Knuckle Sarnie: Difference between revisions
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* Name: '''Knuckle Sarnie''' Shortstump | * Name: '''Knuckle Sarnie''' Shortstump | ||
* Title: ''' ''' | * Title: '''Veteran''' | ||
* Class: ''' Halfling''' | * Class: ''' Halfling''' | ||
* Level: ''' 1 ''' | * Level: ''' 1 ''' | ||
* Experience Points: ''' | * Experience Points: 0 (+10%) | ||
* Total Hit Points: '''6''' | |||
* Armor Class: '''3''' | |||
* Encumbrance: 635 (light encumbrance) | |||
* Movement Rate 30'/Round | |||
* Background: "Huuuur" | * Background: "Huuuur" | ||
*Special Abilities: Halflings have a keen eye with missiles and gain a +1 to hit with all missiles, in addition to other bonuses. Due to their small size, they receive a -2 to Armor Class when being attacked by creatures larger than man-sized. When rolling for individual initiative, halflings receive an additional +1 above any Dexterity modifiers. Halflings have an innate ability to hide anywhere there is some cover. | |||
==Abilities and Saving Throws== | ==Abilities and Saving Throws== | ||
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|} | |} | ||
==Valuables== | |||
Coins: | |||
5 gp - wt 5 | |||
==Equipment== | |||
Weapons: | |||
mace, 1d6 - wt 30 | |||
sling, 1d4 - wt 10 | |||
knuckle dusters 1d3 - wt 10 | |||
Headbutt 1d6 | |||
Armour: | |||
mail and shield. - wt 500 | |||
Other: | |||
backpack - wt 80 | |||
3 weeks rations | |||
torches | |||
tinderbox | |||
2 wine skins | |||
rope 50' | |||
iron spikes (12) | |||
small sacks | |||
- Main Page; [[Keep On The Borderlands]] | - Main Page; [[Keep On The Borderlands]] |
Revision as of 06:02, 9 September 2012
- Main Page; Keep On The Borderlands
- Name: Knuckle Sarnie Shortstump
- Title: Veteran
- Class: Halfling
- Level: 1
- Experience Points: 0 (+10%)
- Total Hit Points: 6
- Armor Class: 3
- Encumbrance: 635 (light encumbrance)
- Movement Rate 30'/Round
- Background: "Huuuur"
- Special Abilities: Halflings have a keen eye with missiles and gain a +1 to hit with all missiles, in addition to other bonuses. Due to their small size, they receive a -2 to Armor Class when being attacked by creatures larger than man-sized. When rolling for individual initiative, halflings receive an additional +1 above any Dexterity modifiers. Halflings have an innate ability to hide anywhere there is some cover.
Abilities and Saving Throws
- Strength 18 +3 to hit & damage in melee, open doors, damage with thrown weapons
- Intelligence 3 Trouble speaking, cannot read or write
- Wisdom 11
- Dexterity 13 +1 to hit with missiles, -1 armor class, +1 individual initiative
- Constitution 11
- Charisma 10
Saving Throws | |
---|---|
Poison or Death Ray | 10 |
Magic Wand | 11 |
Turn to Stone or Paralysis | 12 |
Dragon Breath | 13 |
Spells or Magic Staff | 14 |
Combat Values
Armor Class of Foe | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 | 0 | -1 | -2 | -3 |
To Hit Roll Needed | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 20 | 20 |
Valuables
Coins: 5 gp - wt 5
Equipment
Weapons: mace, 1d6 - wt 30 sling, 1d4 - wt 10 knuckle dusters 1d3 - wt 10 Headbutt 1d6
Armour: mail and shield. - wt 500
Other: backpack - wt 80 3 weeks rations torches tinderbox 2 wine skins rope 50' iron spikes (12) small sacks
- Main Page; Keep On The Borderlands