Into the Wild Woods: Serdek Bingol

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Into the Wild Woods

Many temples have, in addition to clerics, holy warriors whose purpose is not to convert but to protect, to eliminate threats, whether reactively or proactively. These warriors usually train in remote monasteries and temples combining religious fervor with the skills of war. They often hire themselves out as elite bodyguards to royalty and other important personages. One such type of protector is the dervish. Lightly armored, mobile, and capable of entering a battle trance, dervishes are the elite of their god’s warriors.


Rank

  • Human Dervish L7
  • XP: 60,000/100,000 (+5%)
  • Alignment: Lawful
  • PC
  • List any titles or holdings

Attributes

  • STR 14 (+1, open doors 3-in-6)
  • INT 08 (basic literacy)
  • WIS 16 (+2 magic saves)
  • DEX 13 (+1 AC, +1 missile, +1 initiative)
  • CON 16 (+2 HP/level)
  • CHA 05 (-1 NP reactions, 2 max retainers, Loyalty 5)

Skills

  • Languages
  • General Skills
    • Athletics/Acrobatics (Skilled) 9+
    • Athletics/Climbing (Skilled) 9+
    • Deception/Intimidation (Skilled) 9+
    • Deception/Sense Motive (Expert) 3+
    • Healing (Skilled) 8+: On a successful roll the character heals 1d3 hp to a wounded target. Can be used once per day per person. This skill can also be used to treat those with the following ongoing conditions. A character with the Healing skill can treat a maximum number of patients with ongoing conditions at any given time as follows: Proficient 2, Skilled 5, Expert 8.
      • Diseased​. Takes one week to treat, less one day for each skill Rank. If successful the target is cured of non-magical disease.
      • Poisoned​. Takes one turn to treat, less two minutes for each skill Rank. If successful the target is no longer poisoned.
      • Injury​. On a successful roll the target heals at twice the normal rate (normally 1d3 hp per day of bed rest).
  • Class Abilities
  • Knacks

Combat

  • AC
  • HP (just list the max here, list current HP on the front page.)
  • Movement Rate
  • Initiative Modifier
  • Attacks (For the below, write in what it is. Like, "Two-Handed Sword: Stats."
    • Primary Melee Attack: (List the attack throw with all magical, ability, etc., modifiers, like 5+ or whatever), (Damage.)
    • Secondary Melee Attack:
    • Primary Ranged Attack:
  • Saves:
    • Petrification & Paralysis
    • Poison & Death
    • Blast & Breath
    • Staves & Wands
    • Spells

Spells

  • First Level: Spells Per Day
    • A first level spell in your repertoire
    • Another first-level spell in your repertoire
    • Etc
  • Second Level: Spells Per Day
    • One
    • Two
    • You-know-what-to-do

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.
    • Then list
    • Those things
    • Individually