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== Rank ==
 
== Rank ==
*L6 Cerves Brave
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*L5 Cerves Brave
*XP: 52,952/60000 (+10% bonus)
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*XP: 23776/30400 (+10% bonus)
 
*Neutral Alignment  
 
*Neutral Alignment  
 
*Henchman of PC [[Karag Two-Blades]]
 
*Henchman of PC [[Karag Two-Blades]]
 
*Titles/Holdings: none
 
*Titles/Holdings: none
*Age: 18
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*Age: 17
  
 
A tall, young cerves buck eager to make a name for himself in the service of this strange man.
 
A tall, young cerves buck eager to make a name for himself in the service of this strange man.
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**'''Adventuring (Cerves)'''
 
**'''Adventuring (Cerves)'''
 
**'''Animal Husbandry''' Treat wounds and diagnose illness in animals. With a proficiency throw of 11+, Hosfai can determine whether a disease is magical or mundane and diagnose it if it's mundane. With clean, sanitary conditions and bed rest, an animal under his treatment automatically regains an extra 1d3 HP/day. He may treat three animals at any one time.
 
**'''Animal Husbandry''' Treat wounds and diagnose illness in animals. With a proficiency throw of 11+, Hosfai can determine whether a disease is magical or mundane and diagnose it if it's mundane. With clean, sanitary conditions and bed rest, an animal under his treatment automatically regains an extra 1d3 HP/day. He may treat three animals at any one time.
**'''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.
 
 
**'''Survival''' The character is an expert at hunting small game, gathering fruits and vegetables, and finding water and shelter. The character forages enough food to feed himself automatically, even when on the move, so long as he is in a fairly fertile area. If he is trying to supply more than one person, he must make a proficiency throw (as described in Wilderness Adventures), but gains a +4 bonus on the roll.
 
**'''Survival''' The character is an expert at hunting small game, gathering fruits and vegetables, and finding water and shelter. The character forages enough food to feed himself automatically, even when on the move, so long as he is in a fairly fertile area. If he is trying to supply more than one person, he must make a proficiency throw (as described in Wilderness Adventures), but gains a +4 bonus on the roll.
**'''Military Strategy''' The character has studied the art of war and the methods of the great captains. He can recognize famous historical battles, generals, and weapons with a proficiency throw of 11+. Forces under his command receive a +1 bonus to initiative rolls in mass combat. This proficiency may be selected multiple times, each time adding an additional +1 bonus to mass combat initiative, to a maximum of +3. [learned in downtime]
 
 
*Class Proficiencies
 
*Class Proficiencies
 
**'''Weapon Finesse''' When attacking with one-handed melee weapons, the character may use his Dexterity modifier instead of his Strength modifier on his attack throw.
 
**'''Weapon Finesse''' When attacking with one-handed melee weapons, the character may use his Dexterity modifier instead of his Strength modifier on his attack throw.
**'''Swashbuckling''' The character gains a +1 bonus to Armor Class if wearing leather armor or less and able to move freely. At level 7, this bonus increases to +2, and at level 13 the bonus increases to +3.
 
 
*Cerves Abilities
 
*Cerves Abilities
 
**Cerves are extremely difficult to surprise. They can only be surprised on a roll of 1 in 6. In addition, cerves braves have a 1-3 in 6 chance of being able to move (but not attack or take any other actions) even if they are surprised, rolling initiative as normal during this round.
 
**Cerves are extremely difficult to surprise. They can only be surprised on a roll of 1 in 6. In addition, cerves braves have a 1-3 in 6 chance of being able to move (but not attack or take any other actions) even if they are surprised, rolling initiative as normal during this round.
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***'''Endurance''' The character is nearly tireless. He does not need to rest every 6 turns. He can force march for one day without penalty, plus one additional day for each point of Constitution bonus.
 
***'''Endurance''' The character is nearly tireless. He does not need to rest every 6 turns. He can force march for one day without penalty, plus one additional day for each point of Constitution bonus.
 
