Difference between revisions of "Amagar Cacar"

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(Combat)
 
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== Rank ==
 
== Rank ==
Human Scout / 3rd<br />
+
'''Human Scout / 4th'''<br />
XP: 4,000/8,000<br />
+
'''XP:''' 10,023/16,000<br />
Alignment - Neutral<br />
+
'''Alignment''' - Neutral<br />
Henchman to Velsind<br />
+
Henchman to '''[[Velsind Flere]]'''<br />
List any titles or holdings
 
  
 
== Attributes ==
 
== Attributes ==
*STR - 13 (+1 melee, open doors 3-in-6)<br />
+
STR - 13 (+1 melee, open doors 3-in-6)<br />
*INT - 12<br />
+
INT - 12<br />
*WIS - 11<br />
+
WIS - 11<br />
*DEX - 9<br />
+
DEX - 9<br />
*CON - 17 (+2 HP)<br />
+
CON - 17 (+2 HP)<br />
*CHA - 10
+
CHA - 10
  
 
== Skills ==
 
== Skills ==
Languages
+
'''Languages'''
 
* Alignment
 
* Alignment
 
* Common
 
* Common
  
 +
'''General Skills'''
 +
*Survival -
 +
:Harvesting (Dex) - Skilled, 10+
 +
:Naturalist (Int) - Skilled, 10+
 +
:Tracking (Wis) - Skilled, 10+
 +
:Wilderness Survival (Wis) - Skilled, 10+
 +
*Riding - Proficient, 15+
  
General Skills
+
'''Thieving Skills'''
*(please give a very short summary of what your skills do, if they have mechanical effects, if it's not too much effort. Elsewise, a page number is nice.)
+
*Climb - 14+
*
+
*Hear Noise - 11+
*
+
*Sneak - 11+
  
 +
'''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.
 +
*At 4th level, when in wilderness, roll twice to avoid becoming lost and when leading a party to evade an encounter, taking the better result.
 +
*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
  
Class Abilities
+
'''Knacks'''
*
+
*Weapon Specialization: Long Sword - gain +1 hit & damage when using weapon
*
+
*Animal Companion
*
 
  
 +
== Combat ==
 +
'''AC:''' 5 [14]<br />
 +
'''HP:''' 22 (32 max - 4d6)<br />
 +
'''Movement Rate:''' 90'/30'<br />
 +
'''Initiative Modifier:''' 0<br />
 +
'''Attacks'''<br />
 +
*Primary Melee Attack: Long Sword (1d8) - +4 hit, 1d8+2 damage
 +
*Secondary Melee Attack: Hand Axe (1d6)- +2 hit, 1d6+2 damage
 +
*Primary Ranged Attack: Hand Axe (1d6) - +2 hit, 1d6 damage
 +
 +
'''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.
  
Knacks
+
'''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)
*
 
*
 
  
== Combat ==
+
'''Saves:'''
AC<br />
+
*Petrification & Paralysis - 12
HP (just list the max here, list current HP on the front page.)<br />
+
*Poison & Death - 10
Movement Rate<br />
+
*Blast & Breath - 13
Initiative Modifier<br />
+
*Staves & Wands - 11
Attacks (For the below, write in what it is. Like, "Two-Handed Sword: Stats."<br />
+
*Spells - 14
*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
 
  
 
== Equipment ==
 
== Equipment ==
*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.
+
'''Gear, Armor, Weapons:''' 530 coins
**Then list
+
*Chain mail
**Those things
+
*Long Sword
**Individually
+
*Hand Axe (x2)
 +
*Backpack
 +
**Flint and Steel
 +
**Lantern
 +
**Flask of Oil (x2)
 +
*Riding Horse
 +
**Saddle and bridle
 +
**Horse Barding
 +
**Saddle Bags
 +
***Large Sacks (x5)
 +
 
 +
Money:
 +
*On Hand: 95 gp, 45 sp, 50 cp
 +
*With Factor: 400 gp

Latest revision as of 16:38, 5 February 2024

Basilisk_Hill_Breakdown

Rank[edit]

Human Scout / 4th
XP: 10,023/16,000
Alignment - Neutral
Henchman to Velsind Flere

Attributes[edit]

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

Skills[edit]

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 - 11+
  • Sneak - 11+

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.
  • At 4th level, when in wilderness, roll twice to avoid becoming lost and when leading a party to evade an encounter, taking the better result.
  • 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
  • Animal Companion

Combat[edit]

AC: 5 [14]
HP: 22 (32 max - 4d6)
Movement Rate: 90'/30'
Initiative Modifier: 0
Attacks

  • Primary Melee Attack: Long Sword (1d8) - +4 hit, 1d8+2 damage
  • Secondary Melee Attack: Hand Axe (1d6)- +2 hit, 1d6+2 damage
  • Primary Ranged Attack: Hand Axe (1d6) - +2 hit, 1d6 damage

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 - 12
  • Poison & Death - 10
  • Blast & Breath - 13
  • Staves & Wands - 11
  • Spells - 14

Equipment[edit]

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)

Money:

  • On Hand: 95 gp, 45 sp, 50 cp
  • With Factor: 400 gp