Zaharak The Unburned

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The Wilderlands of Absalom

Zaharak's company had fought the goblins and beasts to a standstill at the Battle of Autark. Calling on the few surviving warriors to make one last effort, Zaharak prepared them for a final, doomed, charge.

But then the Anchorite Priestess Sylanna arrived, bearing a missive from the Scarlet Prince. It was Sylanna herself, rather than the silken words on the Prince's scroll that convinced him.

Zaharak lead the Prince's troops that following dawn, to a victory neither could have attained on their own. As reward Zaharak accepted an amnesty from the Prince, gold, and the service of Sylanna. He has now joined a band of Conquerors that will be pacifying the west on behalf of the Princes.

Perhaps in time Zaharak will return to marshal the Prince's troops....or lead a rebellion against him.

Rank

  • L4 Shadowcrown Ruinguard (Son of Ruin)
  • XP: 20,000 / 30,800 (5% bonus)
  • Neutral Alignment
  • PC with one henchwoman: Anchorite Sylanna
  • Titles / Holdings: None
  • Age:

Attributes

  • STR: 13
  • INT: 13
  • WIS: 11
  • DEX: 10
  • CON: 11
  • CHA: 12

Skills

  • Languages
    • Common
    • Goblin
    • Chaotic
    • Bestial
  • General Proficiencies
    • Adventuring
    • Siege Engineering The character is highly skilled in the construction and placement of temporary defensive works such as ditches, pits, fields of stakes, and simple wooden and earthen barricades. He also knows how to operate heavy war machines and siege engines such as ballistae, catapults, rams, bores, and siege towers. if the proficiency is taken a second time, then the character has the knowledge to construct heavy war machines, siege engines, and siege towers as well as use them.
    • Riding Judge of horseflesh: On a throw of 14+ they can get a rough idea of how healthy a mount is.

Mounted combat. Can melee as normal, charge (p. 112), and use missile weapons while stationary without penalty. A -2 penalty is assigned if firing a missile weapon while moving, and spells can be cast while moving with a throw of 7+. Control animal. The mount gains +1 to their morale score while being ridden by someone with the Ride skill.

  • Class Proficiencies
    • Command The character has mastered the art of command. His authority inspires men to follow him into danger. The character's henchmen and mercenaries receive a +2 bonus to morale.
    • Military Strategy The character has studied the art of war and the methods of the great captains. He can recognize fampoushistorical battles, generals, and weapons with a proficiency throw of 11+. Forces under his command receive a +1 bonus to initiative rolls in mass combat. This proficiency may be selected multiple times adding an additional +1 bonus to mass combat initiative, to a maximum of +3. This is both a General proficiency and a Class proficiency for the Ruinguard.
    • Mystic Aura The character has learned to project his magical powers in a way that causes awe in those that share the character's presence. he gains a +2 bonus to reaction rolls to impress and intimidate people he encounters. If this bonus results in a total of 12 or more, the subject acts as if 'Charmed' while in his presence.

NOT YET COMPLETE

  • Class Abilities
    • damage bonus (missile and melee, already added to attack stats)
    • in leather or lighter
      • backstab x3 (damage roll only, not bonuses)
      • move silently 13+ (1⁄2 standard combat movement rate without penalty. If moving greater than 1⁄2 speed, take a -5 penalty to the proficiency throw. If running, take a -10 penalty.)
      • hide in shadows 15+ (remain hidden so long as he stays motionless. If he moves, he must make a new proficiency throw to hide.)


Combat[edit] 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[edit] 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[edit] 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