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ack to Homepage[https://wiki.rpg.net/index.php/ADnD.AgainstTheGiants]
 
ack to Homepage[https://wiki.rpg.net/index.php/ADnD.AgainstTheGiants]
  
'''Bhaelgrym Stonefinger''', Dwarf Male Thief 6
+
'''Bhaelgrym Stonefinge, Thief 6'''
  
 
==Physical Notes==
 
==Physical Notes==
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{| class="wikitable" border="0" style="text-align:left"
 
{| class="wikitable" border="0" style="text-align:left"
 
|-
 
|-
| '''Strength''' || '''15''' || ''Mod: +1; Saving Throw: +2; Base Encumbrance: 75#''
+
| '''Strength''' || '''10''' || ''Mod: +0; Saving Throw: +0; Base Encumbrance: #''
 
|-
 
|-
| '''Dexterity''' || '''16''' || ''Mod: +2; Saving Throw*: +5''
+
| '''Dexterity*''' || '''10''' || ''Mod: +0; Saving Throw: +0''
 
|-
 
|-
| '''Constitution''' || '''14''' || ''Mod: +1; Saving Throw: +2''
+
| '''Constitution''' || '''10''' || ''Mod: +0; Saving Throw: +0''
 
|-
 
|-
| '''Intelligence''' || '''11''' || ''Mod: +0; Saving Throw*: +3''
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| '''Intelligence*''' || '''10''' || ''Mod: +0; Saving Throw: +0''
 
|-
 
|-
| '''Wisdom''' || '''14''' || ''Mod: +1; Saving Throw: +2''
+
| '''Wisdom''' || '''10''' || ''Mod: +0; Saving Throw: +0''
 
|-
 
|-
| '''Charisma''' || '''9''' || ''Mod: +0; Saving Throw: +1''
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| '''Charisma''' || '''10''' || ''Mod: +0; Saving Throw: +0''
 
|-
 
|-
 
|}
 
|}
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==SECONDARY STATS==
 
==SECONDARY STATS==
 
:'''Experience Points''': 18,750/18,750
 
:'''Experience Points''': 18,750/18,750
:'''Hit Points''': 32 (6d6HD, +1 CON Mod)
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:'''Hit Points''': XX (XHD, +0 CON Mod)
:'''Armor Class''': 16 (armor 3 +dex 2 + +misc 1)
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:'''Armor Class''': 10 (armor +dex +shield +misc)
 
:'''Attack Bonus''': +3
 
:'''Attack Bonus''': +3
 
:'''Ability Bonus -Proficiency''': +3; '''Nonproficiciency''': +1
 
:'''Ability Bonus -Proficiency''': +3; '''Nonproficiciency''': +1
 
:'''Deity''':
 
:'''Deity''':
:'''Alignment''': Neutral Good
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:'''Alignment''':
 
:'''Languages''': Common, Dwarf
 
:'''Languages''': Common, Dwarf
  
 
:'''Weapons''':
 
:'''Weapons''':
: * '''Warhammer +1''': Attack Bonus: +5; Damage: 1D8 +2; Qualities: Blugeoning
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: * '''Weapon''': Attack Bonus: +0; Damage: 1Dx +0; Qualities:
: * '''Dagger''': Attack Bonus: +5; Damage: 1D4 +1; Qualities: Finesse, Thrown (Range Inc: 10ft), Piercing
+
: * '''Weapon''': Attack Bonus: +0; Damage: 1Dx +0; Qualities:
: * '''Shortsword''': Attack Bonus: +5; Damage: 1D6 +1; Qualities: Finesse, Piercing or Slashing
+
: * '''Weapon''': Attack Bonus: +0; Damage: 1Dx +0; Qualities:
: * '''Throwing Axe''': Attack Bonus: +4; Damage: 1D6 +1; Qualities: Thorwn (Range Inc: 10ft), Slashing
 
: * '''Hand Axe''': Attack Bonus: +4; Damage: 1D6 +1; Qualities: Slashing
 
  
 
==DWARF ABILITIES==
 
==DWARF ABILITIES==
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:'''Skill Proficiencies''': Language (Common, Dwarf), Profession (Miner).
 
:'''Skill Proficiencies''': Language (Common, Dwarf), Profession (Miner).
 
:'''Resistance''': +4 bonus to all Saving Throws versus magic and poison.
 
:'''Resistance''': +4 bonus to all Saving Throws versus magic and poison.
:'''Steady Tread''': A Dwarfs speed is not reduced by wearing heavy armor or encumbrance. They still suffer penalties to steath and athletics.
+
:'''Skill Bonuses''': gain a +2 bonus to all Craft, Perception, and Profession checks when dealing with stonework construction, including finding secret doors and stonework traps. As natural miners, dwarves can automatically determine how far below ground they are and can automatically determine which direction they are traveling in when beneath the surface. Alsp gain a +2 bonus to all Craft: Smith skill checks
:'''Skill Bonuses''': gain a +2 bonus to all Craft, Perception, and Profession checks when dealing with stonework construction, including finding secret doors and stonework traps. As natural miners, dwarves can automatically determine how far below ground they are and can automatically determine which direction they are traveling in when beneath the surface. Alsp gain a +2 bonus to all Craft: Smith skill checks.
 
