Malkin Newton

From RPGnet
Revision as of 19:33, 11 April 2011 by Celeste (talk | contribs) (Created page with '==Biographical Info== *Name: *Gender: Male *Date of Birth: *Age: *Alignment: *Description: *History and Personality: ==Characteristics== *Class: Custom Fighter *Kit: Swash…')
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

Biographical Info

  • Name:
  • Gender: Male
  • Date of Birth:
  • Age:
  • Alignment:
  • Description:
  • History and Personality:

Characteristics

  • Class: Custom Fighter
  • Kit: Swashbuckler
  • Level: 1
  • XP:
  • Next Level XP:
  • Height:
  • Weight:
  • Hair:
  • Eyes:
  • Skin:

Stats

STR 9 Stamina 9 Weight Allowance: 35 lbs. Bend Bars/Lift Gates: 6%
Muscle 9 Attack Adjustment: +0 Damage Adjustment: +0 Max Press: 90 pounds Open Doors: 6
DEX 13 Aim 11 Missile Adjustment: +0 Pick Pockets -5% Open Locks: +0%
Balance 15 Reaction Adjustment: +0 Armor Class: -1 Move Silently: +0% Climb Walls: +0%
CON 13 Health 13 System Shock: 90% Poison Save: +0
Fitness 13 HP Adjustment: +0 Resurrection: 90%
INT 14 Reason 12 Max Spell Level: 6th Max. Spells/Level: 7 Illusion Immunity: None
Knowledge 16 Bonus Proficiencies: 5 Chance to Learn Spell: 70%
WIS 11 Intuition 10 Bonus Cleric Spells: 0,0,0,0,0,0,0 Spell Fail Chance: 15%
Willpower 12 Magical Defensive Adjustment: +0 Spell Immunity: None
CHA 16 Leadership 18 Loyalty Base: +8 Max Henchmen: 15
Appearance 14 Initial Reaction Adjustment: +3

Combat Stats

Basics

Jester bonus applied.

  • AC: 10 - 1 (Jester Bonus) - 1 (Balance) = 8 ...or 7 when fighting with two weapons
  • HP: 6 Total, 6 Currently
  • Move: 12 (0-40 lbs), 9 (41-50 lbs), 6 (51-65 lbs), 3 (66-80 lbs), 1 (81-90 lbs)

Saving Throws

Jester bonus applied to all saving throws.

Paralyzation: 12 Poison: 12 Death Magic: 12 Petrification: 11 Polymorph: 11
Rod: 13 Staff: 13 Wand: 13 Breath Weapon: 15 Spell: 14

Weapons

Weapon Melee THAC0 Missile THAC0 Attacks/Round Speed Damage (S-M) Damage (L)
Dagger 20 20 1 2 1d4 1d3

Weapon Abilities

  • Two-weapon fighting style

Rogue Skills

Jester bonus applied.

Skill Base Aim/Balance Mods Bonuses/Points Total Unarmored
Climb walls 65% +0 +20 85%
Detect noise 25% +0 +5 30%
Pick pockets 15% -5 +25 35%
Read languages 10% +0 +0 10%

Equipment & Encumbrance

  • 250 GP from Brancast
Item Quantity Weight (lbs) Value Location
-- -- -- -- --

Non-Weapon Proficiencies

Jester bonus applied.

  • Acting: 12
  • Etiquette: 9
  • Ancient History: 13
  • Appraising: 9
  • Crowd Working: 12
  • Disguise: 12
  • Forgery: 6
  • Juggling: 8
  • Jumping: 11
  • Local History: 15
  • Musical Instrument: 13
  • Orienteering: 11
  • Poetry: 11
  • Literacy: 12
  • Singing: 13
  • Tumbling: 10
  • Ventriloquism: 11
  • Survival: 6

Traits & Race/Class/Kit Abilities

Racial Abilities

Class Abilities

  • Alter moods – While performing before a non-hostile group, the bard may alter the group’s mood. Everyone who hears the bard perform must save vs. paralyzation, with a penalty of one for every three levels of the bard. If the save fails, the group’s mood may be shifted one level in the direction wished by the bard.
  • Climb walls* 65% – Allows the bard to climb smooth or vertical surfaces.
  • Counter effects – Allows the bard to counter song based attacks.
  • Detect noise* 25% – May hear faint sounds.
  • History 5% – Gives a bard a 5% chance per level to identify a magic item by closely examining the item.
  • Pick pockets* 15% – Allows the bard to pilfer small items from another’s pocket or purse.
  • Rally friends – By spending three rounds, the bard may grant their comrades a +1 bonus on attack rolls, a +1 bonus to saving throws, or a +2 bonus to Morale rolls. The range of the effect is 10 feet, and lasts one round per level of the bard.
  • Read languages* 10% – Gives a chance to read languages not familiar to the bard.
  • Wizard spells – Allows the bard to cast wizard spells.
  • Schools of Magic – Enchantment/Charm, Greater Divination, Illusion/Phantasm, Invocation/Evocation

Kit Abilities

  • Jesters receive a +1 bonus (+5% on percentile rolls) to most die rolls. This includes saving throws, initiative, surprise, proficiency checks, thief skill checks, ability checks, and ability sub-checks (e.g., bend bars/lift gates, resurrection survival, and so on). The fool’s luck also adds a +1 bonus to the Jester’s Armor Class.
  • About the only die rolls that the fool’s luck ability doesn’t affect are attack rolls, damage rolls, initial character generation rolls, and Hit Die rolls.
  • Jesters enjoy a +1 bonus to Charisma when they are working an audience.
  • A Jester’s Mind: Jesters are immune to attacks that cause insanity. Jesters also gain a saving throw bonus equal to their level vs. wizard spells of the enchantment/charm school and priest spells of the charm sphere. (A saving throw of 1 always fails, however.) Furthermore, any attempt to read a Jester’s mind has a percentage chance equal to the Jester’s level of causing confusion in the mind reader (treat as if under the effect of a confusion spell).

Traits

  • Precise Memory – With a minimal amount of studying, any object may be memorized perfectly. If the reading/writing proficiency is possessed, written material may also be memorized.
  • Music/Singing – +2 bonus to singing proficiency checks.
  • Obscure Knowledge – Successful Intelligence/Knowledge check allows the recollection of a fact pertaining to the current subject.

Languages

  • Common (Speak, Read, Write)
  • Dwarf
  • Elf
  • Hobgoblin
  • Orc

Magic

  • Not applicable at 1st level.