Difference between revisions of "Karag Two-Blades"

From RPGnet
Jump to: navigation, search
(Combat)
(Combat)
Line 40: Line 40:
 
*Initiative Modifier: +1
 
*Initiative Modifier: +1
 
*Attacks
 
*Attacks
**Masterwork (deadly) Sword: Attack throw 4+ (2+ if two weapons), 1d6+5
+
**Masterwork (deadly) Sword: Attack throw 4+ (2+ if wielding two weapons), 1d6+5
**Handaxe melee: attack throw 5+ (3+ if two weapons), 1d6+4
+
**Handaxe melee: attack throw 5+ (3+ if wielding two weapons), 1d6+4
**Silver Dagger melee: attack throw 5+ (3+ if two weapons), 1d4+4
+
**Silver Dagger melee: attack throw 5+ (3+ if wielding two weapons), 1d4+4
 
**Handaxe ranged: attack throw 6+, 1d6+2, 10'/20'/30'
 
**Handaxe ranged: attack throw 6+, 1d6+2, 10'/20'/30'
 
**Dagger ranged: attack throw 6+, 1d4+2, 10/20/30'
 
**Dagger ranged: attack throw 6+, 1d4+2, 10/20/30'

Revision as of 22:01, 30 August 2015

The Wilderlands of Absalom

Rank

  • L5 Assassin (Destroyer)
  • XP: 20000/28000
  • Neutral Alignement
  • PC
  • Titles/Holdings: None

Attributes

  • STR 17 (+2)
  • INT 13 (+1)
  • WIS 7 (-1)
  • DEX 13 (+1)
  • CON 9
  • CHA 12

Skills

  • Languages
    • Common
    • Swampspeak
  • General Proficiencies
    • Adventuring
    • Mapping The character can understand and make maps, even if he cannot read or write. With a proficiency throw of 11+, the character can interpret or draft complicated layouts or map an area by memory. This proficiency can be selected multiple times.
    • Riding Judge of horseflesh, mounted combat, and control animal
    • Seafaring The character can crew large sailing ships or galleys.
  • Class Proficiencies
    • Combat Trickery (Disarm) When the character attempts this special maneuver in combat, the normal penalty for attempting the maneuver is reduced by 2 (e.g. from -4 to -2), and his opponent suffers a -2 penalty to his saving throw to resist the special maneuver.
    • Fighting Style (two weapons) Additional +1 to attack throws
  • Class Abilities
    • damage bonus (missile and melee, already added to attack stats)
    • in leather or lighter
      • backstab x3 (damage roll only, not bonuses)
      • move silently 13+ (1⁄2 standard combat movement rate without penalty. If moving greater than 1⁄2 speed, take a -5 penalty to the proficiency throw. If running, take a -10 penalty.)
      • hide in shadows 15+ (remain hidden so long as he stays motionless. If he moves, he must make a new proficiency throw to hide.)

Combat

  • AC
  • HP 6+4d6
  • Movement Rate
  • Initiative Modifier: +1
  • Attacks
    • Masterwork (deadly) Sword: Attack throw 4+ (2+ if wielding two weapons), 1d6+5
    • Handaxe melee: attack throw 5+ (3+ if wielding two weapons), 1d6+4
    • Silver Dagger melee: attack throw 5+ (3+ if wielding two weapons), 1d4+4
    • Handaxe ranged: attack throw 6+, 1d6+2, 10'/20'/30'
    • Dagger ranged: attack throw 6+, 1d4+2, 10/20/30'
    • Longbow ranged: attack throw 6+, 1d6+2, 70'/140/210'
  • Saves:
    • Petrification & Paralysis 12+
    • Poison & Death 11+
    • Blast & Breath 13+
    • Staves & Wands 13+
    • Spells 14+

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