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 The right side of his face down to his right shoulder and the entirety of his right arm have been replaced by a magical prosthetic made of golem clay.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 (bow):
    • +15 to hit
    • Damage: 1d6+4
    • Range: 50/100/150
    • Current ammo: 6 normal arrows, 6 silver arrows
  • Special Defenses: ?
  • Movement Rate: 40'
  • Class abilities regarding combat
    • 3 attacks / round
    • Smash: announce at beginning of round, lose initiative, -5 to hit, +18 DAM
    • Parry: no attacks for round, -4 penalty to all attacks to hit him for round

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: Holy Avenger +5
  • Off-Hand Weapon or Shield: None
  • Armor: Golem Clay (Platemail +3)
  • Slung Item: S. Bow +1
  • Worn Magical Items:
    • Guantlets of Dexterity
    • Cloak of Protection +2
  • Backpack & Belt Pouches.
  • Money
    • 24 GP, 24 PP, worth a total of 120
    • 4 UC
    • 5,250 GP in paper
    • 30 Gems
      • 5 Topaz (500 each)
      • 5 Perfect Pearls (1,000 each)
      • 5 Opal (1,000 each)
      • 5 Rubies (5,000 each)
      • 5 Emeralds (5,000 each)
      • 5 Diamonds (10,000 each)
    • Scrolls
      • Protection from Elementals
      • Mapping
      • Map to Treausre
      • Scroll of Find Traps

Encumbrance Slots

  • Quiver w/ arrows
  • Holy Symbol connected to torc (worth 7,500)
  • Holy Water X 10

Other Loot

Loot Stored on New Uzume

  • Orb (15,000) (at home)
  • Beads (2,500) (at home)

Loot Stored Upstream

  • 1 shield
  • 14 arrows
  • 2,800 GP in coin
  • Javelin +2

Structures

  • The Seneschal Academy
    • This is Lamoret's residence and place of non-adventuring work. Here his henchman help manage the growing bureaucratic infrastructure of Grace and train new administrators.
    • More to come.

Clerical Spells

All spells cast 6th level Cleric.

  • First Level Spells: 2 / day
    • Cure Light Wounds, Detect Magic, Light, Protection from Evil, Purify Food, Remove Fear, Resist Cold
  • Second Level Spells: 2 / day
    • Bless, Find traps, Hold Person, Know Alignment, Resist Fire, Silence, Snake Charm, Speak with animal
  • Third Level Spells: 1 / day
    • Continual Light, Cure blindness, cure disease, growth of animal, locate object, remove curse, speak with dead, striking
  • Fourth Level Spells: -
  • Fifth Level Spells: -
  • Sixth Level Spells: -
  • Seventh Level Spells: -


Henchmen

All Henchman currently have 10K XP & 500 GP

  • Chaplain
    • a cleric
    • has a Mace +1)
  • Herald
    • Thief
    • Has sword +2)
  • Reeve
    • Magic User
    • Has Mage's Scroll, as well scrolls with Shield & Light on them
  • Magistrate
    • Fighter
    • Has Plate +2
  • Steward
    • Dwarf
    • Has flail +1

Contacts and Favors

  • Contact: Seneschal of Grace
    • Lamoret has been contracted to help establish the legal and administrative infrastructure of the colony.