Difference between revisions of "Bush Ned"

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(Combat)
(Equipment)
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== Equipment ==
 
== Equipment ==
*Total Encumbrance: 9s + 4i
+
*Total Encumbrance: 9s + 5i
 
**Clothing: sturdy low boots, wool tunic and pants, leather belt, hooded cloak, gloves
 
**Clothing: sturdy low boots, wool tunic and pants, leather belt, hooded cloak, gloves
 
**Armor (6 stone): chain + shield
 
**Armor (6 stone): chain + shield
 
**Weapons (1s + 3i): longbow + quiver, spear, dagger
 
**Weapons (1s + 3i): longbow + quiver, spear, dagger
**Backpack (2 stone): full waterskin, 100' rope, tinderbox, 2 large sacks, 1 day iron rations
+
**Backpack (2s+1i): full waterskin, 100' rope, tinderbox, 2 large sacks, 1 day iron rations, 6 torches
 
**waterskin
 
**waterskin
**coinpurse: 3 gp
+
**coinpurse: 2 gp, 9 sp
 
*''Tasty'', medium riding lizard w/saddle + tack
 
*''Tasty'', medium riding lizard w/saddle + tack
 
**saddlebag (3s): small tent, 1 day iron rations
 
**saddlebag (3s): small tent, 1 day iron rations
 
**saddlebag (3s): 3 days iron rations
 
**saddlebag (3s): 3 days iron rations
 
**saddlebag (2s + 1i): 2 days iron rations, quiver of arrows
 
**saddlebag (2s + 1i): 2 days iron rations, quiver of arrows

Revision as of 20:23, 3 June 2017

Strange Highways

Bush Ned

  • L2 Explorer (Outrider)
  • XP: 2500/4000
  • Neutral
  • PC
  • Holdings: none

Bush Ned wants to explore and map the wilderness for a regional authority, and further wants to develop a trade or smuggling route for valuable commodities.

Attributes

  • STR 10
  • INT 10
  • WIS 10
  • DEX 13 (+1)
  • CON 10
  • CHA 10

Skills

  • Languages
    • common
  • General Proficiencies
    • Adventuring
    • Riding: (bonus) can handle steed in difficult circumstances, like mounted combat
    • Navigation: can take the position of the sun and stars to determine roughly where he is. He gains a +4 bonus on proficiency throws to avoid getting lost in the wilderness. He can also serve as a navigator on a seagoing vessel.
  • Class Proficiencies
    • Land Surveying: (bonus) expert at surveying the land around him; on 11+, can predict dangerous sinkholes, deadfalls, collapses, or rock slides when he enters the area. In dungeons, he gains a +4 bonus to his throws to escape detection due to his ability to find the best cover.
    • Precise Shooting: fire into melee with no penalty and no chance to hit an ally. Others can only fire into melee at -4 to hit and with a chance to hit an ally.
  • Class Abilities
    • +1 to attacks with missile weapons
    • +1 damage melee and missile
    • animal reflexes: +1 initiative and surprise
    • difficult to spot outdoors: disappear into underbrush on 3+, escape detection on 14+ in dungeons when motionless and quiet in cover
    • avoid getting lost: +4 in familiar country (further +4 from Navigation)
    • evade wilderness encounters: +5 to evade in any terrain except clear and grassland, evade even when surprised on 19+
    • At L5: +1 hireling morale on wilderness adventures

Combat

  • AC 7
  • HP 10
  • Movement Rate 60/20/60
  • Initiative Modifier: +2
  • Attacks
    • Spear attack throw: 9+, 1d6+1 damage
    • Spear + dagger attack throw: 8+, 1d6+1 damage
    • Longbow attack throw: 8+, 1d6+1 damage
  • Saves:
    • Petrification & Paralysis: 13+
    • Poison & Death: 10+
    • Blast & Breath: 16+
    • Staves & Wands: 13+
    • Spells: 15+

Equipment

  • Total Encumbrance: 9s + 5i
    • Clothing: sturdy low boots, wool tunic and pants, leather belt, hooded cloak, gloves
    • Armor (6 stone): chain + shield
    • Weapons (1s + 3i): longbow + quiver, spear, dagger
    • Backpack (2s+1i): full waterskin, 100' rope, tinderbox, 2 large sacks, 1 day iron rations, 6 torches
    • waterskin
    • coinpurse: 2 gp, 9 sp
  • Tasty, medium riding lizard w/saddle + tack
    • saddlebag (3s): small tent, 1 day iron rations
    • saddlebag (3s): 3 days iron rations
    • saddlebag (2s + 1i): 2 days iron rations, quiver of arrows