Difference between revisions of "Isil"

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=== Backgrounds ===
 
=== Backgrounds ===
  
: One +4
+
: One +5
: Two +4
+
: Two +3
  
 
=== One Unique Thing ===
 
=== One Unique Thing ===
Line 33: Line 33:
 
: Dark Elf:  
 
: Dark Elf:  
 
: Dark Elf:  
 
: Dark Elf:  
: R: Lethal Hunter
+
: R: Lethal Hunter - ''Once per battle as a free action, choose an enemy. The crit range of your attacks against that enemy expands by 2 for the rest of the battle. A mob of mooks counts as a single enemy.''
: R: Ranger ex Cathedral
+
: R: Ranger ex Cathedral - ''Choose one daily or recharge spell of your level or lower from the cleric class. You can cast this spell as if you were a cleric. You can change your chosen spell each time you take a full heal-up''
: R: Tracker
+
: R: Tracker - One more - Tracker?
  
 
=== Feats ===
 
=== Feats ===
: One
+
: Adv: One
  
 
=== Combat ===
 
=== Combat ===
  
: '''Basic melee:''' +5 attack, 1d8+4 damage (+6 attack, 1d8+1d6+4 damage when engaged solo)
+
: '''Melee:''' Greatsword +4 atk | 1d10+3 dmg (Spear +4 atk | 1d8+3 dmg)
 +
: '''Ranged:''' Longbow +4 atk | 1d8+3 dmg (Thrown dagger +4 atk | 1d4+3 dmg)
  
 
: '''Lay on Hands:''' 2/day, quick action, spend recovery to heal self or touched ally
 
: '''Lay on Hands:''' 2/day, quick action, spend recovery to heal self or touched ally
: '''Quick to Fight:''' 1/day, at the beginning of combat set the escalation die to +1
 
: '''Smite Evil:''' 1/battle + 3/day, free action, +4 attack and +1d12 damage with half damage on miss
 
 
: '''Path of Universal Righteous Endeavor:''' always on, nearby allies gain +1 to all saves
 
  
 
: Initiative: +1
 
: Initiative: +1
: Armor Class: (lt base 14 + ) = lt
+
: Armor Class: (lt base 14 + 2 + L1) = 17
: Physical Defense: 13
+
: Physical Defense: (11 + 2 + L1) 14
: Mental Defense: 14 (immune to fear effects)
+
: Mental Defense: (10 + 0 + 1) = 11
: Recoveries: 8 x 1d10+2
+
: Recoveries: 8 x 1d8+2 Used:
: Hit Points: 30
+
: Hit Points: 27/27
  
 
=== Equipment ===
 
=== Equipment ===
  
light armor, a melee weapon or two, a ranged weapon or two, and other mundane gear as suggested by their backgrounds.
+
: light armor
 +
: Greatsword (2H) 1d10
 +
: Spear (2H) 1d8
 +
: Longbow 1d8
 +
: Throwing dagger 1d4
 +
 
 +
 
 +
and other mundane gear as suggested by their backgrounds.
  
 
Gold Pieces
 
Gold Pieces
Line 90: Line 94:
  
 
===Notes & To Do===
 
===Notes & To Do===
 +
Post sheet to OOC
 +
Roll gold pieces
 +
Equipment
 +
Where from?
 +
Answer GM questions
 +
Combat atks etc
 +
Backgrounds and third talent (Tracker?)
 +
Icon(s)
 +
OUT
 +
 
Just so you know - Drow are very rare in this setting so you'll probably stand out. For that reason, you may know or be related to the few that do show up. Do you have any feelings about that one way or another?
 
Just so you know - Drow are very rare in this setting so you'll probably stand out. For that reason, you may know or be related to the few that do show up. Do you have any feelings about that one way or another?
  

Revision as of 12:31, 8 July 2021

A character in the PbP game War of the Burning Sky (13th Age) played by Sam I Am.

Race: Droalesti (Dark_Elf)

Class: Ranger 1

Abilities

Strength 16 (+3)
Dexterity 16 (+3)
Constitution 15 (+2)
Intelligence 11 (+0)
Wisdom 12 (+1)
Charisma 9 (-1)

Backgrounds

One +5
Two +3

One Unique Thing

One

Icon Relationships

The Aquiline Cross 3

Powers and Talents

Dark Elf:
Dark Elf:
R: Lethal Hunter - Once per battle as a free action, choose an enemy. The crit range of your attacks against that enemy expands by 2 for the rest of the battle. A mob of mooks counts as a single enemy.
R: Ranger ex Cathedral - Choose one daily or recharge spell of your level or lower from the cleric class. You can cast this spell as if you were a cleric. You can change your chosen spell each time you take a full heal-up
R: Tracker - One more - Tracker?

Feats

Adv: One

Combat

Melee: Greatsword +4 atk | 1d10+3 dmg (Spear +4 atk | 1d8+3 dmg)
Ranged: Longbow +4 atk | 1d8+3 dmg (Thrown dagger +4 atk | 1d4+3 dmg)
Lay on Hands: 2/day, quick action, spend recovery to heal self or touched ally
Initiative: +1
Armor Class: (lt base 14 + 2 + L1) = 17
Physical Defense: (11 + 2 + L1) 14
Mental Defense: (10 + 0 + 1) = 11
Recoveries: 8 x 1d8+2 Used:
Hit Points: 27/27

Equipment

light armor
Greatsword (2H) 1d10
Spear (2H) 1d8
Longbow 1d8
Throwing dagger 1d4


and other mundane gear as suggested by their backgrounds.

Gold Pieces Rangers may start with either 25 gp or 1d6 x 10 gp.


Simple arming robes
Half plate armor (AC 16)
Shield (AC +1)
Firestar (heirloom morningstar of vanity: +1 attack, 1d8+1 damage, +1d6 damage when engaged solo)
Knife
Money pouch (~10gp)
An unflappably stoic donkey
Pack
  • Water skin
  • Road rations (5 days)
  • Feed for the donkey (5 days)
  • Sleeping roll
  • Wool blanket
  • Rain cloak
  • Flint and tinder box
  • Common lantern and oil (8 hrs)
  • Candles
  • Small mirror
  • Sewing kit
  • Writing kit
  • Travel journal and atlas (WIP)

Notes & To Do

Post sheet to OOC Roll gold pieces Equipment Where from? Answer GM questions Combat atks etc Backgrounds and third talent (Tracker?) Icon(s) OUT

Just so you know - Drow are very rare in this setting so you'll probably stand out. For that reason, you may know or be related to the few that do show up. Do you have any feelings about that one way or another?

Where did you come from and why did you leave?

Why are you at Gate Pass & why do you care about it's fate? (it may be your home)

Why do you need to leave Gate Pass now? (If you're a magic user, the Scourge is after you for some reason)

How do you know of the Resistance and who let you know about the meeting at the Poison Apple Pub?