Difference between revisions of "Into the Wild Woods:Thalin the Dauntless"

From RPGnet
Jump to: navigation, search
(Created page with "Into the Wild Woods == Rank == *Race Class Level *XP: XX/YY *Alignment (, stick to neutral or lawful please.) *List whether the character is a full PC or henchman, if the...")
 
Line 2: Line 2:
  
 
== Rank ==
 
== Rank ==
*Race Class Level
+
*Elf (PHM 12) Level 6
*XP: XX/YY
+
*XP: 65k/120k XP (+10% adjustment)
*Alignment (, stick to neutral or lawful please.)
+
*Neutral
*List whether the character is a full PC or henchman, if the latter list chain of command to a PC.
+
*Full PC
*List any titles or holdings
+
*Winter Court Exile (Permanent Resist Cold)
  
 
== Attributes ==
 
== Attributes ==
*STR
+
*STR 13: +1 h/d, 3-in-6 open doors
*INT
+
*INT 6: Basic Literacy, -1 skill slot
*WIS
+
*WIS 11
*DEX
+
*DEX 16: +2 missile & AC, +1 initiative
*CON
+
*CON 9
*CHA
+
*CHA 18: +2 Reaction, 7 retainers, 10 base loyalty.
  
 
== Skills ==
 
== Skills ==
 
*Languages
 
*Languages
**  
+
**Common
**
+
**Faery
 
**
 
**
 
*General Skills
 
*General Skills
**(please give a very short summary of what your skills do, if they have mechanical effects, if it's not too much effort. Elsewise, a page number is nice.)
+
**Riding (1 slot)
**
+
**Bargain (Skilled, 10+, Charisma mod +3)
 
**
 
**
 +
*Maneuvers
 +
**Knock-Out (2 slots, 10+, +2 Dex)
 +
*Fighting Styles
 +
**Sword & Shield: One ally adjacent to, and up to two allies immediately behind, the fighter gain a +1 bonus to their armor class.
 +
**Unarmed: The character can attack twice per round when fighting unarmed, with each blow inflicting 1d2 points of damage plus Strength modifier. They gain a +1 bonus to initiative, as well. This damage increases to 1d3 per blow at 6th level, 1d4 at 10th level, and 1d6 at 14th level
 
*Class Abilities
 
*Class Abilities
**
+
**►Immune to ghoul paralysis.
**
+
**►When targeted by charm or illusion magic they save with advantage; elves may make a saving throw against sleep spells.
**
+
**►Can see in dim light as if it were full daylight.
 +
**►Can detect secret doors and hear noises with a
 +
1-2 in 6 chance.
 +
**►As with most fey creatures, elves do not have souls. When they die they cannot be resurrected or returned to life; they cannot become undead, although their bodies can be used as vessels by undead creatures.
 +
**►Elves are vulnerable to weapons of bronze. Attacks made against elves by bronze weapon have Advantage, and damage is rolled twice, taking the better result.
 +
**►Word and Bond. Elves may lie with impunity, but may not break an oath they have sworn. They may certainly obey the letter and not the intention, though, twisting the words as they are able.
 
*Knacks
 
*Knacks
**
+
**Toughness
**
+
**Self-Improvement, Primary (Dex +2)
**
+
 
  
 
== Combat ==
 
== Combat ==
*AC
+
*AC 18
*HP (just list the max here, list current HP on the front page.)
+
*HP 34/34
*Movement Rate
+
*Movement Rate 90/30
*Initiative Modifier
+
*Initiative +1
*Attacks (For the below, write in what it is. Like, "Two-Handed Sword: Stats."
+
*Attacks  
**Primary Melee Attack: (List the attack throw with all magical, ability, etc., modifiers, like 5+ or whatever), (Damage.)
+
**Primary Melee Attack: Magic Sword +6, 1d8+2 damage, or +7 & 1d8+3 against lycanthropes.
**Secondary Melee Attack:
+
**Secondary Melee Attack: Two-fisted, +5x2, 1d3+1 damage per hit.
**Primary Ranged Attack:
+
**Primary Ranged Attack: Shortbow +6, 1d6 damage.
 
