis/0)
  • Prestidigitation 7 (4/3Dex/0)
  • Resolve 4 (3/1Con/0)
  • Sense Motive 5 (4/1Wis/0)
  • Tactics 3 (1/2Int/0)

One asterisk = Origin skills


Gear

Loads (Str 12): Light < 70 lb / Hvy 71-210 lb / Over > 211 lb

Stake 100s

  • Long sword, 1d12 Lethal (20)- 6lb 60s

=60s


  • Backpack 10s
  • Blanket Cold res 4 5lb 4s
  • Canteen 1 lb 5s
  • Firesteel/tinderbox 1/2lb 8s
  • Rations 7 uses 5lb 5s
  • Grooming case 8s

=40s


  • Coin: 00s


History

Official Birthdate Born: 22nd day of the month of Huth, 13th month of 475 Actual Birthdate Born: 2nd day of the month of Huth, 13th month of 475


Info

Ysuelt is the unwanted child of a spoilt nobleman and his exotic unsuitable wife, so unsuitable that his family refused to recognise her. Ysuelt’s mother died when Ysuelt was 4. Once her mother died Ysuelt’s care went to her mother’s maid/companion, Anna. Both of them were banished to a small country estate, while her father mended fences with his family. While Ysuelt was his heir, her education was overseen by her father. He organised her tutors, she was taught the necessary skills to make her an acceptable wife in a dynastic marriage. However when she was 10, her father remarried and his interest in her education tapered off once his other children were born. Left alone, Anna took over her education, her lessons got much more interesting. Anna would never explain why she thought Ysuelt would need them but she seemed convinced she would. When Ysuelt turned 16 her father advised her that he was sending her to Sta Tereza’s. He indicated he expected her to take orders, fortunately the gift he gave them to accept her bore no such strings, but did ensure a roof over her head. Anna of course came with her. Anna died last winter, a cough that wouldn’t leave her. Towards the end she didn’t seem to recognise Ysuelt, constantly calling her by her mother’s name. Talking of things and places that made no sense to Ysuelt but leading Ysuelt to believe that her mother had lead a wild life before coming to Hugaar. Ysuelt was even more surprised when Anna started talking about Ysuelt’s birth. Ysuelt’s birthday was on the 22nd day of Huth, at least that was what everyone had believed. Anna talked of the journey she had taken with Angharad, Ysuelt’s mother, and of the small cottage they had stayed at for the birth. Nothing new there she’d always known her mother had gone to the country for quiet before the birth. However Anna in her delirium relived Ysuelt’s birth, a birth that was over a week later than Ysuelt had believed. Ysuelt wasn’t born for the magical path she’d always believed, but for the path of deceit and Anna had always known. Was that why Anna had changed the direction of her training, to make her more suitable for her true path? After Anna’s death Ysuelt debated long with herself, she was happy at the Convent even though she had no true calling. Should she stay or should she make her own way in the world. Finally she asked for permission to travel to the Abbey and to seek her true path in the heartstone. She was granted it.


Notes

Father Guy Mother Angharad

Stepmother and 3 half-siblings she has never met.