Difference between revisions of "Amagar Cacar"

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(Rank)
(Equipment)
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== 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)

Revision as of 19:41, 25 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 - Skilled, 10+
Naturalist - Skilled, 10+
Tracking - Skilled, 10+
Wilderness Survival - 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

  • 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

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:

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)