Difference between revisions of "DDD Everiat"

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===Background===
 
===Background===
 
*Merchant: The character begins play Proficient in Bargaining, and if he spends a number of days equal to the Market Class of a City familiarizing herself with the area, he may treat it as being one Class larger. (+2 total)
 
*Merchant: The character begins play Proficient in Bargaining, and if he spends a number of days equal to the Market Class of a City familiarizing herself with the area, he may treat it as being one Class larger. (+2 total)
 +
**Junction functions as Market Class 6
 +
**Rhea's Ford functions as Market Class 10
  
 
===Languages===
 
===Languages===

Revision as of 12:40, 14 July 2018

Dwellers in Dark Dungeons

Everiat Grim, Full PC

  • Human Thief 3
  • XP: 4313
  • Neutral

Attributes

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

Background/Languages/Knacks/Skills

Background

  • Merchant: The character begins play Proficient in Bargaining, and if he spends a number of days equal to the Market Class of a City familiarizing herself with the area, he may treat it as being one Class larger. (+2 total)
    • Junction functions as Market Class 6
    • Rhea's Ford functions as Market Class 10

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 another one class higher. He need only spend the time in a settlement once to gain the benefit. (+2 total)

Combat Maneuvers

  • Precise Shot
  • Trick Shot

Skills

  • Bargaining: Proficient 15+
  • Trickery: Proficient (Bribery, Gambling, Read Lips) 15+

Combat

  • AC 12
  • HP 9
  • Movement Rate 90
  • Initiative Modifier +0
  • Attacks
    • Primary Melee Attack: masterwork handaxe, +4 to hit, 1d6 damage
    • Secondary Melee Attack:
    • Primary Ranged Attack: masterwork handaxe, +4 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, masterwork +1 to hit
    • Handaxe, masterwork +1 to hit
    • 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
  • Treasure: 1855 gp, 12 cp