Malkin Newton: Difference between revisions
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===Saving Throws=== | ===Saving Throws=== | ||
{| class="wikitable" border="1" | {| class="wikitable" border="1" | ||
|-align="center" | |-align="center" | ||
|Paralyzation: | |Paralyzation: 14 | ||
|Poison: | |Poison: 14 | ||
|Death Magic: | |Death Magic: 14 | ||
|Petrification: | |Petrification: 15 | ||
|Polymorph: | |Polymorph: 15 | ||
|- align="center" | |- align="center" | ||
|Rod: | |Rod: 16 | ||
|Staff: | |Staff: 16 | ||
|Wand: | |Wand: 16 | ||
|Breath Weapon: | |Breath Weapon: 17 | ||
|Spell: | |Spell: 17 | ||
|} | |} | ||
Revision as of 02:42, 12 April 2011
Biographical Info
- Name:
- Gender: Male
- Date of Birth:
- Age:
- Alignment:
- Description:
- History and Personality:
Characteristics
- Class: Custom Fighter
- Kit: Swashbuckler
- Level: 1
- XP:
- Next Level XP:
- Height:
- Weight:
- Hair:
- Eyes:
- Skin:
Stats
STR | 15 | Stamina | 15 | Weight Allowance: 55 lbs. | Bend Bars/Lift Gates: 13% | ||
Muscle | 17 | Attack Adjustment: +1 | Damage Adjustment: +1 | Max Press: 220 pounds | Open Doors: 10 | ||
DEX | 16 | Aim | 14 | Missile Adjustment: +0 | Pick Pockets +0% | Open Locks: +0% | |
Balance | 18 | Reaction Adjustment: +2 | Armor Class: -4 | Move Silently: +10% | Climb Walls: +10% | ||
CON | 12 | Health | 12 | System Shock: 80% | Poison Save: +0 | ||
Fitness | 12 | HP Adjustment: +0 | Resurrection: 85% | ||||
INT | 13 | Reason | 12 | Max Spell Level: 6th | Max. Spells/Level: 7 | Illusion Immunity: None | |
Knowledge | 14 | Bonus Proficiencies: 4 | Chance to Learn Spell: 60% | ||||
WIS | 12 | Intuition | 13 | Bonus Cleric Spells: 1,0,0,0,0,0,0 | Spell Fail Chance: 0% | ||
Willpower | 11 | Magical Defensive Adjustment: +0 | Spell Immunity: None | ||||
CHA | 14 | Leadership | 15 | Loyalty Base: +3 | Max Henchmen: 7 | ||
Appearance | 13 | Initial Reaction Adjustment: +1 |
Combat Stats
Basics
Jester bonus applied.
- AC: 10 - 1 (Jester Bonus) - 1 (Balance) = 8 ...or 7 when fighting with two weapons
- HP: 6 Total, 6 Currently
- Move: 12 (0-40 lbs), 9 (41-50 lbs), 6 (51-65 lbs), 3 (66-80 lbs), 1 (81-90 lbs)
Saving Throws
Paralyzation: 14 | Poison: 14 | Death Magic: 14 | Petrification: 15 | Polymorph: 15 |
Rod: 16 | Staff: 16 | Wand: 16 | Breath Weapon: 17 | Spell: 17 |
Weapons
Weapon | Melee THAC0 | Missile THAC0 | Attacks/Round | Speed | Damage (S-M) | Damage (L) |
---|---|---|---|---|---|---|
Dagger | 20 | 20 | 1 | 2 | 1d4 | 1d3 |
Weapon Abilities
- Two-weapon fighting style
Rogue Skills
Jester bonus applied.
Skill | Base | Aim/Balance Mods | Bonuses/Points | Total Unarmored |
---|---|---|---|---|
Climb walls | 65% | +0 | +20 | 85% |
Detect noise | 25% | +0 | +5 | 30% |
Pick pockets | 15% | -5 | +25 | 35% |
Read languages | 10% | +0 | +0 | 10% |
Equipment & Encumbrance
- 250 GP from Brancast
Item | Quantity | Weight (lbs) | Value | Location |
---|---|---|---|---|
-- | -- | -- | -- | -- |
Non-Weapon Proficiencies
Jester bonus applied.
- Acting: 12
- Etiquette: 9
- Ancient History: 13
- Appraising: 9
- Crowd Working: 12
- Disguise: 12
- Forgery: 6
- Juggling: 8
- Jumping: 11
- Local History: 15
- Musical Instrument: 13
- Orienteering: 11
- Poetry: 11
- Literacy: 12
- Singing: 13
- Tumbling: 10
- Ventriloquism: 11
- Survival: 6
Traits & Race/Class/Kit Abilities
Racial Abilities
Class Abilities
- Alter moods – While performing before a non-hostile group, the bard may alter the group’s mood. Everyone who hears the bard perform must save vs. paralyzation, with a penalty of one for every three levels of the bard. If the save fails, the group’s mood may be shifted one level in the direction wished by the bard.
- Climb walls* 65% – Allows the bard to climb smooth or vertical surfaces.
- Counter effects – Allows the bard to counter song based attacks.
- Detect noise* 25% – May hear faint sounds.
- History 5% – Gives a bard a 5% chance per level to identify a magic item by closely examining the item.
- Pick pockets* 15% – Allows the bard to pilfer small items from another’s pocket or purse.
- Rally friends – By spending three rounds, the bard may grant their comrades a +1 bonus on attack rolls, a +1 bonus to saving throws, or a +2 bonus to Morale rolls. The range of the effect is 10 feet, and lasts one round per level of the bard.
- Read languages* 10% – Gives a chance to read languages not familiar to the bard.
- Wizard spells – Allows the bard to cast wizard spells.
- Schools of Magic – Enchantment/Charm, Greater Divination, Illusion/Phantasm, Invocation/Evocation
Kit Abilities
- Jesters receive a +1 bonus (+5% on percentile rolls) to most die rolls. This includes saving throws, initiative, surprise, proficiency checks, thief skill checks, ability checks, and ability sub-checks (e.g., bend bars/lift gates, resurrection survival, and so on). The fool’s luck also adds a +1 bonus to the Jester’s Armor Class.
- About the only die rolls that the fool’s luck ability doesn’t affect are attack rolls, damage rolls, initial character generation rolls, and Hit Die rolls.
- Jesters enjoy a +1 bonus to Charisma when they are working an audience.
- A Jester’s Mind: Jesters are immune to attacks that cause insanity. Jesters also gain a saving throw bonus equal to their level vs. wizard spells of the enchantment/charm school and priest spells of the charm sphere. (A saving throw of 1 always fails, however.) Furthermore, any attempt to read a Jester’s mind has a percentage chance equal to the Jester’s level of causing confusion in the mind reader (treat as if under the effect of a confusion spell).
Traits
- Precise Memory – With a minimal amount of studying, any object may be memorized perfectly. If the reading/writing proficiency is possessed, written material may also be memorized.
- Music/Singing – +2 bonus to singing proficiency checks.
- Obscure Knowledge – Successful Intelligence/Knowledge check allows the recollection of a fact pertaining to the current subject.
Languages
- Common (Speak, Read, Write)
- Dwarf
- Elf
- Hobgoblin
- Orc
Magic
- Not applicable at 1st level.