Difference between revisions of "Guntholdt the Dwarf"

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(Characteristics)
Line 158: Line 158:
 
!width="50"|Enc.
 
!width="50"|Enc.
 
|-
 
|-
|RH Warhammer || 1d6+2+1d4 || 6 || 8 || 35% || 23% ||  || 2.0
+
|RH Battleaxe || 1d8+2+1d4 || 6 || 8 || 45% || 38% ||  || 1.0
 
|-
 
|-
|LH Kite Shield || 1d6+1d4 || 7 || 16 || 25% || 33% ||  || 5.0
+
|2H Great Hammer || 2d6+2+1d4 || 5 || 10 || 45% || 38% ||  || 2.5
 +
|-
 +
|RH Shortsword || 1d6+1+1d4 || 6 || 10 || 40% || 33% ||  || 1.0
 +
|-
 +
|LH Kite Shield || 1d6+1d4 || 7 || 16 || 25% || 38% ||  || 5.0
 
|-
 
|-
 
|Hvy Crossbow || 2d6+2 || 1/3MR || 10 || 45% ||  || 55/300 || 8.0
 
|Hvy Crossbow || 2d6+2 || 1/3MR || 10 || 45% ||  || 55/300 || 8.0
Line 288: Line 292:
 
= 3.02, leaves 168.96
 
= 3.02, leaves 168.96
  
**Banded 35 lbs 90 ft -6 90 gp
+
**Banded ENC 18 90 gp
 
***Gives 6AP, +1 Underpadding = 7?
 
***Gives 6AP, +1 Underpadding = 7?
 
**Shield, large 10 lbs N/A -1 15 gp
 
**Shield, large 10 lbs N/A -1 15 gp
Line 294: Line 298:
 
= 105, leaves 63.96
 
= 105, leaves 63.96
  
**Crossbow, heavy* 1d6+1 1d6+1 ½ 60 ft 12 20 gp
+
**Crossbow, heavy 20gp or shortbow
 
**Bolt, heavy crossbow 1d6+1 1d6+1 4 (per dozen) 4 gp (per dozen) x2 = 8gp
 
**Bolt, heavy crossbow 1d6+1 1d6+1 4 (per dozen) 4 gp (per dozen) x2 = 8gp
 +
**or arrows & quiver...
  
 
+
**Battleaxe (free)
Hammer, war, heavy 1d6+1 1d6 10 7 gp
+
**Great hammer
Club 1d4 1d3 3 2 cp
+
**Shortsword
 +
**3xdarts in shield 1d6 base 10%
  
 
==Notes==
 
==Notes==
Line 311: Line 317:
 
Heavy [quadruple]: Half movement. -3 SR/ ability checks
 
Heavy [quadruple]: Half movement. -3 SR/ ability checks
 
Very heavy [quintiple] : quarter movement. -4 SR/ ability checks
 
Very heavy [quintiple] : quarter movement. -4 SR/ ability checks
 +
 +
*
 +
Str adds the Bend bars/lift gates chance to any raw strength test. For fighters only, this is calculated as if each step of exceptional str were +1 above 18 in the RQIII system, so str 19 gets the 18/01-50 chance.
 +
Dex adds a raw dodge bonus based on AC adjustment - +5% per -1AC. for thieves, it also adds dex modifiers to their skills.
 +
Con adds a bonus to the Hero dies of each hero, up to +2 for not fighters and +4 for fighter types.
 +
Int adds languages [that start at a base of 30%] equal to the additional languages. MU's and Illusionists gain extra spells and base their spell learning chances and maximum number of spells on Int.
 +
Wis adds a mental resistance bonus for all heros, and cleric types gain extra spells from it.
 +
Charisma governs henchmen, reaction adjustments and loyalty. Ridiculously high ones will garner ridiculous bonuses.
 +
 +
*Will you use up your proficiencies to buy a specialty weapon [or two?] or a double specialty? [using three]?
 +
 +
*You'll need to adjust your resistances, proficiencies, etc. If you're going full on fighter, you'll want a range weapon, one for shield work and a serious pigsticker at a minimum.
 +
 +
*Basics att/parry
 +
1h axe, hammer or pick 25/25
 +
Shortsword or handaxe 20/20
 +
2h axe, hammer or pick. 25/25 [includes halberds, bills, etc]
 +
Shield 5/25
 +
Crossbow or shortbow 25/--

Revision as of 07:06, 29 August 2010

- Back to Heros Paths.

Background

As a youth, Guntholdt assisted his parents, and the community, by serving in their hospital. Nevertheless, he felt his calling was a higher one, one that must lead him out into the world.

Character Details

  • Name: Guntholdt
  • Race: Mountain Dwarf
  • Class (HeroPath):- Fighter
    • Level: 1
    • Hero points: 3
    • Religion/Faith: Law, Mastery, Earth
  • Parents Occupation: Civilized Healer
  • Sex: Male
  • Age: 32

Characteristics

Str: 21, Con: 17, Siz: 11, Int: 16, Pow: 15, Dex: 18:, Cha: 11.

