Marli: Difference between revisions
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*Native Language: ??? | *Native Language: ??? | ||
*Study: Home culture | *Study: Home culture | ||
* | *Study: Street urchins | ||
* | *Study: Nobility | ||
* | *Study: Anatomy | ||
*L6: | *L6: | ||
*L10: | *L10: |
Revision as of 14:47, 21 March 2010
Marli Meacher Fantasy Craft character for mathey's game.
- Level 10 Charismatic Rogue & Assassin, XP: 80,000
- Action dice: 4d6
- Recent changes to sheet:
Stats
- STR 12 (+1) / DEX 14 (+2) / CON 12 (+1)
- INT 12 (+1) / WIS 14 (+2) / CHA 18 (+4)
Combat
- Init: +12 (10 Assassin + 2 Dex)
- BAB: +7 / Melee +8 / Ranged +9
- Defence: 18 (10 + 6 Assassin + 2 DEX - ? ??? Armor DP)
- DR: ? (Leather Armor?)
- Fort: +6 (5 +1 Con) / Ref: +7 (5 +2 Dex) / Will: +7 (5 +2 Wis)
- Vitality Points: 100 / Wound Points: 12
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: 9 (Panache 8 [+ 3 Appearance; Income 80s] / Prudence 1 [20% savings])
- Legend: +3
- Reputation: 10
- Renown. Heroic: 0. Military: 0. Noble: 0.
Interests:
- Native Language: ???
- Study: Home culture
- Study: Street urchins
- Study: Nobility
- Study: Anatomy
- L6:
- L10:
Abilities, Feats & Proficiencies
- Cha: Charming: May improve Disposition of 1 non-adversary NPC by 5. 1/session.
- Cha: Double Boost: May spend & roll 2 action dice to boost Charisma-based skill checks.
- Cha: Encouragement: May speak to 1 teammate for 1 min. to get them a +1 morale bonus with saving throws until the end of the current scene. 1/scene.
- Rog: Ambush Basics
- Rog: Practiced sneak
- Rog: Sharp mind +1 skill point/level
- Rog: Trap sense
- 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: ...
- Lvl 3: ...
- Lvl 6: ...
- Lvl 9: ...
- Proficiencies: +4 for level 10 Hurled weapons / Edged weapons (forte) / Blunt weapons (forte)
Skills (ranks/stat/misc)
(6+Int 1 = 7/lvl) Max 13 Total (4x7)+10(7)+14 sharp mind = 112
- Acrobatics* (13/2Dex/0)
- Athletics* (13/1Str/0)
- Blend (13/4Cha/0)
- Bluff (13/4Cha/0)
- Crafting (???) +1 (0/1Int/0)
- Disguise (13/4Cha/0)
- Intimidate (13/4Cha/0)
- Notice (13/2Wis/0)
- Prestidigitation (13/2Dex/0)
- Sense Motive (13/2Wis/0)
- Tactics (13/1Int/0)
- Haggle 5 (3/2Wis/0)
- Impress 7 (5/4Cha/0)
- Investigate 7 (5/2Wis/0)
- Medicine 5 (3/1Int/0)
- Resolve 5 (3/1Con/0)
- Ride 0 (0/2Dex/0)
- Search 3 (1/1Int/0)
One asterisk = Origin skills
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
Specialty Feat Benefits
Rogue Ambush Basics Practiced sneak, sharp mind, trap sense
Swindler Basic Skill Mastery (Spy) Attribute training (Dex/Cha), beguiling, charming, practiced bluff