Difference between revisions of "Kalan"

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(Created page with "Basilisk_Hill_Breakdown == Rank == *Human (male) Cleric Level 3 *XP: 3000/YY *Lawful * Retainer of Nerhgui. *Titles and holdings: None == Attributes == *STR: 12 ''*'...")
 
 
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== Rank ==
 
== Rank ==
 
*Human (male) Cleric Level 3
 
*Human (male) Cleric Level 3
 +
*God Volkchona (wolf godess)
 
*XP: 3000/YY
 
*XP: 3000/YY
 
*Lawful
 
*Lawful
Line 13: Line 14:
 
*'''WIS''': 13 (+1 Magic Saves)
 
*'''WIS''': 13 (+1 Magic Saves)
 
*DEX: 11
 
*DEX: 11
*CON:  6
+
*CON:  6 (-1 hit points)
 
*CHA: 13 (+1 Reactions, Retainers 5, Loyalty 8)
 
*CHA: 13 (+1 Reactions, Retainers 5, Loyalty 8)
  
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**
 
**
 
*General Skills
 
*General Skills
** Healing (WIS) skilled 9+
+
** '''Healing''' (WIS) skilled 9+
** Survival
+
** '''Survival'''
*** Herbalism (stat?) skilled 10+
+
*** '''Herbalism''' (stat?) skilled 10+
*** Naturalist (INT) skilled 11+
+
*** '''Naturalist''' (INT) skilled 11+
 
*Class Abilities
 
*Class Abilities
 
** Weapons - spear, sword, sling
 
** Weapons - spear, sword, sling
** Cleave - when a cleric kills an enemy with a physical attack, they may make an attack against an adjacent target.
+
** '''Cleave''' - when a cleric kills an enemy with a physical attack, they may make an attack against an adjacent target.
** Turn undead
+
** '''Turn undead'''
** Miracle - 1% chance
+
** '''Miracle''' - 1% chance
 
** Armor - Any, including shields
 
** Armor - Any, including shields
 
*Knacks
 
*Knacks
 
** Skillful (3 additional skills)
 
** Skillful (3 additional skills)
**
+
 
**
 
  
 
== Combat ==
 
== Combat ==
*AC: (TBD)
+
*AC: 6
*HP: (TBD)
+
*HP: 11
*Movement Rate:(TBD)
+
*Movement Rate: 90/30
 
*Initiative Modifier: +0
 
*Initiative Modifier: +0
 
*Attacks  
 
*Attacks  
**Primary Melee Attack: (TBD)
+
**Primary Melee Attack: Spear 1d6
**Secondary Melee Attack: (TBD)
+
**Secondary Melee Attack: Silver dagger 1d4
**Primary Ranged Attack: (TBD)
+
**Primary Ranged Attack: Sling 1d4 ''Blunt, Missile (5’–40’ / 41’–80’ / 81’–160’)''
 +
**Secondary Ranged Attack: Silver dagger 1d4 ''Missile (5’–10’ / 11’–20’ / 21’–30’)''
 
*Saves:
 
*Saves:
 
**Petrification & Paralysis 13
 
**Petrification & Paralysis 13
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== Spells ==
 
== Spells ==
 
*First Level: 2
 
*First Level: 2
**Cure Light Wounds (D: Instant, R:Touch - 1d6+1 hit points or cure paralysis - reversible)
+
**'''Cure Light Wounds''' (D: Instant, R:Touch - 1d6+1 hit points or cure paralysis - reversible)
**Detect Evil (D: 6 turns, R:120' - Evil intent only)
+
**'''Detect Evil''' (D: 6 turns, R:120' - Evil intent only)
**Detect Magic (D: 2 turns, R:120' - Magic objects, areas, and creatures glow)
+
**'''Detect Magic''' (D: 2 turns, R:120' - Magic objects, areas, and creatures glow)
**Light (D: 12 turns, R:120' - 15' radius, blinding save vs spells, or cancel darkness spell -reversible)
+
**'''Light''' (D: 12 turns, R:120' - 15' radius, blinding save vs spells, or cancel darkness spell -reversible)
**Protection From Evil (D: 12 turns, R:Caster - +1 against attacks or saving throws, protection from constructs melee attacks)
+
**'''Protection From Evil''' (D: 12 turns, R:Caster - +1 against attacks or saving throws, protection from constructs melee attacks)
**Remove Fear (D: 2 turns, R: Caster/Touch - save at +1 against magical fear - reversible R:120')
+
**'''Remove Fear''' (D: 2 turns, R: Caster/Touch - save at +1 against magical fear - reversible R:120')
**Purify Food and Water (D:Permanent R:10' - makes food or water edible)
+
**'''Purify Food and Water''' (D:Permanent R:10' - makes food or water edible)
**Resist Cold (D:6 turns, R:30' - Normal cold no affect, +2 save vs cold magic/breath, cold damage = -1 point per die rolled)
+
**'''Resist Cold''' (D:6 turns, R:30' - Normal cold no affect, +2 save vs cold magic/breath, cold damage = -1 point per die rolled)
  
