Difference between revisions of "Briliaph"

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*Alignment Neutral
 
*Alignment Neutral
 
*Retainer to [[Abeni]] played by Sam I Am
 
*Retainer to [[Abeni]] played by Sam I Am
*CoL XXX per month
+
*CoL 80gp per month
 +
*Loyalty 8
 
*No titles or holdings
 
*No titles or holdings
 
*Has only half a face
 
*Has only half a face
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*CON 13 (+1 hp)
 
*CON 13 (+1 hp)
 
*CHA 6 (-1 NPC reactions)
 
*CHA 6 (-1 NPC reactions)
 
Briliaph starts with the Extra Hex Knack, and can use two hexes per day.
 
He has 12 hp
 
I've added the hexblade class to the class document: https://www.dropbox.com/s/0xantqdwu003ra4/New Classes 10.13.20.pdf?dl=0
 
  
 
== Skills ==
 
== Skills ==
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** Commmon (Basic Literacy)
 
** Commmon (Basic Literacy)
 
*General Skills  
 
*General Skills  
**Alchemy (skilled)
+
**Animal Handling (mules) (2 levels, does this give me proficient?)
**Animal Handling (large cats) (proficient)
 
**Healing (skilled)
 
**Survival Skilled in 2 subskills: Harvesting, Herbalist
 
**Magical Engineering (proficient)
 
**(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.)
 
  
 
*Class Abilities
 
*Class Abilities
**I cannot use armour but can use two one-handed melee weapons (axe and dagger) and a short-bow
+
**Extra Hex Knack - 2 hexes per day
**Curse of the evil eye: I can place this upon a single humanoid target within 60’ twice per day. The target must save v spells. If they fail the save the target ’s next roll is made twice, taking the lower of the two results. The roll is the next one the target makes, regardless of what it is for. I may do this thrice per day at 9th, and four times per day at 13th. I can use this ability and move in a round but can take no other actions (such as casting a spell or attacking with a weapon)
+
**Briliaph can use leather armour and shields, plus any weapons.
**I can steal the senses of a normal animal I can see within 60’ 3 times a day. The animal must save v spells. If it fails I am able to perceive the world through the animal’s senses but cannot otherwise control or influence the animal. If the animal moves out of range *after* this power is used I maintain the connection, up to 1 mile (1 mile per Cha mod). It takes one round to use this ability, and I cannot see or hear with my own senses while using this ability. It lasts for as long as I can maintain concentration – if unmolested I may do so for 13 turns (= Wis). If I exceed this time limit I must roll Wisdom or lower on 3d6 for every additional time period. Failure indicates I am trapped within the body of the animal and cannot be returned to my body save through powerful magics.
+
**Fighter style (L2) Ranged. He gains gains a +1 bonus to hit when using ranged attacks and may fire into melee with no penalty
**I may brew potions and craft fetishes. At 9th level I may scribe scrolls and at 11th level I may create magical items. While my spell list and method of casting spells is more divine in origin, my item crafting abilities are more in line with those of arcane practitioners.
+
**Hexblade curse 2/day: Twice per day, Briliaph can place a hexblade’s curse against a single target within 45’. The curse lasts for no longer than one day, dispelling at dawn of the following day, or until the target is slain or destroyed. While the curse is active the hexblade gains a +1 bonus to attack and damage rolls made against that target. When the target is slain or destroyed, regardless by who, as long as the target is within 120’ of the character, the hexblade automatically gains 1d4 hp. This increases to 1d6 hp at level 7 and 1d8 at level 14. If the hit point regained exceeds the hexblade’s maximum they are considered to be bonus hp and will disappear after one turn. The target affected by a hexblade’s curse can always be damaged by the hexblade, even if they would otherwise not be able to do so. For instance, a hexblade without a silver or magical weapon would still be able to damage lycanthrope that is the target of their hex. However, in these instances, damage is always rolled twice and the lower of the two results used. Hexblades can only have one hex active at a time.
 
 
*Knacks
 
**Cauldron witch: When I conduct spell research or craft magical items, my class level is considered to be two levels higher than it actually is. Also, an automatic failure occurs on a roll of a 1-10, not 1-15.
 
**Skilled: I got three extra skills
 
  
 
== Combat ==
 
== Combat ==
*AC  
+
*AC 4 (+1 Leather +1 Shield +1 Dex)
*HP 12
+
*HP 14
*Movement Rate
+
*THAC0 18
*Initiative Modifier
+
*Movement Rate 90'
*Attacks (For the below, write in what it is. Like, "Two-Handed Sword: Stats." THACO 17(+2)
+
*Initiative Modifier +1
**Primary Melee Attack: Sword: STATS THAC0 18(+1)
+
*Attacks
Hand axe Hand axe 4 30 1d6-1 Melee, Missile (5’–10’ / 11’–20’ / 21’–30’)(List the attack throw with all magical, ability, etc., modifiers, like 5+ or whatever), (Damage.)
+
**Primary Melee Attack: Sword: THAC0 16 1d8+2
**Secondary Melee Attack:Dagger 3 10 1d4-1 Melee, Missile (5’–10’ / 11’–20’ / 21’–30’)
+
**Secondary Melee Attack: Warhammer THAC0 16 1d6+2
**Primary Ranged Attack: Short bow 25 30 1d6 Missile (5’–50’ / 51’–100’ / 101’–150’), Two-handed
+
**Tertiary Melee Attack: Dagger THACO 16 1d4+2, range 10/20/30 thrown
 +
**Primary Ranged Attack: Longbow: THAC0 16 1d6, range 70/140/210
 
