Marli
Marli Meacher Fantasy Craft character for mathey's game.
- Origins: ....
- Level 10 Charismatic Rogue & Assassin 3, XP: 80,000
- Action dice: 4d6
- Recent changes to sheet:
Stats
Start (36 point buy):
- STR 12 (4) / DEX 14 (8) / CON 11 (1)
- INT 12 (4) / WIS 14 (8) / CHA 15 (11)
+1 Cha at level 4
- STR 12 (+1) / DEX 14 (+2) / CON 11 (+0)
- INT 12 (+1) / WIS 14 (+2) / CHA 16 (+3)
+1 Con at level 8
- STR 12 (+1) / DEX 14 (+2) / CON 12 (+1)
- INT 12 (+1) / WIS 14 (+2) / CHA 16 (+3)
+2 Cha (Charismatic)
- STR 12 (+1) / DEX 14 (+2) / CON 12 (+1)
- INT 12 (+1) / WIS 14 (+2) / CHA 18 (+4)
Combat
- Init: +2 (0 Priest + 2 Dex)
- BAB: +1 / Melee +2 / Ranged +3
- Defence: 13 (10 + 2 Priest + 2 DEX - 1 Leather Armor DP)
- DR: 1 (Leather Armor)
- Fort: +2 (1 +1 Con) / Ref: +2 (0 +2 Dex) / Will: +4 (1 +3 Wis)
- Vitality Points: 10 / Wound Points: 18
Common Attacks/Defences/Actions:
- Large Scale Glaive +3 To Hit; 1d10 + 1 Damage (+ 1 Str); 19-20; Keen 4, Reach +1; Hard 2
- Two
Social, Interests & Religion
Social:
- Lifestyle: x (Panache x [+x Appearance; Income 0 silver] / Prudence 0 [15% savings])
- Legend: x
- Reputation: 10
- Renown. Heroic: 0. Religious: 0. Temporal: 0.
Interests: +3 for level 10
- Language: Donlar (the native tongue of Old Lil, though he speaks the archaic form)
- Study: Stone
- Study: History of the First Empire
- Study: Unborn
- Alignment: For Kel Donlar! (Paths from Beauty, Earth, Knowledge & Strength)
Religion:
Abilities, Feats & Proficiencies
- Cha: Charming
- Cha: double boost (Cha)
- Cha: Encouragement
- Rog: Ambush Basics
- Rog: Practiced sneak
- Rog: Sharp mind
- Rog: Trap sense
- Ba: Well-rounded:
- Ba: Beguiling: When taunt standard character, can change standard result for fixation for rounds =15 (Cha). Dmg interrupts
- Ba: Encouragement: 1/scene Talk to teammate 1 min +1 morale saves
- Ba: Free Hint: 1/session Free hint from GM or bonus action die
- Ba: Practised Impress: If use action die to boost Impress but fails, get it back
- AssC: Heartseeker BAB = character level vs. special characters (& for feats; p. 30)
- Ass1: Hand of Death Blend or Resolve don't fail if DC =< CL+20 (p.30)
- Ass2: Cold Read 1/session, free action, ask N=A/Dice Questions about special character (p.30)
- Ass3:
- Lvl 1: ...
- Lvl 3: ...
- Lvl 6: ...
- Lvl 9: ...
- Proficiencies: +4 for level 10 Hurled weapons / Edged weapons (forte) / Blunt weapons (forte)
Skills (ranks/stat/misc)
(6+Int 2 = 8/lvl) Max 13 Total (4x8)+8+8 bonus=48
- Acrobatics** 5 (5/0Dex/0)
- Athletics** 5 (5/0Str/0)
- Bluff* 5 (3/2Cha/0)
- Crafting (Masonry) 6 (4/2Int/0)
- Disguise 2 (0/2Cha/0)
- Haggle 5 (3/2Wis/0)
- Impress** 7 (5/2Cha/0)
- Intimidate** 7 (5/2Cha/0)
- Investigate 7 (5/2Wis/0)
- Medicine 5 (3/2Int/0)
- Notice 3 (1/2Wis/0)
- Resolve* 5 (3/2Con/0)
- Ride 0 (0/0Dex/0)
- Search 3 (1/2Int/0)
- Sense Motive 7 (5/2Wis/0)
- Tactics 2 (0/2Int/0)
One asterisk = Origin skills / Two = Bonus Sage class skills (gain 2 ranks)
Gear
Loads (as Huge so Str 20): Light < 200 lb / Hvy 201-600 lb / Over > 601 lb
Stake 200s
- Padded moderate armour, giant, crude [/I] DR1 Cold 5 +2 resistances12lb 25s
- Shield, tower[/I] 1d6 subdual (-) Giant, Guard +3 12lb 60s (p.177)
- Throwing spear, Giant, Guard[/I] 1d10 lethal (19-20/16-20 vs. M) hurl, reach +1 20lb 35s
= 120s
- Iron Hawk Standard +2 Intimidate or Impress 12 lb 40s
=40s
- Blanket Cold res 4 5lb 4s
- Canteen 1 lb 5s
- Pouch (50 coins) 2s
- 100ft hemp rope 20 lb 12s
- Stonecutter’s kit 10 lb 15s
- Doctor’s bag 2lb 20s
- Oil, 2 pints 2 lb 2s
- Torches 5 3 lb 2s
- Bandages 10 uses ½ lb 3s
- Rations 7 uses 5lb 5s
= 70s!
- Coin: 10s
Notes
Origins from:
Talent Attributes Benefits
Charismatic +2 Cha Charming, double boost (Cha), encouragement
Striking +2 Cha, –2 Con Celebrated, engaging diversion, natural elegance
Specialty Feat Benefits
Rogue Ambush Basics Practiced sneak, sharp mind, trap sense
Swindler Basic Skill Mastery (Spy) Attribute training (Dex/Cha), beguiling, charming, practiced bluff