Malkin Newton

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Biographical Info

  • Name: Malkin Newton
  • Gender: Male
  • Date of Birth: ?
  • Age: late twenties
  • Alignment: Chaotic Good
  • Description: Tall, in good shape with defined muscles, extremely limber and flexible. Dark hair hacked short, giving a wind-swept appearance. Brown eyes, angular cast to face, bit of a roman nose. Blue tunic when he wants to stand out (brown or black when he doesn't), black or brown breeches. Has a silver necklace with this design [1] in silver and blue stone.
  • History and Personality: Malkin survived on the streets of Iuz's capital of Dorakaa as a child, and when he was old enough to survive on the road, he began his trek out of the Lands of Iuz. The journey took years, and as he went, he learned both the sly craft of second-story "work" as well as the bolder strokes of swordplay. When finally beyond the immediate reach of Iuz, he began to unlearn the lessons of his homeland, and to understand the other impulses of man that led to charity and beneficence. He has sworn to Trithereon and hopes to one day free the lands from Iuz - a huge impossible dream, but he hasn't stopped looking for a way to strike a blow against the Old Man.

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

Skill Base Aim/Balance Mods Bonuses/Points Total Unarmored
Open locks 25% +0 +0 25%
Detect noise 25% +0 +0 25%
Find/Remove Traps 20% +0 +0 20%
Move Silently 15% +10 +0 25%
Hide in Shadows 10% +0 +0 10%
Climb Walls 85% +10 +0 95%

Equipment & Encumbrance

Item Quantity Weight (lbs) Value Location
-- -- -- -- --

Non-Weapon Proficiencies

  • Blind Fighting: 11
  • Disguise: 9
  • Etiquette: 8
  • Jumping: 13
  • Riding, Land: 13
  • Tightrope Walking: 10
  • Tumbling: 12

Traits & Race/Class/Kit Abilities

Racial Abilities

  • Tough hide - base AC is 8

Class Abilities

Kit Abilities

  • The Swashbuckler is permitted a special combat maneuver when using his weapon of choice: disarmament. To disarm an opponent, the Swashbuckler must declare his intention to do so before initiative is rolled. He then suffers a +1 penalty to his initiative roll, and a -4 penalty on his roll to hit. If the Swashbuckler's attack is successful, he will (normally) cause his enemy's weapon to go flying out of his hand. Besides weapons, disarmament can be attempted against magic wands or other such devices held in one hand. Items worn (like jewelry) or held in two hands (including two-handed weapons) may not be affected by a thief Swashbuckler with the disarm maneuver. Roll 2d6. The number rolled is the number of feet away the weapon landed. Another roll of 1d6 determines the direction the weapon goes, relative to the disarmed character:
    • 1—Straight ahead
    • 2—Ahead, right
    • 3—Behind, right
    • 4—Straight behind
    • 5—Behind, left
    • 6—Behind, right

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)