Difference between revisions of "Amagar Cacar"

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(Equipment)
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== Rank ==
 
== Rank ==
Human Scout / 3rd<br />
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'''Human Scout / 3rd'''<br />
XP: 4,000/8,000<br />
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'''XP:''' 4,000/8,000<br />
Alignment - Neutral<br />
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'''Alignment''' - Neutral<br />
Henchman to [[Velsind Flere]]<br />
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Henchman to '''[[Velsind Flere]]'''<br />
  
 
== Attributes ==
 
== Attributes ==
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== Skills ==
 
== Skills ==
Languages
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'''Languages'''
 
* Alignment
 
* Alignment
 
* Common
 
* Common
  
 
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'''General Skills'''
General Skills
 
 
*Survival -
 
*Survival -
:Harvesting - Skilled, 10+
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:Harvesting (Dex) - Skilled, 10+
:Naturalist - Skilled, 10+
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:Naturalist (Int) - Skilled, 10+
:Tracking - Skilled, 10+
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:Tracking (Wis) - Skilled, 10+
:Wilderness Survival - Skilled, 10+
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:Wilderness Survival (Wis) - Skilled, 10+
 
*Riding - Proficient, 15+
 
*Riding - Proficient, 15+
  
 
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'''Thieving Skills'''
Thieving Skills
 
 
*Climb - 14+
 
*Climb - 14+
 
*Hear Noise - 12+
 
*Hear Noise - 12+
 
*Sneak - 12+
 
*Sneak - 12+
  
 
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'''Class Abilities'''
Class Abilities
 
 
*Cleave - When character slays a target with a melee or ranged attack, then can make an additional attack against an adjacent opponent.  ITW, pg. 160
 
*Cleave - When character slays a target with a melee or ranged attack, then can make an additional attack against an adjacent opponent.  ITW, pg. 160
 
*Can choose one fighter style: dual-weapon, one-weapon, or ranged
 
*Can choose one fighter style: dual-weapon, one-weapon, or ranged
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*Starts with one Knack; gains a new Knack at levels 4, 7, 10 , and 13
 
*Starts with one Knack; gains a new Knack at levels 4, 7, 10 , and 13
  
 
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'''Knacks'''
Knacks
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*Weapon Specialization: Long Sword - gain +1 hit & damage when using weapon
*Animal Companion - cannot have more than twice character's HD when selected and must be a normal, dire or giant animal; counts as a retainer and gains XP as one.
 
  
 
== Combat ==
 
== Combat ==
AC<br />
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'''AC:''' 5<br />
HP (just list the max here, list current HP on the front page.)<br />
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'''HP:''' 18 (24 max - 3d6)<br />
Movement Rate<br />
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'''Movement Rate:''' 90'/30'<br />
Initiative Modifier<br />
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'''Initiative Modifier:''' 0<br />
Attacks (For the below, write in what it is. Like, "Two-Handed Sword: Stats."<br />
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'''Attacks'''<br />
*Primary Melee Attack: (List the attack throw with all magical, ability, etc., modifiers, like 5+ or whatever), (Damage.)
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*Primary Melee Attack: Long Sword (1d8) - +2 hit, +2 damage
*Secondary Melee Attack:
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*Secondary Melee Attack: Hand Axe (1d6)- +1 hit, +1 damage
*Primary Ranged Attack:
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*Primary Ranged Attack: Hand Axe (1d6) - +1 hit
  
Fighting Style
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'''Fighting Style'''
 
*Dual-weapon: Fights w/ a weapon in each hand, with either both short sword sized or on long sword and one dagger-sized; If character does not move during round, can make an attack with second weapon; attack is made with Disadvantage and does normal damage.
 
*Dual-weapon: Fights w/ a weapon in each hand, with either both short sword sized or on long sword and one dagger-sized; If character does not move during round, can make an attack with second weapon; attack is made with Disadvantage and does normal damage.
  
