Malkin Newton: Difference between revisions
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===Class Abilities=== | ===Class Abilities=== | ||
* | * | ||
===Kit Abilities=== | ===Kit Abilities=== |
Revision as of 03:13, 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
Swashbuckler bonus applied.
- AC: 10 - 2 (Tough Hide AC Bonus) - 2 (Swashbuckler) - 4 (Balance) = 8 Unarmored
- HP: 10 Total, 10 Currently
- Move: 14 (0-55 lbs), 10 (56-85 lbs), 7 (86-115 lbs), 3 (116-145 lbs), 1 (146-170 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) |
---|---|---|---|---|---|---|
Rapier | 18 | 3/2 | 4 | 1d6+1 | 1d8+1 | |
Dagger, main-gauche | 19 | 19 | 1 | 2 | 1d4+1 | 1d3+1 |
Short bow | 20 | 2 | 7 | 1d6 | 1d6 |
Weapon Abilities
- Two-weapon fighting style
- Can acquire weapon specialization at higher levels
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
Item | Quantity | Weight (lbs) | Value | Location |
---|---|---|---|---|
-- | -- | -- | -- | -- |
Non-Weapon Proficiencies
- Blind Fighting: 11
- Disguise: 9
- Etiquette: 8
- Gaming: 6
- Heraldry: 9
- Jumping: 13
- Local History: 9
- Orienteering: 8
- Riding, Land: 13
- Tightrope Walking: 10
- Tumbling: 12
Traits & Race/Class/Kit Abilities
Racial Abilities
- Tough hide - base AC is 8
Class Abilities
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
- Ambidexterity - Reduces two-weapon fighting penalty by 2.
- Double-jointed - A successful dexterity/balance check allows character to escape bonds. 1d6 rounds is required for each limb that is bound. Metal bonds require a check at one half the ability score.
- Allure - May affect reaction roll by 3 when dealing with romantic situations and will attract one more henchman than normal.
- Glibness - A successful wisdom/intuition check allows the character to talk an NPC out of an action.
- Impersonation - The character receives a +2 bonus to disguise checks.
Languages
- Common (Speak, Read, Write)