Into the Storm: Leo: Difference between revisions
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== Experience == | == Experience == | ||
*4,571 xp from sale of treasure and the Ancestor Spear | *4,571 xp from sale of treasure and the Ancestor Spear | ||
*13,035 xp from leading Lady Z to the Forgotten Barrow | |||
Latest revision as of 03:06, 12 November 2025
Rank[edit]
- Human Fighter 5
- XP: 17,605/32,000
- XP Modifier: +5%
- Alignment: Lawful
- Retainer of Ilyush
Attributes[edit]
- 13 STR (+1)
- 11 INT
- 09 WIS
- 16 DEX (+2)
- 18 CON (+3)
- 09 CHA
Skills[edit]
- Languages
- Common
- General Skills
- Riding: Can attack from horseback
- Survival: Butchery, Herbalism, Naturalist, Navigation, Tracking, Wilderness Survival (all at Skilled)
- Class Abilities
- Cleave once per round, up to 5 times per day
- Can negate a single physical attack, once per day
- When fighting with 2H weapons, roll damage with advantage
- Fighting Style: Ranged (+1 bonus to hit with ranged weapons, may fire into melee with no penalty)
- Combat Maneuvers:
- Disarm (DEX, Proficient)
- On a successful attempt the target drops their weapon or shield (attacker’s choice)
- Dropped weapons land a number of feet away equal to the difference between the roll and the target number set by the attacker's skill
- If the weapon drops within 5’ of the target they may pick it up during their next turn, but the process of doing so imposes a –2 penalty to their AC for the remainder of the round; if more than 5’ away they cannot reach their weapon without disengaging from melee
- Knock-out (DEX, Skilled)
- Using a blunt weapon or the flat of a blade, or a hand-to-hand attack, the attacker attempts to render a target temporarily unconscious.
- The maneuver only affects living targets.
- The roll suffers a penalty of 1d4, in addition to any other penalties
- If successful, the target takes 1 point of damage and is rendered unconscious for 1d12 rounds
- Precise Shot (DEX, Proficient)
- On a successful roll the character can fire into a melee or at opponents with less than full cover without penalty (they do not suffer the standard –4 penalty for doing so)
- This roll is only made once per round; a normal attack roll is still needed
- Knacks
- Lucky: The character can reroll any attack, damage, or saving throw they make once per day
- Toughness: rolls d10 for HP
Combat[edit]
- AC: 19 (23 w/shield)
- HP: 52
- Movement Rate: 60'/20'
- Initiative Modifier: +1
- Attack Bonus: +3
- Attacks
- Primary Melee Attack: Longsword +1 | +7 to hit | 1d8+4 dmg
- Primary Ranged Attack: Crossbow +2 | +7 to hit | 1d6+4 dmg | 5'-70', 71'-140', 141'-210' range
- Saves:
- 10 Poison & Death (D)
- 11 Staves & Wands (W)
- 12 Petrification & Paralysis (P/P)
- 12 Blast & Breath (B)
- 14 Spells (R/S/S)
Magic Items[edit]
- Long Sword +1, Wishes
- The sword grants a total of 1d4 wishes (1 used)
- The wish must be spoken out loud by the wielder of the sword
- Slippers of Spider Climbing
- Supple footwear that grants the ability for the wearer to climb all surfaces and even move upside down across ceilings at a rate of 20 ft.
- The wearer is “hands free” when climbing with the slippers
- Any condition which would make normal walking on a horizontal surface hazardous, e.g. ice, grease, or oil of slipperiness, will render the slippers useless
- The slippers can be used 10 minutes cumulative per 24 hour day
- Gauntlets of Ogre Power - A character who wears these gauntlets has a Strength score of 18. This grants all the usual bonuses, including:
- Melee attacks: +3 bonus to attack and damage rolls, in melee
- Unarmed attacks: Deal 1d2+3 damage
- Extra weight: The character’s ability to carry weight is increased by 1,000 coins
- Handy Haversack - A well-made but otherwise plain leather haversack with two side pouches and brass hardware
- Each side pouch functions as a bag of holding and both will hold up to either 20 cubic ft of material or 20 lbs in weight
- The main part of the haversack can hold up to 80 cubic ft of material or 80 lbs of weight
- No matter how much material is placed into the handy haversack it will never weigh more than 5 lbs
- When the user reaches into the pack for a specific item, that item will always be on top
- Crossbow +2, Accuracy
- Attack rolls at long range: The normal –1 range modifier does not apply
- Maximum range: Is not increased by the enchantment
- Ring of Warmth
- The wearer will be completely comfortable and can maintain normal body temperature even in conditions of extreme cold
- Grants the ability to regenerate cold based damage at a rate of 1 hp per turn
- Grants a +2 to all saving throws vs cold based attacks
- Reduces damage from cold based attacks by -1 per die (minimum damage of 1 point per die)
- Ring of Fire Resistance
- Normal fire: Unharmed by non-magical fire
- Save bonus: Gain a +2 bonus to all saving throws versus fire-based magical or breath attacks
- Fire-based damage: Is reduced by 1 point per damage die rolled. (Each die inflicts a minimum of 1 hit point damage.)
Equipment[edit]
- Gear, Armor, Weapons
- Plate Mail +1
- Shield +3
- Shield +1
- Longsword +1, Wishes
- Longsword +1
- Crossbow +2, Accuracy
- Quiver w/30 bolts
- Backpack
- Hammer, small
- Iron spikes x12
- Lantern
- Oil flask x5
- Rope, 50'
- Tinder box
- Waterskin
Mount[edit]
- Balto | Horse, riding | 240'/80' movement | 3,000 cn max load
- Saddle and bridle
- Saddle bags (300 cn)
- Rations, iron (14/14)
Money[edit]
- 139 gp from gold teeth and necklace
- 16,628 gp in gems
Experience[edit]
- 4,571 xp from sale of treasure and the Ancestor Spear
- 13,035 xp from leading Lady Z to the Forgotten Barrow