Howland

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Revision as of 02:43, 8 November 2024 by Sulldawga (talk | contribs) (Equipment)
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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