Karag Two-Blades: Difference between revisions
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== Equipment (Work in Progress)== | == Equipment (Work in Progress)== | ||
*Gear, Armor, Weapons: 6s + Xt (5s armor, 3it weapons, X gear) | *Gear, Armor, Weapons: 6s + Xt (5s armor, 3it weapons, X gear) | ||
** | **Lamellar, masterwork (+1 AC, -1 encumbrance), 2050 gp | ||
**Sword, masterwork ''Frenzy'' (+1 accuracy, +1 damage), 1260 gp | **Sword, masterwork ''Frenzy'' (+1 accuracy, +1 damage), 1260 gp | ||
**Handaxe, 4 gp | **Handaxe, 4 gp |
Revision as of 14:28, 1 September 2015
Rank
- L5 Assassin (Destroyer)
- XP: 20000/28000
- Neutral Alignment
- PC with two henchmen: Hira of the Seven and P'zev the Perspicacious
- Titles/Holdings: None
Attributes
- STR 17 (+2)
- INT 13 (+1)
- WIS 7 (-1)
- DEX 13 (+1)
- CON 9
- CHA 12
Skills
- Languages
- Common
- Swampspeak
- General Proficiencies
- Adventuring
- Mapping The character can understand and make maps, even if he cannot read or write. With a proficiency throw of 11+, the character can interpret or draft complicated layouts or map an area by memory. This proficiency can be selected multiple times.
- Riding Judge of horseflesh, mounted combat, and control animal
- Seafaring The character can crew large sailing ships or galleys.
- Class Proficiencies
- Combat Trickery (Disarm) When the character attempts this special maneuver in combat, the normal penalty for attempting the maneuver is reduced by 2 (e.g. from -4 to -2), and his opponent suffers a -2 penalty to his saving throw to resist the special maneuver.
- Fighting Style (two weapons) Additional +1 to attack throws
- Class Abilities
- damage bonus (missile and melee, already added to attack stats)
- in leather or lighter
- backstab x3 (damage roll only, not bonuses)
- move silently 13+ (1⁄2 standard combat movement rate without penalty. If moving greater than 1⁄2 speed, take a -5 penalty to the proficiency throw. If running, take a -10 penalty.)
- hide in shadows 15+ (remain hidden so long as he stays motionless. If he moves, he must make a new proficiency throw to hide.)
Combat
- AC 7 (masterwork lamellar AC 6, +1 dexterity)
- HP 23
- Movement Rate
- Initiative Modifier: +1
- Attacks
- Primary Melee Attack: Frenzy + handaxe or dagger, 2+, 1d6+5
- Secondary Melee Attack: Handaxe + dagger, 3+, 1d6+4
- Tertiary Melee Attack: Frenzy alone, 4+, 1d6+5
- Primary Ranged Attack: Longbow, 6+, 1d6+2, 70'/140/210'
- Secondary Ranged Attack: Handaxe 6+, 1d6+2, 10'/20'/30'
- Tertiary Ranged Attack: Dagger 6+, 1d4+2, 10/20/30'
- Saves:
- Petrification & Paralysis 12+
- Poison & Death 11+
- Blast & Breath 13+
- Staves & Wands 13+
- Spells 14+
Equipment (Work in Progress)
- Gear, Armor, Weapons: 6s + Xt (5s armor, 3it weapons, X gear)
- Lamellar, masterwork (+1 AC, -1 encumbrance), 2050 gp
- Sword, masterwork Frenzy (+1 accuracy, +1 damage), 1260 gp
- Handaxe, 4 gp
- Silver dagger, 30 gp
- Belt
- waterskin, 6sp
- Backpack
- flint & steel, 8 sp
- 1 week iron rations, 5 gp
- Cyclone, Medium WarHorse, HP 17, 250 gp
- saddle & tack, saddlebags (2), 35 gp
- masterwork longbow (+1 accuracy) + two quivers (all on horse), 509 gp
- dagger, 3 gp
- leather armor, 20 gp
- shield x2, 20 gp
- 2 weeks iron rations, 10 gp
- tent, 20 gp