Isidore Redbeard

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Revision as of 11:12, 11 September 2020 by Koren n'Rhys (talk | contribs) (Equipment)
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Sailing_the_Silver_Seas

Rank

  • Race: Human Scout 6
  • XP: 40,000/65,000 (+5% Bonus)
  • Alignment: Neutral
  • Full PC played by Koren
  • No titles or holdings

Attributes

  • STR: 15 (+1 To Hit/Damage, 3-in-6 Open Doors)
  • INT: 8 (Basic literacy, no additional languages)
  • WIS: 11 (No magic save modifier)
  • DEX: 15 (+1 AC, +1 To Hit Missile, +1 Initiative)
  • CON: 14 (+1 hp)
  • CHA: 9 (No Reaction modifier, MAX 4 Retainers, 7 Loyalty)

Skills

  • Languages
    • Common
  • General Skills
    • Knowledge
      • Geography, Silver Sea (Expert, Int 5+)
      • Meteorology/Weather Prediction(?) (Skilled, Int 10+)
    • Survival
      • Naturalist (Skilled, Int 10+) - Identify and harvest plants for edible and medicinal purposes.
      • Navigation (Expert, Int 5+) - Make and read maps, navigate by stars, landmarks, cardinal directions, etc
      • Wilderness Survival (Skilled, Wis 10+) - Find food, shelter, etc. in wilderness terrain.
  • Class Abilities
    • Use any weapons, wear chain or lighter armor. No shields.
    • Deal an extra +2 damage with any physical attack.
    • If target slain, make an immediate additional attack against another target within 5’. Maximum number of times equal to hit dice, provided each attack kills the opponent.
    • Thief Skills
      • Climb (18+) - Able to automatically scale easy surfaces; trees with an abundance of branches, rough rock walls, etc. Should only be made when climbing difficult surfaces. Climb at a speed of 10’ per round.
      • Hear Noise (17+) - Able to hear and discern sounds, whether trying to pick up a conversation in a crowded room or listening at a dungeon door to determine what is on the other side.
      • Sneak (16+) - Leather armor only. Combines Move Silently and Hide in Shadows. Can move no faster than 1/3 their normal speed.
    • When in the wilderness, may roll twice to avoid being lost, taking the better result. If leading a party trying to evade an encounter, roll twice, taking the better result. Includes at sea.
    • Fighting Styles
      • Ranged. The character gains a +1 bonus to hit when using ranged attacks and may fire into melee with no penalty.
    • Combat Maneuvers
      • Long Shot (Dex) - Skilled (10+). The attacker is able to squeeze some extra distance out of ranged attacks. On a successful roll the attacker can increase the maximum range by 25%.
  • Knacks:
    • Nature's Ally. The character gains the ability to cast druidic spells (as per OSE Druid & Illusionist Spells.)
    • Improved Critical. The character inflicts a critical hit on a roll of natural 19 or 20. It is recommended that a critical hit a) automatically hit the target, regardless of AC and b) inflict maximum damage.

Combat

  • AC 3 (Chain +1, cannot sneak)
  • HP: 27
  • Movement Rate: TBD
  • Initiative Modifier: +1
  • Attacks
    • Primary Melee Attack: Short Sword, +1 To Hit, 1d6+3 Damage
    • Secondary Melee Attack: Dagger, +1 To Hit, 1d4+3 Damage
    • Primary Ranged Attack: Long Bow (70/140/210), +2 To Hit, 1d6+2 Damage
    • Secondary Ranged Attack: Dagger (10/20/30), +2 To Hit, 1d4+2 Damage
  • Saves:
    • Petrification & Paralysis: 9
    • Poison & Death: 10
    • Blast & Breath: 11
    • Staves & Wands: 11
    • Spells: 13

Spells

Nature's Ally - Druidic spell casting

  • First Level: 2
    • Predict Weather
    • Speak to Animals
  • Second Level: 1
    • Obscuring Mist

Equipment

  • Total Encumbrance: 440cn (+ cash)
  • Armor:
    • Chain Armor +1 (Base AC 4) 200cn
  • Weapons:
    • Short Sword 30cn
    • (2) Daggers (in boot and belt) 20cn
    • Long Bow 30cn -includes arrows-
      • Quiver w/ 20 Arrows
      • (3) Arrows +2
  • Gear: 80cn
    • Backpack
    • Rations, Iron (14 days)
    • Waterskins (2)
    • Tinder Box
    • Lantern
    • Oil Flasks (4)
    • Sack, Lg (2)
    • Sack, Sm (2)
    • Helm of Reading Languages: A fragile helmet that grants the wearer the ability to read writing of all kinds. Text in any language can be understood. Each time the wearer is hit, there is a 1-in-10 chance of the helm being destroyed. If the wearer is killed, the helm is destroyed.
    • Shield +2 (Cannot use, to be traded)
  • Personal Treasure:
    • Carried:
      • GP: 28
      • Gems: (5) 100gp, (7) 50gp
    • Left w/ Mrs Foot
      • GP: 8000
    • One share in the Deepwater Trading and Adventure Company, purchased for 1000 gp