Into The Storm:Khaliun: Difference between revisions
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** Cleave like a Fighter | ** Cleave like a Fighter | ||
** Minimum Damage like a Fighter (1d8 for melee/missile) | ** Minimum Damage like a Fighter (1d8 for melee/missile) | ||
** Fighting Style: Ranged: The character gains a +1 bonus to hit when making ranged attacks and may fire into melee with no penalty. | |||
** Climb (ItW pg 287, 9+) | |||
** Hear Noise (ItW pg 287, 11+) | |||
** Sneak (ItW pg. 288, 12+) | |||
** 4th lvl Scout, ItW pg. 320 When a scout is in the wilderness they may roll twice to avoid becoming lost, taking the better result. If leading a party trying to evade an encounter they can roll twice, taking the better result | |||
** | ** | ||
*Knacks | *Knacks | ||
** | ** Toughness: The scout rolls 1d8 for their HD,rather than 1d6. This Knack can only be selected once, but it can be selected at any level, provided the character reroll their hit points at each level | ||
** | ** Weapon Specialization (Longbow): The character gains a +1 bonus to hit and damage when using this weapon. | ||
** | ** | ||
Revision as of 20:26, 4 August 2025
Rank
- Human Female Scout 6th
- XP: 49000/64000
- Alignment: Neutral
- Full PC
- List any titles or holdings
Attributes
- STR 12 (2 in 6 open doors)
- INT 9 (Speak/Read/Write Common)
- WIS 8 (-1 on magical saves)
- DEX 16 (+2 AC, +2 Missile, +1 initiative)
- CON 13 (+1 hp/lvl)
- CHA 13 (+1 NPC reaction, 5 Max #, 8 Loyalty)
Skills
- Languages
- Common
- Neutral
- General Skills
- Butchery (Dex, Skilled 10+, Allows the character to dress slain animals and harvest parts for various purposes.)
- Naturalist (Int, Skilled 10+, Identify and harvest plants for edible and medicinal purposes.)
- Navigation (Int, Proficient 15+, Make and read maps, navigate by stars, landmarks, cardinal directions, etc)
- Riding (Proficient, 15+, allows the character to cast spells, attack or perform tricks on horseback.)
- Tracking (Wis, Skilled 10+, Follow tracks left by individuals. Modifiers will apply based on terrain, age of tracks, size of group being followed, etc)
- Wilderness Survival (Wis, Expert 5+, Find food, shelter, etc. in wilderness terrain.)
- Class Abilities
- Cleave like a Fighter
- Minimum Damage like a Fighter (1d8 for melee/missile)
- Fighting Style: Ranged: The character gains a +1 bonus to hit when making ranged attacks and may fire into melee with no penalty.
- Climb (ItW pg 287, 9+)
- Hear Noise (ItW pg 287, 11+)
- Sneak (ItW pg. 288, 12+)
- 4th lvl Scout, ItW pg. 320 When a scout is in the wilderness they may roll twice to avoid becoming lost, taking the better result. If leading a party trying to evade an encounter they can roll twice, taking the better result
- Knacks
- Toughness: The scout rolls 1d8 for their HD,rather than 1d6. This Knack can only be selected once, but it can be selected at any level, provided the character reroll their hit points at each level
- Weapon Specialization (Longbow): The character gains a +1 bonus to hit and damage when using this weapon.
Combat
- AC
- HP (just list the max here, list current HP on the front page.)
- Movement Rate
- Initiative Modifier
- Attacks (For the below, write in what it is. Like, "Two-Handed Sword: Stats."
- Primary Melee Attack: (List the attack throw with all magical, ability, etc., modifiers, like 5+ or whatever), (Damage.)
- Secondary Melee Attack:
- Primary Ranged Attack:
- Saves:
- Petrification & Paralysis
- Poison & Death
- Blast & Breath
- Staves & Wands
- Spells
Spells
- First Level: Spells Per Day
- A first level spell in your repertoire
- Another first-level spell in your repertoire
- Etc
- Second Level: Spells Per Day
- One
- Two
- You-know-what-to-do
Equipment
- Gear, Armor, Weapons: Total Encumbrance. Don't list party treasure here. That's what the ape is for on the front page. This is to keep track of those things that are relatively permanently staying with your character.
- Then list
- Those things
- Individually