Difference between revisions of "Hosfai"

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(Skills)
(Skills)
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**'''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.
 
**'''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.
+
**'''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.

Revision as of 22:36, 9 July 2017

The Wilderlands of Absalom

Rank

  • L6 Cerves Brave
  • XP: 39,049/60000 (+10% bonus)
  • Neutral Alignment
  • Henchman of PC Karag Two-Blades
  • Titles/Holdings: none
  • Age: 18

A tall, young cerves buck eager to make a name for himself in the service of this strange man.

  • Hosfai is outgoing and focused on public endeavors. (process | the public)
  • Hosfai does not believe in the old ways, and seeks to replace them with new ideas. (undermine | old religions)
  • Hosfai seeks diplomatic solutions to things. (secure | peace)

Attributes

  • STR 14 (+1)
  • INT 13 (+1)
  • WIS 8 (-1)
  • DEX 17 (+2)
  • CON 10
  • CHA 12

Skills

  • Languages
    • Common
    • X
  • General Proficiencies
    • 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.
    • 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.
    • 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
    • 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 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.
    • Fleet of foot. Cerves are significantly faster than humans. They are treated as if they have both the Endurance and Running proficiencies. Plains-bred cerves do not ride mounts, but can learn, requiring the Riding Proficiency.
      • 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.
    • As Thief of equivalent level: Hear Noise 9+, Hide in Shadows 14+, Move Silently 12+
    • 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

  • AC 9 (+1 leather, +2 shield, +2 dex, +1 swashbuckling)
  • HP 26
  • Movement Rate: 150'/50'/150'
  • Initiative Modifier: +2
  • Attacks
    • Primary Melee Attack: +2 Handaxe 4+, 1d6+3
    • 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'
    • Secondary Ranged Attack: Dagger 6+, 1d6+1, 10'/20/'30'
    • Tertiary Ranged Attack: spear 6+, 1d6, 20'/40/'60'
  • Saves:
    • Petrification & Paralysis 11+
    • Poison & Death 11+
    • Blast & Breath 14+
    • Staves & Wands 12+
    • Spells 13+

Equipment

Gear, Armor, Weapons: 5 stone, 0 items

  • Clothing:
  • Armor: +1 masterwork black widow spider leather armor and +2 shield
  • 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

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. 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)

Hosfai also owns an arbalest.

Wealth: 7314.66 gp (kept safe with Mr. Hand)

1000 gp spent on Carousing in Junction

Purchased Gifts

  • He pauses first at the marketplace, where he buys a delightful scarf from eastern lands in Mayaz's favorite colors, to gift his fellow cerves upon his return. Despite its beauty, it's made of material that will weather their hardy life on the plains.
  • Not one to forget his other friends, he purchases Ishka a wicked-looking dagger with an obsidian blade and a hilt of black bone, gets P'zev the Hairless a fancy shaving kit as a joke, and purchases a primer of pressed plants of the lands south of Junction for Hira of the Seven. For his master, he finds soft, warm headgear fashioned like a wolf's head that is meant as sleepwear. Karag told the cerves a month ago that his least favorite part of camping in the wilderness was how cold his ears got at night, and Hosfai thinks the seaman will appreciate the wolf motif.
  • He also gets Pantera a small panther carved from a rare black stone and for Anbet the Younger he purchases an intricately carved flute. For Volo, one of their newest comrades, he purchases a fine blanket.
  • For himself, he buys a set of bone dice, that he will no longer need to borrow any from Qutai's tribesmen. Hosfai suspects that his luck at the dice games will improve when his opponents are no longer choosing for him what dice to roll.

Notes

Cerves Class

  • Primary Attributes: Dex
  • HD: 1d6
  • Attack: As thief
  • Save: As thief
  • Weapons and armor: As thief
  • XP to reach 2nd level: 1900, XP to reach 3rd level: 3800
  • Attack Throw: 10+
  • Proficiencies: Gained as per Thief but with own list.

Special 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.
  • Fleet of foot. Cerves are significantly faster than humans. They are treated as if they have both the Endurance and Running proficiencies. Plains-bred cerves do not ride mounts, but can learn, requiring the Riding Proficiency.
  • Cerves are considered to have the following skills as a thief of an equivalent level: Hear Noise, Hide in Shadows and Move Silently.
  • 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.
  • Cerves start with the Adventuring proficiency, but it modified for an existence on the open plains. They can set simple snares, track game, etc. while in a natural environment.

XP costs for custom classes double at each level up to 8th, roughly (except for 7th, which gets rounded to the nearest 5,000 XP).