Marli: Difference between revisions

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*Origins: ....
*Origins: ....
*Level 5: Assassin 3, Burglar 1, Deadeye 1. XP: 10,000
*Level 10 Assassin 3, XP: 10,000
*Action dice: 3d4
*Action dice: 3d4
*Recent changes to sheet:
*Recent changes to sheet:
Line 13: Line 13:
+1 Cha at level 4
+1 Cha at level 4
*STR 12 (+1) / DEX 14 (+2) / CON 11 (+0)  
*STR 12 (+1) / DEX 14 (+2) / CON 11 (+0)  
*INT 12 (+1) / WIS 14 (+2) / CHA 16 (+3)
+1 Con at level 8
*STR 12 (+1) / DEX 14 (+2) / CON 12 (+1)
*INT 12 (+1) / WIS 14 (+2) / CHA 16 (+3)
*INT 12 (+1) / WIS 14 (+2) / CHA 16 (+3)


'''Combat'''
'''Combat'''
Line 115: Line 119:


'''Talent Attributes Benefits'''
'''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
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
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
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'''
'''Specialty Feat Benefits'''

Revision as of 21:35, 13 March 2010

Marli Meacher Fantasy Craft character for mathey's game.

  • Origins: ....
  • Level 10 Assassin 3, 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)

+1 Con at level 8

  • STR 12 (+1) / DEX 14 (+2) / CON 12 (+1)
  • 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

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

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

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


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