Difference between revisions of "Emelarn Stormcandle"

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(Equipment)
(Spells)
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== Spells ==
 
== Spells ==
 
*First Level: 2/day
 
*First Level: 2/day
**spell one
+
**Light
**spell two
+
**Magic Rops
**spell three
+
**Protection from Evil
**spell four
+
**empty
  
 
== Equipment ==  
 
== Equipment ==  

Revision as of 16:55, 8 January 2017

Sinister Stone

Rank

  • Elven Spellsword L2 (Warrior-Seer)
  • XP: 4000/8000 (+10%)
  • Lawful
  • PC
  • No holdings

Emelarn Stormcandle has been wandering the lands of Men for five years, crafting an Adventure Song before returning to his people. It puts him in a lot of places he really shouldn't be.

Attributes

  • STR 16 (+2)
  • INT 16 (+2)
  • WIS 10
  • DEX 10
  • CON 9
  • CHA 11

Skills

  • Languages
    • Common
    • Elven
    • Gnoll
    • Hobgoblin
    • Orc
    • Bonus
    • Bonus
  • General Proficiencies
    • Adventuring
    • Engineering: Skilled in planning, designing, and constructing castles, towers, roads, and such, any character with this skill can evaluate constructions the party is passing through to assess what shape they are in, when and by whom they were built, etc., with a proficiency throw of 11+. Each time this proficiency is taken, the character can supervise 25,000gp worth of permanent construction.
    • Knowledge (history): With a proficiency throw of 11+, the character can recall expert commentary or information relating to his area of knowledge. The character can usually make his living by acting as an expert on the subject.
    • Mapping: The character can understand and make maps. With a proficiency throw of 11+, the character can interpret or draft complicated layouts or map an area by memory.
  • Class Proficiencies
    • Unflappable Casting: When the character loses a spell by being interrupted or taking damage during the round, he does not lose his action for the round. While he still loses the spell, he may now move and attack normally.
    • Attunement to nature: +1 bonus to surprise rolls when in the wilderness
    • Keen eyes: detect hidden and secret doors with a proficiency throw of 8+ on 1d20 when actively searching, or 14+ on casual inspection
    • Connection to nature: unaffected by the paralysis of ghouls

Combat

  • AC 6
  • HP
  • Movement Rate 60/20/60
  • Initiative Modifier +0
  • Attacks
    • 2-handed sword: attack 7+, 1d10+3
    • handaxe (melee): attack 7+, 1d6+3
    • handaxe (thrown): attack 9+, 1d6+1, 10/20/30' range
    • longbow: attack 9+, 1d6+1, 70/140/210' range
  • Saves:
    • Petrification & Paralysis 13+
    • Poison & Death 13+
    • Blast & Breath 15+
    • Staves & Wands 15+
    • Spells 15+

Spells

  • First Level: 2/day
    • Light
    • Magic Rops
    • Protection from Evil
    • empty

Equipment

  • Total Encumbrance: 9s, 5i
    • Plate armor (6s) (60gp)
    • 2-handed sword (1s) (15gp)
    • handaxe (1i) (4gp)
    • longbow (1s) (7gp)
    • dagger (1i) (3gp)
    • quiver with 20 arrows (1i) (1gp)
    • backpack (1i) (2gp)
      • spellbook (1i) (20gp)
      • 1 week iron rations (1i) (5gp)
      • 6 torches (1i) (1sp)
      • tinderbox (1i) (8sp)
      • waterskin (1i) (6sp)
    • coinpurse (1i) (5sp)
  • mule (Ignominy) (40gp)
    • saddle & tack
    • 2 saddlebags
      • 5 lg sacks (4gp)
      • crowbar (1gp)
      • 4 flasks military oil (8gp)
      • 100' rope (2 gp)
  • Coin: 6 gp