  • Raw Str bonus 30%, Hero die bonus+3, Extra Languages: 2, Mind Att bonus:+1, Defence bonus:--,
    • Max number of henchmen: 4. Loyalty bonus: --%, Reaction Adjustment: --%.


  • Damage Bonus/Minus: +1d4 (one off 1d6 - bah!)
  • Hit Points: 14HPsaverage con+siz
  • Experience bonus: +6%
  • Encumbrance limit: 38enc

Abilities

  • Innate or Special Abilites.
    • +5% in all combat with Orcs or Goblinkind.
    • +5% on all resistances to magic or poison (1% / per 4 points of Con [round up]).
    • +20% on all defences when fighting Giants, Ogres, Trolls and their ilk.
    • +50% on all perception rolls to do with depth underground or stonework traps
    • +66% to note sliding doors, hollow spaces
    • +75% to note slope, grade,and construction age.
    • Dwarves see in the dark [treat all darkness conditions except total darkness as good light] out to 60 feet.
  • Class abilities: class(es) Levels
    • Resistances
      • Magic spells/effects: +n/n%
      • Bodychanging magics:
      • Death Magics:
      • Poisons:
      • Breath Weapons:
    • Weapons (Restrictions here)
      • General weapon bonus
      • Proficiencies: (N/+n%)
      • Specialisations: (+n%/+N Dam)
    • Armour (Restrictions here)
      • Modifications or abilities here.
    • Hero dice: N(1dn).
    • Other HeroPath abilities.

List here

Skill Groups

  • Agility: +13%
    • Boat (05%): 18%
    • Climb (40%): 53%
    • Dodge (05%): 18%
    • Jump (25%): 38%
    • Ride (05%): 18%
    • Swim (15%): 28%
    • Throw (25%)+5: 43%
  • Knowledge: +6%
    • Evaluate (05%): 11%
    • Animal Lore (05%)+15: 11%
    • Dwarf Lore (05%)+15: 26%
    • Mineral Lore (5%)+20: 31%
    • Plant Lore (5%)+25: 37%
    • World lore (5%): 11%
    • First Aid : (10%)+25: 41%
    • Martial arts (0%): n%
    • Star lore (Navigation)(10%):-
    • Read/Write Language (10/0%):-
      • Language Name: n%
  • Manipulation: +20%
    • Conceal (05%): 25%
    • Devise (05%)+15: 40%
    • Sleight (05%): 25%
    • Play Instrument (Var): n%
  • Perception: +12%
    • Listen (25)%: 37%
    • Scan (25)%: 37%
    • Search (25%)+10: 47%
    • Track (05%): 17%


  • Stealth: +5%
    • Hide (10%): 15%
    • Sneak (10%): 15%
  • Communication: +9%
    • Orate (05%)+5: 19%
    • Sing (5%): 14%
    • Fast talk (05%): 14%
    • Disguise (10%): 19%
    • Speak Language:-
      • Native (Int x 5)+5: 94%
      • Other (00)+5: 14%

Hit Points and Armour

Location Name Armour types H.P. A.P. Enc. Location
Head Armour Type 5 number number 19-20
Left Arm Armour Type 4 number number 16-18
Right Arm Armour Type 4 number number 13-15
Chest Armour Type 6 number number 12
Abdomen Armour Type 5 number number 09-11
Left Leg Armour Type 5 number number 05-08
Right Leg Armour Type 5 number number 01-04
  • Total Hit Points: 14HP

Weapons and Shields

  • Attack Bonus/Minus: +20%
  • Parry Bonus/Minus: +13%
  • Aim Bonus/Minus: +/-%
  • Strike Ranks: Siz:(2)+Dex:(2)=(4)
Weapon/Shield Name Damage S.R. A.P. Attack % Parry % Range Enc.
RH Battleaxe 1d8+2+1d4 6 8 45% 38% 1.0
2H Great Hammer 2d6+2+1d4 5 10 45% 38% 2.5
RH Shortsword 1d6+1+1d4 6 10 40% 33% 1.0
LH Kite Shield 1d6+1d4 7 16 25% 38% 5.0
Hvy Crossbow 2d6+2 1/3MR 10 45% 55/300 8.0
weapon/shield damage sr ap atk% pry% range enc
weapon/shield damage sr ap atk% pry% range enc
RH Dagger 1d4+2+1d4 7 12 +5atk% pry% melee 0
Fist 1d3 sr arm +5atk% pry% melee 0
Kick 1d6 sr leg atk% pry% melee 0
Head Butt 1d4 sr head atk% pry% melee 0
Grapple Special sr special atk% pry% melee 0

Magic

  • Power:-
    • Current Characteristic POW: 15
    • Current Available POW (Magic Points): 15
    • Current Stored POW:



  • Spirit Magic:
    • List your Magic Spells here.
  • Rune Magic:
    • List your Magic Spells here.