***'''Running''' The character’s base movement speed is increased by 30' when wearing chainmail or lighter armor.
 
***'''Running''' The character’s base movement speed is increased by 30' when wearing chainmail or lighter armor.
**As Thief of equivalent level: Hear Noise 9+, Hide in Shadows 14+, Move Silently 12+
+
**As Thief of equivalent level: Hear Noise 10+, Hide in Shadows 15+, Move Silently 13+
 
**Creatures of the great plains and rolling steppes, cerves become claustrophobic when underground or within stone walls, suffering a -1 to all to rolls, a -1 modifier to AC and a -1 penalty to all rolls requiring concentration.
 
**Creatures of the great plains and rolling steppes, cerves become claustrophobic when underground or within stone walls, suffering a -1 to all to rolls, a -1 modifier to AC and a -1 penalty to all rolls requiring concentration.
  
 
== Combat ==
 
== Combat ==
*AC 9 (+1 leather, +2 shield, +2 dex, +1 swashbuckling)
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*AC 8 (+1 leather, +2 shield, dex) or 10 (magical chainmail, +1 shield)
*HP 26
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*HP 16
 
*Movement Rate: 150'/50'/150'
 
*Movement Rate: 150'/50'/150'
 
*Initiative Modifier: +2
 
*Initiative Modifier: +2
 
*Attacks
 
*Attacks
  
**Primary Melee Attack: +2 Spear (one-handed) 4+, 1d6+3 (double damage in charge or vs a charge, may be used from second rank)
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**Primary Melee Attack: +2 Handaxe 4+, 1d6+3
**Secondary Melee Attack: Masterwork Sword, 5+, 1d6+1  
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**Secondary Melee Attack: Spear (one-handed) 6+, 1d6+1 (double damage in charge or vs a charge, may be used from second rank)
 +
**Tertiary Melee Attack: Masterwork Sword, 5+, 1d6+1  
 
**Primary Ranged Attack: +1 Crossbow 5+, 1d6+1, 80'/160/'240'
 
**Primary Ranged Attack: +1 Crossbow 5+, 1d6+1, 80'/160/'240'
 
**Secondary Ranged Attack: Dagger 6+, 1d6+1, 10'/20/'30'
 
**Secondary Ranged Attack: Dagger 6+, 1d6+1, 10'/20/'30'
**Tertiary Ranged Attack: +2 spear 4+, 1d6+2, 20'/40/'60'
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**Tertiary Ranged Attack: spear 6+, 1d6, 20'/40/'60'
 
*Saves:
 
*Saves:
 
**Petrification & Paralysis 11+
 
**Petrification & Paralysis 11+
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Gear, Armor, Weapons: 5 stone, 0 items
 
Gear, Armor, Weapons: 5 stone, 0 items
 
*Clothing:  
 
*Clothing:  
*Armor: +1 masterwork black widow spider leather armor and +2 shield
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*Armor: +1 masterwork black widow spider leather armor and +2 shield (sometimes +1 chainmail instead of leather)
*Weapons: +2 spear, masterwork sword, dagger, +1 magical crossbow and 20 bolts
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*Weapons: +2 handaxe, masterwork sword, one-handed spear, dagger, +1 magical crossbow and 20 bolts
*Belt: ''Potion of Healing''
 
 
*Backpack: bedroll, waterskin, 131.7 gp in coin purse
 
*Backpack: bedroll, waterskin, 131.7 gp in coin purse
  
 
The sword is masterwork and grants a non-magical +1 bonus to the attack throw. It's made of some unknown metal that reflects light like mother-of-pearl.
 
The sword is masterwork and grants a non-magical +1 bonus to the attack throw. It's made of some unknown metal that reflects light like mother-of-pearl.
Spear +2 from the Candle
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Hand Axe +2 (a one handed battle axe with a preternaturally sharp edge)
 
Shield +1 (a beaten bronze shield with an ouroboros set into the perimeter in jade)
 
Shield +1 (a beaten bronze shield with an ouroboros set into the perimeter in jade)
  
 
Hosfai also owns an arbalest.
 
Hosfai also owns an arbalest.
  
Wealth: 10,776.9 gp (kept safe with Mr. Hand), 47.24 gp kept on person
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Wealth: 2671.66 gp (kept safe with Mr. Hand)
  
(1000 gp spent on Carousing in Junction)
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1000 gp spent on Carousing in Junction
  
 
Purchased Gifts
 
Purchased Gifts

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