Howland
Howland
- Human Scout 1
- XP: 1752/2000
- Alignment: Neutral
- XP Modifier: +5%
- Max Level: 14
Attributes
- 13 STR (+1)
- 08 INT (-1)
- 08 WIS (-1)
- 16 DEX (+2)
- 16 CON (+2)
- 11 CHA
Class abilities/ Background/Languages/Knacks/Skills
- Inflicts minimum damage as per fighter (1d4 at 1st level).
- Fighting style: ranged. Can fire into melee with no modifiers, otherwise gains a +1 bonus on all ranged attack rolls.
- Following thief skills (gains 2 points every level to distribute, can only designate one point per ability per level)
- Climb 14+
- Hear Noise 13+
- Sneak 13+
- Free skills
- Cannot use shields, certain armor might interfere with skills
Class Abilities
Background
Howland has done just about every type of odd job in the wilderness: farmhand, logger, caravan guard, bounty hunter, ranger, thief-taker (and, ahem, thief), you name it. He woke up one day and decided he was spinning his wheels working for someone else, and decided to find a like-minded group of individuals who were in it for themselves.
Languages
Common
Knacks
- Toughness. 1d8 hp per HD
Skills
- Tracking 10+
- Naturalist 10 +
- Wilderness Survival 10+
Combat
AC AC is ascending, added to 10. HP 7/7 HD 1d8 Movement Rate 120' (40') Initiative Modifier +2 Attacks
- Primary Melee Attack: Warhammer (1d6+1), +1 to hit
- Secondary Melee Attack: Dagger (1d4+1), +1 to hit
- Primary Ranged Attack: Dagger (1d4+1), +2 to hit, 5’–10’ / 11’–20’ / 21’–30’
Saves:
- Poison 12
- Wands 13
- Paralysis 14
- Breath 15
- Spells 16
Equipment
- Money: 18 pp
- Encumbrance: 347/400
- Readied:
- Warhammer (30 cn)
- Leather armor (200 cn)
- Dagger (10 cn)
- Short bow (30 cn)
- Quiver of 20 arrows
- Packed
- Backpack (320 of 400 cn)
- Waterskin
- 1 wk iron rations
- 50' rope
- Experience Awards
- Master Thyber's tank water mission 252 xp