Mounts

Str: Number, Con: Number, Siz: Number, Pow: Number, Dex: Number.

  • Damage Bonus/Minus: +/- Damage Dice
  • Hit Point Bonus/minus: +/-HPs
  • Move Rate:
Location Name Armour types H.P. A.P. Enc. Location
Head Armour Type number number number 17-20
Left Foreleg Armour Type number number number 14-16
Right foreleg Armour Type number number number 11-13
Forequarters Armour Type number number number 08-10
Hindquarters Armour Type number number number 05-07
Left Hindleg Armour Type number number number 03-04
Right Hindleg Armour Type number number number 01-02
  • Total Hit Points: nHP
  • Attack Bonus/Minus: +/-%
  • Parry Bonus/Minus: +/-%
  • Aim Bonus/Minus: +/-%
Attack Damage S.R. Attack %
Bite damage sr atk%
Kick damage sr atk%
Rear and plunge damage sr atk%

Equipment

  • Weapons:
    • List your weapons and shields here
  • Armour:
    • List you armour and clothing here
  • Other:
    • Kit (with lotions, ointments, salves, herbs, soaps, razor, tweezers, bandages)
    • Linen & wool clothing
    • Knife
    • Sack
    • Firemaker & tinder
  • 190gp from RQ3 & OSRIC
  • 20 pennies in coin

FROM:

    • Pouch, belt, large 2 (empty) 4 sp
    • Holy symbol, wooden 1 6 sp

Leaves 189

    • Backpack 10 (empty) 2 gp
      • Candle, beeswax - 1 cp
      • Crowbar 5 2 gp
      • Grappling hook 4 1 gp
      • Hammer (tool, not war) 2 5 sp
      • Iron spikes, dozen 5 1 gp
      • Rations, standard (per day) 2 2 gp
      • Rations, trail (per day) 1 6 gp
      • Rope, hemp (per 50 ft) 10 1 gp
      • Soap (per lb) 1 5 sp
      • Waterskin (3 pint) 1 (empty) 1 gp

=17.02, leaves 171.98

    • Satchel 5 (empty) 1 gp
      • Chalk, piece - 1 cp
      • Caltrops 2 1 gp
      • Needle and thread - 3 cp
      • Oil (lamp) (per pint) 1 1 sp
      • Signal whistle - 8 sp
      • Twine, linen (per 100 ft) ½ 8 cp

= 3.02, leaves 168.96

    • Banded ENC 18 90 gp
      • Gives 6AP, +1 Underpadding = 7?
    • Shield, large 10 lbs N/A -1 15 gp

= 105, leaves 63.96

    • Crossbow, heavy 20gp or shortbow
    • Bolt, heavy crossbow 1d6+1 1d6+1 4 (per dozen) 4 gp (per dozen) x2 = 8gp
    • or arrows & quiver...
    • Battleaxe (free)
    • Great hammer
    • Shortsword
    • 3xdarts in shield 1d6 base 10%

Notes

  • Magic bonus +15%
  • Background roll included "Climb like a thief"


  • No encumberance [up to (Str+Con) x 2 in lbs]: No effects

Light [double]: -1 Strike rank. -1/5% ability checks [dexterity/agilty] Middling [triple]: 3/4 normal movement. -2 SR/ability checks Heavy [quadruple]: Half movement. -3 SR/ ability checks Very heavy [quintiple] : quarter movement. -4 SR/ ability checks

Str adds the Bend bars/lift gates chance to any raw strength test. For fighters only, this is calculated as if each step of exceptional str were +1 above 18 in the RQIII system, so str 19 gets the 18/01-50 chance. Dex adds a raw dodge bonus based on AC adjustment - +5% per -1AC. for thieves, it also adds dex modifiers to their skills. Con adds a bonus to the Hero dies of each hero, up to +2 for not fighters and +4 for fighter types. Int adds languages [that start at a base of 30%] equal to the additional languages. MU's and Illusionists gain extra spells and base their spell learning chances and maximum number of spells on Int. Wis adds a mental resistance bonus for all heros, and cleric types gain extra spells from it. Charisma governs henchmen, reaction adjustments and loyalty. Ridiculously high ones will garner ridiculous bonuses.

  • Will you use up your proficiencies to buy a specialty weapon [or two?] or a double specialty? [using three]?
  • You'll need to adjust your resistances, proficiencies, etc. If you're going full on fighter, you'll want a range weapon, one for shield work and a serious pigsticker at a minimum.
  • Basics att/parry

1h axe, hammer or pick 25/25 Shortsword or handaxe 20/20 2h axe, hammer or pick. 25/25 [includes halberds, bills, etc] Shield 5/25 Crossbow or shortbow 25/--