Lamoret

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A character in the New Uzume Campaign.

Vital Statistics

  • Name: Lamoret Peles
    • Titles & Nicknames: The Anchorite, Former Shoftim of Vow, "The Onyx'd", "Golem Grip"
  • Class: Fighter / Paladin
  • Level: 17
  • XP: 1.2M/(120,000)
  • Physical Description: Lamoret is a well-proportioned and fit man in late middle age. The hair on the sides of his head has begun to gray, and wrinkles are forming. The right side of his face down to his right shoulder and the entirety of his right arm have been replaced by a magical prosthetic made of golem clay. It roughly approximates the human form, though the joints are part of a hinged exoskeleton, and it looks like polished sardonyx or ceramic. He dresses in fashion that denotes a respectable level of status, preferring relatively simple designs. Around his neck one will always find the glyph of Prometheus.


Attributes

(For attributes, list the value, the modifier, and any XP adjustment)

  • Strength: 18 (+3)
  • Intelligence: 16 (+2)
  • Wisdom: 17 (+3)
  • Dexterity: 11 / 18 with gauntlets (+0 / +3)
  • Constitution: 13 (+1)
  • Charisma: 7 (-1)


  • Special Class Abilities:
    • Detect Evil
    • Multiple Attacks (2)
    • Parry
    • Smash
    • Turn Undead as 6th Level Cleric
  • Languages:
    • Galactic Common
  • Skills:
    • Arcane Lore 1
    • Ettiquette 1
    • First Aid 1
    • Law 2
    • Religious Lore 2
    • Ride 1
    • Sense Motive 2
  • Weapon Proficiencies:
    • Short Bow, Basic (1)
    • Javelin, Basic (1)
    • Mace, Basic (1)
    • Normal Sword, Grandmaster (6)

Combat

  • AC: -9 / -13 vs 1st 3 attacks
    • 2 from platemail, -5 from level bonus, -3 from Gauntlets, -3 from magic on platemail, -2 from cloak / grandmaster of sword
  • HP: 9d8+33
  • Initiative: +3
  • Primary Attack (Holy Avenger):
    • +25 to hit
      • +11 from level, +5 from sword, +6 from proficiency, +3 from STR
    • Damage:2d6+16 vs. armed / 2d4+16 vs. unarmed
    • Deflect 3
    • Disarm -4
    • AC Bonus: -4 vs 3
    • Hurl:5/10/15
  • Secondary Attack (Mace):
    • +14
    • Damage: 1d6+3
  • Special Defenses:
  • Movement Rate: 40'
  • Anything Else I Should Know

Saving Throws (+2 from cloak of protection)

  • Death/Poison: 5 (3)
  • Magic Wands: 6 (4)
  • Paralysis/Petrification: 6 (4)
  • Breath Weapon: 7 (5)
  • Rod/Staff/Spell: 8 / 5 vs. spell (6/3)


Adventuring Gear

(This is where we actually use the Slot system for Encumbrance) Free Slots

  • Primary Weapon:
  • Off-Hand Weapon or Shield:
  • Armor:
  • Slung Item:
  • Worn Magical Items:
  • Backpack & Belt Pouches.

Encumbrance Slots (Make a number of additional bullet points equal to half your strength, rounded down. Exactly that many. If you have leftover slots, you should actually have empty bullet points. See the guidelines in the recruitment thread if you can't remember how this works. I think everyone has armor that is sufficiently enchanted to mean it takes no additional slots.)

  • (Yeah, like this)

Other Loot

Loot Stored on New Uzume

  • (Whatever, and where you're keeping it)

Loot Stored Upstream

  • (Whatever, and where you're keeping it)

Structures

  • Only go into however much detail is necessary here. Eventually, we'll want at least some description and a hex number. It's up to you if you want to map buildings out.

Spellbook

(List here all spells known. Mark which spells you are memorizing with an X or bold them or something.)

  • First Level Spells:
  • Second Level Spells:
  • Third Level Spells:
  • Fourth Level Spells:
  • Fifth Level Spells:
  • Sixth Level Spells:
  • Seventh Level Spells:


Henchmen

  • List here any henchmen, and any normal staff you might have. Include a total monthly upkeep for them.

Contacts and Favors

  • List any NPCs you may have a special relationship with, and the nature thereof.