*Saves:
 
*Saves:
**Petrification & Paralysis
+
**Petrification & Paralysis 10
**Poison & Death
+
**Death/Poison 9
**Blast & Breath
+
**Breath 11
**Staves & Wands
+
**Rods, Staves, & Spells 11
**Spells
+
**Wands 10
  
== Spells ==
+
== Spells, Caster Level 5 ==
*First Level: Spells Per Day
+
*First Level: 2 per day from: Charm Person, Sleep, Light, Detect Magic, Entangle
**A first level spell in your repertoire
+
*Second Level: 1 per day from: Animal Friendship, Speak with Animals, Knock
**Another first-level spell in your repertoire
 
**Etc
 
*Second Level: Spells Per Day
 
**One
 
**Two
 
**You-know-what-to-do
 
  
 
== Equipment ==
 
== Equipment ==
*Gear, Armor, Weapons: Total Encumbrance. Don't list party treasure here. That's what the ape is for on the front page. This is to keep track of those things that are relatively permanently staying with your character.
+
*Gear, Armor, Weapons: 410
**Then list
+
**Equipment: Backpack (80), 1 wk standard rations, 3 wks iron rations, 12 torches, tinderbox, 2 waterskins, small sack, Potion of Flying (10)
**Those things
+
**Armor: Chain Mail +1 (200), Shield +1 (50)
**Individually
+
**Weapons: Sword +1 (30) Long Bow (30) Dagger (10)
 +
**Coins & Gems:
 +
 
 +
*Star, a horse
 +
**
 +
 
 +
*Stone, a horse
 +
**

Revision as of 16:41, 16 April 2023

Into the Wild Woods

Rank

  • Elf (PHM 12) Level 6
  • XP: 65k/120k XP (+10% adjustment)
  • Neutral
  • Full PC
  • Winter Court Exile (Permanent Resist Cold)

Attributes

  • STR 13: +1 h/d, 3-in-6 open doors
  • INT 6: Basic Literacy, -1 skill slot
  • WIS 11
  • DEX 16: +2 missile & AC, +1 initiative
  • CON 9
  • CHA 18: +2 Reaction, 7 retainers, 10 base loyalty.

Skills

  • Languages
    • Common
    • Faery
  • General Skills
    • Riding (1 slot)
    • Bargain (Skilled, 10+, Charisma mod +3)
  • Maneuvers
    • Knock-Out (2 slots, 10+, +2 Dex)
  • Fighting Styles
    • Sword & Shield: One ally adjacent to, and up to two allies immediately behind, the fighter gain a +1 bonus to their armor class.
    • Unarmed: The character can attack twice per round when fighting unarmed, with each blow inflicting 1d2 points of damage plus Strength modifier. They gain a +1 bonus to initiative, as well. This damage increases to 1d3 per blow at 6th level, 1d4 at 10th level, and 1d6 at 14th level
  • Class Abilities
    • ►Immune to ghoul paralysis.
    • ►When targeted by charm or illusion magic they save with advantage; elves may make a saving throw against sleep spells.
    • ►Can see in dim light as if it were full daylight.
    • ►Can detect secret doors and hear noises with a

1-2 in 6 chance.

    • ►As with most fey creatures, elves do not have souls. When they die they cannot be resurrected or returned to life; they cannot become undead, although their bodies can be used as vessels by undead creatures.
    • ►Elves are vulnerable to weapons of bronze. Attacks made against elves by bronze weapon have Advantage, and damage is rolled twice, taking the better result.
    • ►Word and Bond. Elves may lie with impunity, but may not break an oath they have sworn. They may certainly obey the letter and not the intention, though, twisting the words as they are able.
  • Knacks
    • Toughness
    • Self-Improvement, Primary (Dex +2)


Combat

  • AC 18
  • HP 34/34
  • Movement Rate 90/30
  • Initiative +1
  • Attacks
    • Primary Melee Attack: Magic Sword +6, 1d8+2 damage, or +7 & 1d8+3 against lycanthropes.
    • Secondary Melee Attack: Two-fisted, +5x2, 1d3+1 damage per hit.
    • Primary Ranged Attack: Shortbow +6, 1d6 damage.
  • Saves:
    • Petrification & Paralysis 10
    • Death/Poison 9
    • Breath 11
    • Rods, Staves, & Spells 11
    • Wands 10

Spells, Caster Level 5

  • First Level: 2 per day from: Charm Person, Sleep, Light, Detect Magic, Entangle
  • Second Level: 1 per day from: Animal Friendship, Speak with Animals, Knock

Equipment

  • Gear, Armor, Weapons: 410
    • Equipment: Backpack (80), 1 wk standard rations, 3 wks iron rations, 12 torches, tinderbox, 2 waterskins, small sack, Potion of Flying (10)
    • Armor: Chain Mail +1 (200), Shield +1 (50)
    • Weapons: Sword +1 (30) Long Bow (30) Dagger (10)
    • Coins & Gems:
  • Star, a horse
  • Stone, a horse