*Saves:
 
*Saves:
**Death 13
+
**Death 11
**Wands 11
+
**Wands 12
 
**Petrification & Paralysis 13
 
**Petrification & Paralysis 13
 
**Blast & Breath 14
 
**Blast & Breath 14
**Spells 14
+
**Spells 13
  
 
== Spells ==
 
== 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.
+
*Total Enc (525)
**Hand axe
+
 
**Dagger
+
*Armour & Weapons (435)
**Short bow
+
** +1 Leather Armour (200)
** Arrows
+
** Shield (100)
**30gp
+
** Sword (60)
**Potion of ESP, potion of speed
+
** Warhammer (30)
**scroll of protection from elementals, scroll with two spells.
+
** Silver Dagger (10)
**leather armor +1. Give to hexblade henchman
+
** Longbow (30)
 +
** Quiver 20 arrows (5)
 +
 
 +
*Backpack (80)
 +
**crowbar
 +
**wineskin
 +
**tinderbox
 +
**large sacks x3
 +
**50' rope & grappling hook
 +
**hammer & iron spikes x12
 +
**iron rations, 1 week
 +
**oil flask x4
 +
**lantern
 +
**bedroll & winter blanket
 +
 
 +
*Coin (5)
 +
**5gp
  
 
*On ship:
 
*On ship:
**6,512.09gp
+
**5 gp
**1k stake in company from outset
+
** 40 arrows
  
 
== Notes ==
 
== Notes ==
 
*To Do:
 
*To Do:
**Stat out Briliaph
+
**Edit text for hexblade´s curse
**Briliaph equipment + Enc
+
 
**Any more?
+
*Hexblade: https://www.dropbox.com/s/0xantqdwu003ra4/New Classes 10.13.20.pdf?dl=0
**To front page
+
*OSE SRD: https://oldschoolessentials.necroticgnome.com/srd/index.php/Main_Page
**CoL @ lvl 2?
 

Latest revision as of 16:15, 23 November 2020

Sailing_the_Silver_Seas

Rank[edit]

  • Human Hexblade L3
  • XP: 5,579/9,000 (+5%) (half share of total party XP)
  • Alignment Neutral
  • Retainer to Abeni played by Sam I Am
  • CoL 80gp per month
  • Loyalty 8
  • No titles or holdings
  • Has only half a face

Attributes[edit]

  • STR 16 (+2, open doors 4-in-6)
  • INT 8 (Basic literacy)
  • WIS 10
  • DEX 14 (+1 AC/Missile/Init)
  • CON 13 (+1 hp)
  • CHA 6 (-1 NPC reactions)

Skills[edit]

  • Languages
    • Commmon (Basic Literacy)
  • General Skills
    • Animal Handling (mules) (2 levels, does this give me proficient?)
  • Class Abilities
    • Extra Hex Knack - 2 hexes per day
    • Briliaph can use leather armour and shields, plus any weapons.
    • Fighter style (L2) Ranged. He gains gains a +1 bonus to hit when using ranged attacks and may fire into melee with no penalty
    • Hexblade curse 2/day: Twice per day, Briliaph can place a hexblade’s curse against a single target within 45’. The curse lasts for no longer than one day, dispelling at dawn of the following day, or until the target is slain or destroyed. While the curse is active the hexblade gains a +1 bonus to attack and damage rolls made against that target. When the target is slain or destroyed, regardless by who, as long as the target is within 120’ of the character, the hexblade automatically gains 1d4 hp. This increases to 1d6 hp at level 7 and 1d8 at level 14. If the hit point regained exceeds the hexblade’s maximum they are considered to be bonus hp and will disappear after one turn. The target affected by a hexblade’s curse can always be damaged by the hexblade, even if they would otherwise not be able to do so. For instance, a hexblade without a silver or magical weapon would still be able to damage lycanthrope that is the target of their hex. However, in these instances, damage is always rolled twice and the lower of the two results used. Hexblades can only have one hex active at a time.

Combat[edit]

  • AC 4 (+1 Leather +1 Shield +1 Dex)
  • HP 14
  • THAC0 18
  • Movement Rate 90'
  • Initiative Modifier +1
  • Attacks
    • Primary Melee Attack: Sword: THAC0 16 1d8+2
    • Secondary Melee Attack: Warhammer THAC0 16 1d6+2
    • Tertiary Melee Attack: Dagger THACO 16 1d4+2, range 10/20/30 thrown
    • Primary Ranged Attack: Longbow: THAC0 16 1d6, range 70/140/210
  • Saves:
    • Death 11
    • Wands 12
    • Petrification & Paralysis 13
    • Blast & Breath 14
    • Spells 13

Spells[edit]

Equipment[edit]

  • Total Enc (525)
  • Armour & Weapons (435)
    • +1 Leather Armour (200)
    • Shield (100)
    • Sword (60)
    • Warhammer (30)
    • Silver Dagger (10)
    • Longbow (30)
    • Quiver 20 arrows (5)
  • Backpack (80)
    • crowbar
    • wineskin
    • tinderbox
    • large sacks x3
    • 50' rope & grappling hook
    • hammer & iron spikes x12
    • iron rations, 1 week
    • oil flask x4
    • lantern
    • bedroll & winter blanket
  • Coin (5)
    • 5gp
  • On ship:
    • 5 gp
    • 40 arrows

Notes[edit]

  • To Do:
    • Edit text for hexblade´s curse