Difference between revisions of "Karag Two-Blades"

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(Expenses)
(Expenses)
Line 83: Line 83:
 
-4000 magic gamble
 
-4000 magic gamble
 
-3819 masterwork items
 
-3819 masterwork items
-6500 henchmen XP -810 Hira's equipment
+
-6500 henchmen XP  
 +
-810 Hira's equipment
 +
-340.6 P'zek's equipment
  
871 remaining
+
530.4 remaining

Revision as of 17:09, 2 September 2015

The Wilderlands of Absalom

Rank

  • L5 Assassin (Destroyer)
  • XP: 20000/28000
  • Neutral Alignment
  • PC with two henchmen: Hira of the Seven and P'zev the Perspicacious
  • Titles/Holdings: None
  • Description: Originally a sea raider of the Iron Isles, Karag has carved a reputation as a cutthroat mercenary in the armies of the Scarlet Principalities. Driven by fancies of robbing ghosts and claiming valor, he chases troubled dreams in pursuit of carving his name in the wild territories beyond civilization.
  • Age: 28

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 7 (masterwork lamellar AC 6, +1 dexterity)
  • HP 23
  • Movement Rate
  • Initiative Modifier: +1
  • Attacks
    • Primary Melee Attack: Frenzy & second weapon 2+, 1d6+5
    • Secondary Melee Attack: Handaxe & dagger 3+, 1d6+4
    • Tertiary Melee Attack: Frenzy alone 4+, 1d6+5
    • Primary Ranged Attack: Longbow 6+, 1d6+2, 70'/140/210'
    • Secondary Ranged Attack: Handaxe 6+, 1d6+2, 10'/20'/30'
    • Tertiary Ranged Attack: Dagger 6+, 1d4+2, 10/20/30'
  • Saves:
    • Petrification & Paralysis 12+
    • Poison & Death 11+
    • Blast & Breath 13+
    • Staves & Wands 13+
    • Spells 14+

Equipment (Work in Progress)

  • Gear, Armor, Weapons: 6 stone, X items
    • Lamellar, masterwork (+1 AC, -1 encumbrance), 2050 gp
    • Sword, masterwork Frenzy (+1 accuracy, +1 damage), 1260 gp
    • Handaxe, 4 gp
    • Silver dagger, 30 gp
    • Belt, leather
      • waterskin, 6sp
    • Backpack
      • flint & steel, 8 sp
      • 1 week iron rations, 5 gp
    • Cyclone, Medium WarHorse, HP 17, 250 gp
      • saddle & tack, saddlebags (2), 35 gp
      • masterwork longbow (+1 accuracy) + two quivers (all on horse), 509 gp
      • dagger, 3 gp
      • leather armor, 20 gp
      • shield x2, 20 gp
      • 2 weeks iron rations, 10 gp
      • tent, 20 gp

Beasts

Expenses

16000 -4000 magic gamble -3819 masterwork items -6500 henchmen XP -810 Hira's equipment -340.6 P'zek's equipment

530.4 remaining