Difference between revisions of "DDD Everiat"

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(Background/Languages/Knacks)
(Combat)
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**Primary Ranged Attack: handaxe, +2 to hit, 1d6 damage, 10/20/30
 
**Primary Ranged Attack: handaxe, +2 to hit, 1d6 damage, 10/20/30
 
*Saves:
 
*Saves:
**Petrification & Paralysis 13
+
**Petrification & Paralysis 12
**Poison & Death 14
+
**Poison & Death 13
**Breath 16
+
**Breath 15
**Staves & Wands 15
+
**Staves & Wands 14
**Spells 14
+
**Spells 13
  
 
==Thief Abilities==
 
==Thief Abilities==

Revision as of 09:39, 3 May 2018

Dwellers in Dark Dungeons

Everiat Grim, Full PC

  • Human Thief 1
  • XP: 1393
  • Neutral

Attributes

  • STR 11
  • INT 11
  • WIS 10
  • DEX 11
  • CON 9
  • CHA 15 (+1)

Background/Languages/Knacks

Background

  • Merchant: The character is an old hand at bargaining, and can add +1 to any rolls made to affect pricing.

Languages

  • Common

Knacks

  • Favored Weapon: handaxe. When using handaxes, Everiat gains a +1 bonus to all attacks and special maneuvers made with the weapon. The bonus increases to +2 at 5th level and +3 at 10th level.
  • Merchant Prince. After spending a number of days in a given urban settlement equal to the settlement’s market class, Everiat may treat it as if were one class higher. He need only spend the time in a settlement once to gain the benefit.

Combat Maneuvers

  • Precise Shot
  • Trick Shot

Combat

  • AC 12
  • HP 5
  • Movement Rate 90
  • Initiative Modifier +0
  • Attacks
    • Primary Melee Attack: handaxe, +2 to hit, 1d6 damage
    • Secondary Melee Attack:
    • Primary Ranged Attack: handaxe, +2 to hit, 1d6 damage, 10/20/30
  • Saves:
    • Petrification & Paralysis 12
    • Poison & Death 13
    • Breath 15
    • Staves & Wands 14
    • Spells 13

Thief Abilities

  • Backstab +4 to hit, x2 damage
  • Pick Locks/Remove Traps 6
  • Search 6
  • Sleight of Hand 8
  • Sneak 7
  • Hear Noise 8
  • Climb Walls 8
  • Decipher N/A

Equipment

  • Coinpurse 25.8 gp
  • Ready 5/5
    • Leather Armor
    • Handaxe
    • Handaxe
    • 10' pole
    • Backpack/Stowed 11/11
      • Thieves' tools
      • Wineskin
      • Bundle of torches (6)
      • Flint and steel
      • Crowbar
      • Bedroll
      • Dagger
      • Handaxe
      • Bundle of large sacks (3)
      • Trail rations
      • Trail rations