Difference between revisions of "Barbat Rauta"

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(Skills)
(Combat)
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== Combat ==
 
== Combat ==
AC<br />
+
AC: 4 / 5 (no shield)<br />
HP (just list the max here, list current HP on the front page.)<br />
+
HP: 36 (max)<br />
Movement Rate<br />
+
Movement Rate: 90'/30'<br />
Initiative Modifier<br />
+
Initiative Modifier: 0<br />
Attacks (For the below, write in what it is. Like, "Two-Handed Sword: Stats."<br />
+
Attacks<br />
*Primary Melee Attack: (List the attack throw with all magical, ability, etc., modifiers, like 5+ or whatever), (Damage.)
+
*Primary Melee Attack: Long Sword (sword and shield style): +4 hit, +4 damage<br />
*Secondary Melee Attack:
+
*Secondary Melee Attack: Long Sword (one weapon style): +5 hit, +4 damage<br />
*Primary Ranged Attack:
+
*Primary Ranged Attack: Spear
  
 
Fighting Style
 
Fighting Style

Revision as of 15:56, 21 August 2022

Basilisk_Hill_Breakdown

Rank

Ironskin (Siderenos) / 3rd
XP: 6,000/10,000
Alignment - Neutral
Henchman to Velsind Flere

Attributes

STR - 16 (+2 melee, open doors 4-in-6)
INT - 6 (Basic literacy)
WIS - 11
DEX - 10
CON - 11
CHA - 9

Skills

Languages

  • Alignment
  • Common
  • Irontongue

General Skills

  • Athletics -
    Climbing (Str) - Skilled, 10+
    Endurance (Con)- Skilled, 10+
    Jumping (Str) - Skilled, 10+
    Running (Con) - Skilled, 10+
  • Profession (Int): Drill Sergeant - Proficient, 15+

Class Abilities

  • Has natural AC of 5; over time skin hardens and AC will get lower.
  • Immune to paralysis from ghouls.
  • Only need to rest every 12 turns; can force march for 2 days before tiring.
  • Once per day, when damage would reduce them to 0 hp, it instead reduces them to 1 hp.
  • Vulnerable to lightning and electricity, roll to save with disadvantage; if no save is allowed, automatically take max damage.
  • Touch of rust monster is deadly, hit by feeler drains one level.
  • Heat Metal spell damages them as if they were wearing metal armor.
  • Starts with two combat maneuvers, may select an additional maneuver at levels 5 and 10.
  • Starts with three skills, plus any bonus from high INT; gain a new skill at levels 4, 6, 8, 10, and 12.
  • Starts with one Knack; gains a new Knack at levels 4, 7, and 10.

Knacks

  • Toughness - rolls 1d12 for HD

Combat

AC: 4 / 5 (no shield)
HP: 36 (max)
Movement Rate: 90'/30'
Initiative Modifier: 0
Attacks

  • Primary Melee Attack: Long Sword (sword and shield style): +4 hit, +4 damage
  • Secondary Melee Attack: Long Sword (one weapon style): +5 hit, +4 damage
  • Primary Ranged Attack: Spear

Fighting Style

  • Sword and Shield: One ally adjacent to, and up to two allies immediately behind, the fighter gain a +1 bonus to their armor class.
  • One Weapon: Gains a +1 bonus to attack

Combat Maneuvers

  • Stun: On a successful roll the target automatically acts last during the following round; only affects living targets. (STR, Proficient, 15+, 13+ if using fighting style)
  • Trip: On a successful attack the target falls to the ground until their turn; takes their entire movement to stand back up; while prone all attacks against are at +2. (STR, Proficient, 15+, 13+ if using fighting style)

Saves:

  • Petrification & Paralysis - 11
  • Poison & Death - 9
  • Blast & Breath - 12
  • Staves & Wands - 10
  • Spells - 13

Equipment

  • Gear, Armor, Weapons: Total Encumbrance is under 200 coins
    • Shield
    • +1 Sword
    • Spear (x2)
    • Belt and pouch
    • Backpack
      • Waterskin (x2)
      • Flint & Steel
      • Large Sacks (x2)
    • War Horse
    • Saddle & bridle
    • Horse Barding
    • Saddle Bags
      • Large Sacks (x3)