Barbat Rauta

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Revision as of 15:56, 21 August 2022 by Evil Jeff (talk | contribs) (Skills)
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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
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

  • 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)