 
== Equipment ==
 
== Equipment ==
*Gear, Armor, Weapons: Total Encumbrance
+
*Gear:
**Then list
+
** Scroll case
**Those things
+
*** Scroll of Elemental Protection
**Individually
+
** Lantern
 +
** Backpack
 +
** Holy Water x2
 +
*** Rope 50'
 +
*** Oil flask x2
 +
*** Tinderbox
 +
*** Iron Rations x7
 +
*** Iron Spikes x4
 +
*** Hammer
 +
*** Waterskin (x2)
 +
** Holy Symbol (Gold)
 +
** Holy Water x2
 +
** Belt pouch
 +
** Candles x5
 +
** Chalk x5
 +
** Mirror
 +
** Wolfsbane
 +
** Garlic
 +
** wine (2 pints)
 +
** Ink
 +
** quill
 +
** paper (4 sheets)
 +
** Magnifying glass
 +
 
 +
** Riding Horse
 +
*** AC 7 [12], HD 2 (9hp), Att 2 × hoof (1d4), THAC0 18 [+1], MV 240/’ (80/’), SV D12 W13 P14 B15 S16 (1), ML 7, AL Neutral
 +
**** Saddle and bridle
 +
**** Saddle Bags
 +
**** Bedroll
 +
**** Cooking Pots
 +
**** Tent
 +
 
 +
*Armor:
 +
** Leather (200cn)
 +
** Shield
 +
*Weapons:
 +
** spear 30cn
 +
** silver dagger 10cn
 +
** sling 20cn
 +
*Total Encumbrance: 440cn
 +
 
 +
==Funds==
 +
Platinum:
 +
Gold:
 +
Electrum:
 +
Silver:
 +
Copper:
 +
Gems:

Latest revision as of 20:24, 7 November 2022

Basilisk_Hill_Breakdown

Rank[edit]

  • Human (male) Cleric Level 3
  • God Volkchona (wolf godess)
  • XP: 3000/YY
  • Lawful
  • Retainer of Nerhgui.
  • Titles and holdings: None

Attributes[edit]

  • STR: 12 *
  • INT: 7
  • WIS: 13 (+1 Magic Saves)
  • DEX: 11
  • CON: 6 (-1 hit points)
  • CHA: 13 (+1 Reactions, Retainers 5, Loyalty 8)

* (lower 2 PTS and 1 to WIS)

Skills[edit]

  • Languages
    • Native
    • Common
  • General Skills
    • Healing (WIS) skilled 9+
    • Survival
      • Herbalism (stat?) skilled 10+
      • Naturalist (INT) skilled 11+
  • Class Abilities
    • Weapons - spear, sword, sling
    • Cleave - when a cleric kills an enemy with a physical attack, they may make an attack against an adjacent target.
    • Turn undead
    • Miracle - 1% chance
    • Armor - Any, including shields
  • Knacks
    • Skillful (3 additional skills)


Combat[edit]

  • AC: 6
  • HP: 11
  • Movement Rate: 90/30
  • Initiative Modifier: +0
  • Attacks
    • Primary Melee Attack: Spear 1d6
    • Secondary Melee Attack: Silver dagger 1d4
    • Primary Ranged Attack: Sling 1d4 Blunt, Missile (5’–40’ / 41’–80’ / 81’–160’)
    • Secondary Ranged Attack: Silver dagger 1d4 Missile (5’–10’ / 11’–20’ / 21’–30’)
  • Saves:
    • Petrification & Paralysis 13
    • Poison & Death 10
    • Blast & Breath 15
    • Staves & Wands 11
    • Spells 14

Spells[edit]

  • First Level: 2
    • Cure Light Wounds (D: Instant, R:Touch - 1d6+1 hit points or cure paralysis - reversible)
    • Detect Evil (D: 6 turns, R:120' - Evil intent only)
    • Detect Magic (D: 2 turns, R:120' - Magic objects, areas, and creatures glow)
    • Light (D: 12 turns, R:120' - 15' radius, blinding save vs spells, or cancel darkness spell -reversible)
    • Protection From Evil (D: 12 turns, R:Caster - +1 against attacks or saving throws, protection from constructs melee attacks)
    • Remove Fear (D: 2 turns, R: Caster/Touch - save at +1 against magical fear - reversible R:120')
    • Purify Food and Water (D:Permanent R:10' - makes food or water edible)
    • Resist Cold (D:6 turns, R:30' - Normal cold no affect, +2 save vs cold magic/breath, cold damage = -1 point per die rolled)

Equipment[edit]

  • Gear:
    • Scroll case
      • Scroll of Elemental Protection
    • Lantern
    • Backpack
    • Holy Water x2
      • Rope 50'
      • Oil flask x2
      • Tinderbox
      • Iron Rations x7
      • Iron Spikes x4
      • Hammer
      • Waterskin (x2)
    • Holy Symbol (Gold)
    • Holy Water x2
    • Belt pouch
    • Candles x5
    • Chalk x5
    • Mirror
    • Wolfsbane
    • Garlic
    • wine (2 pints)
    • Ink
    • quill
    • paper (4 sheets)
    • Magnifying glass
    • Riding Horse
      • AC 7 [12], HD 2 (9hp), Att 2 × hoof (1d4), THAC0 18 [+1], MV 240/’ (80/’), SV D12 W13 P14 B15 S16 (1), ML 7, AL Neutral
        • Saddle and bridle
        • Saddle Bags
        • Bedroll
        • Cooking Pots
        • Tent
  • Armor:
    • Leather (200cn)
    • Shield
  • Weapons:
    • spear 30cn
    • silver dagger 10cn
    • sling 20cn
  • Total Encumbrance: 440cn

Funds[edit]

Platinum: Gold: Electrum: Silver: Copper: Gems: