Into the Wild Woods:Thalin the Dauntless

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Revision as of 17:35, 17 April 2023 by The Wyzard (talk | contribs) (Equipment)
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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 + 103=513.
    • Equipment: Backpack (80), 1 wk standard rations, 3 wks iron rations, 12 torches, tinderbox, 2 waterskins, small sack, Potion of Flying (10), Quiver w/ 20 arrows. Thalin has a selection of small personal grooming implements crafted with mother-of-pearl. They are probably worth 200gp or so as a set, but he would only sell them in the most desperate circumstances.
    • Armor: Chain Mail +1 (200), Shield +1 (50)
    • Weapons: Sword +1 (30) Short Bow (30) Dagger (10)
    • Coins & Gems: 3x 1,000 gp gems + 100 platinum coins. (103)
  • Star, a warhorse
    • This is the horse Thalin rides. Star has a saddle he can secure his backpack to, but doesn't carry extra cargo, except for a lance in a scabbard.
  • Stone, a riding horse
    • This horse has a pack saddle suitable for its size. It isn't really intended to be overloaded.