Difference between revisions of "Alaric of Tournai, Sorcerer and Sellsword"

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(Gear and Treasure)
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===Armor===
 
===Armor===
 
*Light Armor: Leather armor (200 enc, 20 gp) (worn)
 
*Light Armor: Leather armor (200 enc, 20 gp) (worn)
*Light Shield: Medium round shield -2 AC (100 enc, 10 gp) (stored)
+
*Shield (100 enc, 10 gp) (stored)
 
*Heavier Armor: Chain mail (250 enc) (stored)  
 
*Heavier Armor: Chain mail (250 enc) (stored)  
*Heavier Shield: Clipeus -4 AC (250 enc) (stored)
 
  
 
===Weapons===
 
===Weapons===
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*White, no patches or markings. Blonde mane and tail. Brown eyes.
 
*White, no patches or markings. Blonde mane and tail. Brown eyes.
 
*Trait: Sure-footed
 
*Trait: Sure-footed
*Carrying: Chain mail (250 enc), Clipeus (250 enc)
+
*Carrying: Chain mail (250 enc), Shield (100 enc)
  
 
==Dabbler Class==
 
==Dabbler Class==

Revision as of 12:30, 9 May 2011

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Biographical Info

  • Name: Alaric of Tournai
  • Gender: Male
  • Age: 25
  • Height: 5'10"
  • Weight: 160 lbs.
  • Background: Born to an upper class family in Tournai, Alaric lacked for nothing in his early years. But the family's fortunes changed four years ago, when Alaric's father unwisely supported an upstart general with pretensions to the throne. When the treasonous plot was exposed, nearly everyone who'd backed the would-be usurper was executed, and Alaric, who was just completing his magical studies at the time, escaped Tournai with his life and very little else. Since then, Alaric has roamed far from home, doing odd jobs where he can, usually as a sell-sword, sometimes as a scribe. It all depends on who's paying and how much, and what advantage he can seize for himself. He longs for the day when he can build enough wealth to regain the privileged life he once had.

Characteristics

  • Class: Dabbler
  • Level: 3
  • Level Title: Swordmaster-Conjurer
  • XP: 8011
  • Next Level XP:
  • Alignment: Neutral
  • STR: 13 (+1 to hit, damage, open doors)
  • INT: 13 (read/write native languages, +1 added language)
  • WIS: 9
  • DEX: 9
  • CON: 10
  • CHR: 13 (+1 reaction adjustment, 5 retainers, retainer morale 8)

Combat Stats

  • AC: 7
  • HP: 16/16
  • Move: 120/40/120
  • Saving Throws:
    • Death Ray or Poison: 12
    • Magic Wands: 13
    • Paralysis or Turn to Stone: 13
    • Dragon Breath: 15
    • Rod, Staff, or Spell: 15

Race and Class Abilities

Spells Known

First Level

  • Charm Person
  • Detect Magic
  • Floating Disc
  • Hold Portal
  • Light
  • Magic Missile
  • Protection from Evil
  • Read Languages
  • Read Magic
  • Shield
  • Sleep
  • Ventriloquism

Second Level

  • Invisibility

Spells Memorized

  • Sleep
  • Sleep
  • Invisibility

Gear and Treasure

Encumbrance

  • Total: 350 cn
  • Armor: Leather armor (200 enc)
  • Semispatha (30 enc)
  • Short bow and arrows (30 enc)
  • Dagger (10 enc)
  • Backpack (80 enc)

Armor

  • Light Armor: Leather armor (200 enc, 20 gp) (worn)
  • Shield (100 enc, 10 gp) (stored)
  • Heavier Armor: Chain mail (250 enc) (stored)

Weapons

  • Weapon: 1 semispatha (30 enc, 7 gp), 1 dagger (10 enc, 3 gp), short bow and arrows (13) (30 enc, 30 gp) (carried)

Gear

  • Signet ring (100 gp)
  • Backpack (80 enc, 5 gp)
    • Rations, standard, 15 days
    • Waterskin (1 gp)
    • 6 torches (1 gp)
    • Tinderbox, flint, & steel (3 gp)
    • Spellbook

Coins

  • Gems
    • 1 X 500 gp (1 enc)
    • 4 X 100 gp (4 enc)
  • Coins
    • 60 gp

Horses

Nix

  • Barding, AC 5, 600 enc
  • HPs: 10
  • White, no patches or markings. Blonde mane and tail. Brown eyes.
  • Trait: Sure-footed
  • Carrying: Chain mail (250 enc), Shield (100 enc)

Dabbler Class

From The Fiendish Dr. Samsara's blog article:

The Elf becomes the Dabbler (aka the Picaro): The Dabbler is a man of many talents who learns swordplay as easily as spell-casting. The sacrifice is that he will quickly be outstripped in those fields by those who concentrate in them (the Fighter and the Magic-User). Still, the Dabbler has an admirable breadth of skills to bring to any situation; in addition to fighting and sorcery, he is also a linguist (the extra languages), a man with a keen eye for secrets (Detect Secret Doors), and, perhaps most usefully, a fellow who knows how to get out of the way of danger (Saving Throws).

  • Option: Drop the resistance to ghoul paralyzation, which never made any sense to me for actual Elves, much less a Gray Mouseresque Dabbler.
  • Option: Drop infravision. One might replace it with better night vision.
  • Option: Get rid of the Detect Secret Doors ability (I'd give it to the Delver class below). One might exchange it for unlimited level advancement.
  • Option: If you are going full S&S on this, then you probably won't want humanoids any more than demi-humans. Replace the humanoid languages with other human languages, or ancient eldritch scripts, or something more S&S in tone.