Difference between revisions of "Finore the Crow"

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[[The Wilderlands of Absalom]]
 
[[The Wilderlands of Absalom]]
 
== Rank ==
 
== Rank ==
*2HD familiar to [[Hira of the Seven]]
+
*3HD familiar to [[Hira of the Seven]]
 
*Alignment: Neutral
 
*Alignment: Neutral
  
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**'''Faerie'''
 
**'''Faerie'''
 
*General Proficiencies
 
*General Proficiencies
 +
**'''Lip Reading''' The character can “overhear” conversations spoken in a language he understands. If the subject of his lip reading is not speaking clearly in bright light, the character may need to make a successful proficiency throw to hear noise in order to determine if he gleans the appropriate information. Characters with Lip Reading proficiency receive a +1 bonus to carousing and spying hijinks.
 
**'''Navigation''' The character 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 serve as a navigator on a seagoing vessel as described in Specialists.
 
**'''Navigation''' The character 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 serve as a navigator on a seagoing vessel as described in Specialists.
 
**'''Tracking''' The character can follow tracks with a proficiency throw of 11+. The Judge should increase or decrease the chance of success depending on the circumstances: +2 if tracking 2-4 creatures; +4 if tracking 4-8 creatures; +6 if tracking 8-16 creatures; +8 if tracking 17+ creatures; +4 if trail is through soft/ muddy ground; -8 if the trail is through hard/rocky ground; -4 for bad lighting; -1 per 12 hours of good weather since trail was made; -4 per hour of rain/snow since trail was made. Characters move at half speed while tracking.
 
**'''Tracking''' The character can follow tracks with a proficiency throw of 11+. The Judge should increase or decrease the chance of success depending on the circumstances: +2 if tracking 2-4 creatures; +4 if tracking 4-8 creatures; +6 if tracking 8-16 creatures; +8 if tracking 17+ creatures; +4 if trail is through soft/ muddy ground; -8 if the trail is through hard/rocky ground; -4 for bad lighting; -1 per 12 hours of good weather since trail was made; -4 per hour of rain/snow since trail was made. Characters move at half speed while tracking.
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== Combat ==
 
== Combat ==
 
*AC 1
 
*AC 1
*HP 5
+
*HP 11
 
*Movement Rate: 480/160/480 fly
 
*Movement Rate: 480/160/480 fly
 
*Initiative Modifier
 
*Initiative Modifier

Latest revision as of 17:56, 30 November 2016

The Wilderlands of Absalom

Rank[edit]

Attributes[edit]

  • INT 13 (+1)

Skills[edit]

  • Languages
    • Common
    • Faerie
  • General Proficiencies
    • Lip Reading The character can “overhear” conversations spoken in a language he understands. If the subject of his lip reading is not speaking clearly in bright light, the character may need to make a successful proficiency throw to hear noise in order to determine if he gleans the appropriate information. Characters with Lip Reading proficiency receive a +1 bonus to carousing and spying hijinks.
    • Navigation The character 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 serve as a navigator on a seagoing vessel as described in Specialists.
    • Tracking The character can follow tracks with a proficiency throw of 11+. The Judge should increase or decrease the chance of success depending on the circumstances: +2 if tracking 2-4 creatures; +4 if tracking 4-8 creatures; +6 if tracking 8-16 creatures; +8 if tracking 17+ creatures; +4 if trail is through soft/ muddy ground; -8 if the trail is through hard/rocky ground; -4 for bad lighting; -1 per 12 hours of good weather since trail was made; -4 per hour of rain/snow since trail was made. Characters move at half speed while tracking.
  • Class Proficiencies
    • Prophecy The character is subject to premonitions and dreams of the past and future. The Judge will make these visions both cryptic and useful. Once per week, the character can commune (as the spell).
    • Sensing Power The character can detect spellcasters within 60' and estimate their level of power relative to his own. He can tell when arcane magic has been used within the last 24 hours within the same vicinity. (The character cannot necessarily sense whether an item is magic, unless it has been used in the last 24 hours.) Each use takes a turn.

Combat[edit]

  • AC 1
  • HP 11
  • Movement Rate: 480/160/480 fly
  • Initiative Modifier
  • Attacks
    • Primary Melee Attack: 2 talons attack throw 10+, 1d2/1d2 damage
  • Saves:
    • Petrification & Paralysis
    • Poison & Death
    • Blast & Breath
    • Staves & Wands
    • Spells