Malkin Newton

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Revision as of 19:50, 11 April 2011 by Celeste (talk | contribs) (Traits)
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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 15 Stamina 15 Weight Allowance: 55 lbs. Bend Bars/Lift Gates: 13%
Muscle 17 Attack Adjustment: +1 Damage Adjustment: +1 Max Press: 220 pounds Open Doors: 10
DEX 16 Aim 14 Missile Adjustment: +0 Pick Pockets +0% Open Locks: +0%
Balance 18 Reaction Adjustment: +2 Armor Class: -4 Move Silently: +10% Climb Walls: +10%
CON 12 Health 12 System Shock: 80% Poison Save: +0
Fitness 12 HP Adjustment: +0 Resurrection: 85%
INT 13 Reason 12 Max Spell Level: 6th Max. Spells/Level: 7 Illusion Immunity: None
Knowledge 14 Bonus Proficiencies: 4 Chance to Learn Spell: 60%
WIS 12 Intuition 13 Bonus Cleric Spells: 1,0,0,0,0,0,0 Spell Fail Chance: 0%
Willpower 11 Magical Defensive Adjustment: +0 Spell Immunity: None
CHA 14 Leadership 15 Loyalty Base: +3 Max Henchmen: 7
Appearance 13 Initial Reaction Adjustment: +1

Combat Stats

Basics

Swashbuckler bonus applied.

  • AC: 10 - 2 (Tough Hide AC Bonus) - 2 (Swashbuckler) - 4 (Balance) = 8 Unarmored
  • HP: 10 Total, 10 Currently
  • Move: 14 (0-55 lbs), 10 (56-85 lbs), 7 (86-115 lbs), 3 (116-145 lbs), 1 (146-170 lbs)

Saving Throws

Paralyzation: 14 Poison: 14 Death Magic: 14 Petrification: 15 Polymorph: 15
Rod: 16 Staff: 16 Wand: 16 Breath Weapon: 17 Spell: 17

Weapons

Weapon Melee THAC0 Missile THAC0 Attacks/Round Speed Damage (S-M) Damage (L)
Rapier 18 3/2 4 1d6+1 1d8+1
Dagger, main-gauche 19 19 1 2 1d4+1 1d3+1
Short bow 20 2 7 1d6 1d6

Weapon Abilities

  • Two-weapon fighting style
  • Can acquire weapon specialization at higher levels

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

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

  • Tough hide - base AC is 8

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

  • Ambidexterity - Reduces two-weapon fighting penalty by 2.
  • Double-jointed - A successful dexterity/balance check allows character to escape bonds. 1d6 rounds is required for each limb that is bound. Metal bonds require a check at one half the ability score.
  • Allure - May affect reaction roll by 3 when dealing with romantic situations and will attract one more henchman than normal.
  • Glibness - A successful wisdom/intuition check allows the character to talk an NPC out of an action.
  • Impersonation - The character receives a +2 bonus to disguise checks.

Languages

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

Magic

  • Not applicable at 1st level.