  
 
==THIEF CLASS ABILITIES==
 
==THIEF CLASS ABILITIES==
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==SKILLS==
 
==SKILLS==
: ''Acrobatics'' (DEX) (+5)  
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: ''Acrobatics'' (DEX)  
: Animal Handling (WIS) +1
+
: Animal Handling (WIS) +0
 
: ''Arcana'' (INT)  
 
: ''Arcana'' (INT)  
: Athletics* (STR) +4 (+6 to climb)
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: Athletics (STR) +0
 
: Chiper (INT) +0
 
: Chiper (INT) +0
: ''Craft'' [''type''] (INT) (+2 with stone)
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: ''Craft'' [''type''] (INT)  
 
: Deception (CHA) +0
 
: Deception (CHA) +0
: Disable Device* (DEX) +5 (+7 to open locks and disable traps)  
+
: ''Disable Device'' (DEX)  
 
: ''Disguise'' (CHA)  
 
: ''Disguise'' (CHA)  
 
: History (INT) +0
 
: History (INT) +0
: Insight* (WIS) +4
+
: Insight (WIS) +0
 
: Intimidation (CHA) +0
 
: Intimidation (CHA) +0
: ''Language'' [each] (INT)  
+
: ''Language'' [type] (INT)  
: Medicine (WIS) +1
+
: Medicine (WIS) +0
 
: Nature (INT) +0
 
: Nature (INT) +0
: Perception* (WIS) +4 (+6 with stone)
+
: Perception (WIS) +0
 
: Performance (CHA) +0
 
: Performance (CHA) +0
 
: Persuasion (CHA) +0
 
: Persuasion (CHA) +0
 
: ''Poison'' (INT)  
 
: ''Poison'' (INT)  
: Profession* [Miner] (WIS) +4 (+6 with stone)
+
: Profession [Miner] (WIS) +0
: Profession* [Jewler] (WIS) +4
+
: Profession [type] (WIS)  
 
: Religion (INT) +0
 
: Religion (INT) +0
: Sleight-of-Hands* (DEX) +5
+
: Sleight-of-Hands (DEX) +0
: Stealth* (DEX) +7
+
: Stealth (DEX) +0
: Survival (WIS) +1
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: Survival (WIS) +0
  
 
:: * Proficiency with these skills
 
:: * Proficiency with these skills
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==EQUIPMENT==
 
==EQUIPMENT==
'''Encumbrance''': Base (No Encumbrance) [Strx5]: 75lbs; Moderate Load [Strx10]: 150lbs; Heavy Load [Strx15]: 225lbs
+
'''Encumbrance''': Base (No Encumbrance) [Strx5]: 0lbs; Moderate Load [Strx10]: 0lbs; Heavy Load [Strx15]: 0lbs
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
|'''Magic Leather Armor +1'''
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|'''XX'''
|'''''15 lbs'''''
+
|'''''x lbs'''''
 
|-
 
|-
|'''Magical Warhammer +1'''
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|'''XX'''
|'''''5 lbs'''''
+
|'''''x lbs'''''
 
|-
 
|-
|'''Cloak of the Bat''' (see below)
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|'''XX'''
|'''''2 lb'''''
+
|'''''x lb'''''
 
|-
 
|-
|'''Hand Axe''' (2)
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|'''XX'''
|'''''4 lbs'''''
+
|'''''x lbs'''''
 
|-
 
|-
|'''Thorwing Axes''' (2)
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|'''XX'''
|'''''4 lbs'''''
+
|'''''x lbs'''''
|-
 
|'''Backpack'''
 
|'''''2 lb'''''
 
|-
 
|'''Blanket'''
 
|'''''2 lbs'''''
 
|-
 
|'''Chalk''' (3)
 
|'''''* lbs'''''
 
|-
 
|'''Flint & Steel'''
 
|'''''* lbs'''''
 
|-
 
|'''Flask of Oil''' (2)
 
|'''''4 lbs'''''
 
|-
 
|'''Jewler's Kit'''
 
|'''''1 lb'''''
 
|-
 
|'''50ft Silk Rope'''
 
|'''''8 lbs'''''
 
|-
 
|'''Thieves Tools'''
 
|'''''1 lbs'''''
 
|-
 
|'''Torch''' (6)
 
|'''''6 lb'''''
 
|-
 
|'''Whetstones'''
 
|'''''1 lbs'''''
 
|-
 
|'''Dry Rations (One week)'''
 
|'''''5 lbs'''''
 
 
|-
 
|-
 
|500 gold pices (in pouch)
 
|500 gold pices (in pouch)
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|-
 
|-
 
|'''Total '''
 
|'''Total '''
|'''''60.5 lbs'''''
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|'''''xx lbs'''''
 
|-
 
|-
 
|}
 
|}
 
'''Cloak of the Bat''': Fashioned of dark brown or black cloth, a cloak of this type is not readily noticeable as unusual. It radiates both enchantment and alteration in equal proportions. The cloak bestows a +10 bonus to Stealth checks when the wearer is stationary and attempting to hide within a shadowy or dark place.
 
 
By holding the edges of the garment, the wearer is able to fly at a 75’ Movement Rate (Maneuver Class: B). If he desires, the wearer can actually transform himself into an ordinary bat - all possessions worn or carried will be part of the transformation - and fly accordingly.
 
 
Flying, either with the cloak or as an ordinary bat, can be accomplished only in darkness (either under the night sky or in a lightless or nearlightless environment underground). Either of the flying powers is usable for up to two hours per day.
 
 
The cloak also provides a +1 bonus to Armor Class. This benefit extends to the wearer even when he is in bat form.
 
  
 
==HISTORY==
 
==HISTORY==
 
xx
 
xx

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