Into the Wild Woods: Tiago Pora

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Into the Wild Woods

Close relatives of humans, with skin and hair of flexible iron, the siderenos are a rare race with origins lost to time.

Rank

  • Siderenos (Ironskin) L4
  • XP: 10,000/20,000 (+5%)
  • Alignment: Lawful
  • Henchman of Serdek Bingol
  • List any titles or holdings

Attributes

  • STR 13 (+1, 3-in-6 open doors)
  • INT 10 (literate)
  • WIS 11
  • DEX 10
  • CON 18 (+3)
  • CHA 11 (4 max retainers, Loyalty 7)

Skills

L1: 3 skills + INT, L4, L6, L8, L10, L12 Combat Maneuvers (2 at L1, L5, L10)

  • Languages
    • literate
  • General Skills
    • Combat Maneuver - Force Back (Skilled) 9+: When using this maneuver I attempt to force my opponent in a direction of my choosing. On a successful roll my target must either retreat a number of feet equal to the difference between the roll and the target number or they take 1⁄2 the damage from a normal attack.
    • Combat Maneuver - Overrun (Proficient )12+: I move through or past an enemy. On a success, I move up to my movement. On a failed roll, I stop in front of the nearest opponent in my path. I must make a roll for every foe my size or larger, but against smaller foes I need only roll once.
    • Athletics/Climbing (Skilled) 9+
    • Athletics/Endurance (Skilled) 7+
  • Class Abilities
    • I cannot wear armor; my skin is natural armor of AC 5 (14) at L4
    • 300 lbs, with a base movement rate of 90', must ride draft or warhorses
    • immune to the paralyzing touch of ghouls
    • can work for longer periods than Man; can force march for 2 days before tiring; only need to rest every 12 turns in a dungeon vs 6
    • 1/day, when damage would reduce me to 0 HP, it instead reduces me to 1 HP
    • vulnerable to lightning and electricity; Disadvantage vs electrical attacks or maximum damage if no save is allowed
    • the touch of a rust monster is deadly, draining one level per hit by a feeler
    • the heat metal spell inflicts damage as if wearing metal armor
  • Knacks
    • L1: Toughness (d12)
    • L4: Self-improvement, primary (Con)
    • L7
    • L10

Combat

  • AC 15 (skin + shield)
  • HP 42 (4d12 HD +12)
  • Movement Rate: 90'
  • Initiative Modifier +0
  • Attacks
    • spear, +3 to hit, 1d6+1, 20'/40'/60'
    • sword, +3 to hit, 1d8+1
    • longbow, +2 to hit, 1d6, 70'/140'/210'
    • Cleave up to 4 times with missile or melee
  • Saves:
    • Death/poison 08
    • Wands 09
    • Paralysis/Petrification 10
    • Breath attacks 11
    • Spells/rods/staves 12

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