DDD Everiat: Difference between revisions
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== Equipment == | == Equipment == | ||
*Coinpurse 25. | *Coinpurse 25.8 gp | ||
*Ready 5/5 | *Ready 5/5 | ||
**Leather Armor | **Leather Armor | ||
Line 69: | Line 69: | ||
***Dagger | ***Dagger | ||
***Handaxe | ***Handaxe | ||
*** | ***Bundle of large sacks (3) | ||
***Trail rations | ***Trail rations | ||
***Trail rations | ***Trail rations |
Revision as of 21:45, 28 January 2018
Everiat Grim, Full PC
- Human Thief 1
- XP: 0/1250
- Neutral
Attributes
- STR 11
- INT 11
- WIS 10
- DEX 11
- CON 9
- CHA 15 (+1)
Background/Languages/Knacks
Background
- Merchant: The character is an old hand at bargaining, and can add +1 to any rolls made to affect pricing.
Languages
- Common
Knacks
- Favored Weapon: handaxe. When using handaxes, Everiat gains a +1 bonus to all attacks and special maneuvers made with the weapon. The bonus increases to +2 at 5th level and +3 at 10th level.
Combat Maneuvers
Combat
- AC 12
- HP
- Movement Rate 90
- Initiative Modifier +0
- Attacks
- Primary Melee Attack: handaxe, +2 to hit, 1d6 damage
- Secondary Melee Attack:
- Primary Ranged Attack: handaxe, +2 to hit, 1d6 damage, 10/20/30
- Saves:
- Petrification & Paralysis 13
- Poison & Death 14
- Breath 16
- Staves & Wands 15
- Spells 14
Thief Abilities
- Backstab +4 to hit, x2 damage
- Pick Locks/Remove Traps 8
- Search 8
- Sleight of Hand 8
- Sneak 8
- Hear Noise 8
- Climb Walls 8
- Decipher N/A
Equipment
- Coinpurse 25.8 gp
- Ready 5/5
- Leather Armor
- Handaxe
- Handaxe
- 10' pole
- Backpack/Stowed 11/11
- Thieves' tools
- Wineskin
- Bundle of torches (6)
- Flint and steel
- Crowbar
- Bedroll
- Dagger
- Handaxe
- Bundle of large sacks (3)
- Trail rations
- Trail rations