Combat Maneuvers
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'''Combat Maneuvers'''
 
*Knock-out: Roll to render target temporarily unconscious; roll suffers a penalty of 1d4 plus any other penalties; with success, target takes 1 hp damage and is unconscious for 1d4+1 rounds. (DEX, Proficient, 15+, 13+ if using fighting style)
 
*Knock-out: Roll to render target temporarily unconscious; roll suffers a penalty of 1d4 plus any other penalties; with success, target takes 1 hp damage and is unconscious for 1d4+1 rounds. (DEX, Proficient, 15+, 13+ if using fighting style)
  
Saves:
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'''Saves:'''
 
*Petrification & Paralysis - 13
 
*Petrification & Paralysis - 13
 
*Poison & Death - 11
 
*Poison & Death - 11
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== Equipment ==
 
== Equipment ==
Gear, Armor, Weapons: 530 coins
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'''Gear, Armor, Weapons:''' 530 coins
 
*Chain mail
 
*Chain mail
 
*Long Sword
 
*Long Sword

Revision as of 16:25, 28 August 2022

Basilisk_Hill_Breakdown

Rank

Human Scout / 3rd
XP: 4,000/8,000
Alignment - Neutral
Henchman to Velsind Flere

Attributes

STR - 13 (+1 melee, open doors 3-in-6)
INT - 12
WIS - 11
DEX - 9
CON - 17 (+2 HP)
CHA - 10

Skills

Languages

  • Alignment
  • Common

General Skills

  • Survival -
Harvesting (Dex) - Skilled, 10+
Naturalist (Int) - Skilled, 10+
Tracking (Wis) - Skilled, 10+
Wilderness Survival (Wis) - Skilled, 10+
  • Riding - Proficient, 15+

Thieving Skills

  • Climb - 14+
  • Hear Noise - 12+
  • Sneak - 12+

Class Abilities

  • Cleave - When character slays a target with a melee or ranged attack, then can make an additional attack against an adjacent opponent. ITW, pg. 160
  • Can choose one fighter style: dual-weapon, one-weapon, or ranged
  • Starts with Naturalist, Tracking, and Wilderness Survival skills at the Skilled level; can improve one to Expert every fourth level (5th, 9th, 13th).
  • Starts with following thief skills: Climb, Hear Noise, Sneak; succeeds on roll of 14+; Every level gained allows them to spend 2 points to improve chances of success, both points cannot be spent on same ability.
  • Starts with one combat maneuver, may select an additional maneuver at levels 5, 9, and 13.
  • Starts with two skills, plus any bonus from high INT; gain a new skill at levels 3, 5, 7, 9, 11, and 13.
  • Starts with one Knack; gains a new Knack at levels 4, 7, 10 , and 13

Knacks

  • Weapon Specialization: Long Sword - gain +1 hit & damage when using weapon

Combat

AC: 5
HP: 18 (24 max - 3d6)
Movement Rate: 90'/30'
Initiative Modifier: 0
Attacks

  • Primary Melee Attack: Long Sword (1d8) - +2 hit, +2 damage
  • Secondary Melee Attack: Hand Axe (1d6)- +1 hit, +1 damage
  • Primary Ranged Attack: Hand Axe (1d6) - +1 hit

Fighting Style

  • Dual-weapon: Fights w/ a weapon in each hand, with either both short sword sized or on long sword and one dagger-sized; If character does not move during round, can make an attack with second weapon; attack is made with Disadvantage and does normal damage.

Combat Maneuvers

  • Knock-out: Roll to render target temporarily unconscious; roll suffers a penalty of 1d4 plus any other penalties; with success, target takes 1 hp damage and is unconscious for 1d4+1 rounds. (DEX, Proficient, 15+, 13+ if using fighting style)

Saves:

  • Petrification & Paralysis - 13
  • Poison & Death - 11
  • Blast & Breath - 14
  • Staves & Wands - 12
  • Spells - 15

Equipment

Gear, Armor, Weapons: 530 coins

  • Chain mail
  • Long Sword
  • Hand Axe (x2)
  • Backpack
    • Flint and Steel
    • Lantern
    • Flask of Oil (x2)
  • Riding Horse
  • Saddle and bridle
  • Horse Barding
  • Saddle Bags
    • Large Sacks (x5)