Difference between revisions of "Marli"

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(Stats)
Line 8: Line 8:
  
 
=Stats=
 
=Stats=
Start (36 point buy):
 
*STR 12 (4) / DEX 14 (8) / CON 11 (1)
 
*INT 12 (4) / WIS 14 (8) / CHA 15 (11)
 
+1 Cha at level 4
 
*STR 12 (+1) / DEX 14 (+2) / CON 11 (+0)
 
*INT 12 (+1) / WIS 14 (+2) / CHA 16 (+3)
 
+1 Con at level 8
 
*STR 12 (+1) / DEX 14 (+2) / CON 12 (+1)
 
*INT 12 (+1) / WIS 14 (+2) / CHA 16 (+3)
 
+2 Cha (Charismatic)
 
 
*STR 12 (+1) / DEX 14 (+2) / CON 12 (+1)  
 
*STR 12 (+1) / DEX 14 (+2) / CON 12 (+1)  
 
*INT 12 (+1) / WIS 14 (+2) / CHA 18 (+4)
 
*INT 12 (+1) / WIS 14 (+2) / CHA 18 (+4)

Revision as of 13:28, 18 March 2010

Marli Meacher Fantasy Craft character for mathey's game.

  • Origins: ....
  • Level 10 Charismatic Rogue & Assassin 3, XP: 80,000
  • Action dice: 4d6
  • Recent changes to sheet:

Stats

  • STR 12 (+1) / DEX 14 (+2) / CON 12 (+1)
  • INT 12 (+1) / WIS 14 (+2) / CHA 18 (+4)

Combat

  • Init: +2 (0 Priest + 2 Dex)
  • BAB: +1 / Melee +2 / Ranged +3
  • Defence: 13 (10 + 2 Priest + 2 DEX - 1 Leather Armor DP)
  • DR: 1 (Leather Armor)
  • Fort: +2 (1 +1 Con) / Ref: +2 (0 +2 Dex) / Will: +4 (1 +3 Wis)
  • Vitality Points: 10 / Wound Points: 18

Common Attacks/Defences/Actions:

  • Large Scale Glaive +3 To Hit; 1d10 + 1 Damage (+ 1 Str); 19-20; Keen 4, Reach +1; Hard 2
  • Two

Social, Interests & Religion

Social:

  • Lifestyle: x (Panache x [+x Appearance; Income 0 silver] / Prudence 0 [15% savings])
  • Legend: x
  • Reputation: 10
  • Renown. Heroic: 0. Religious: 0. Temporal: 0.

Interests: +3 for level 10

  • Language: Donlar (the native tongue of Old Lil, though he speaks the archaic form)
  • Study: Stone
  • Study: History of the First Empire
  • Study: Unborn
  • Alignment: For Kel Donlar! (Paths from Beauty, Earth, Knowledge & Strength)

Religion:

Abilities, Feats & Proficiencies

  • Cha: Charming
  • Cha: double boost (Cha)
  • Cha: Encouragement
  • Rog: Ambush Basics
  • Rog: Practiced sneak
  • Rog: Sharp mind
  • Rog: Trap sense
  • Ba: Well-rounded:
  • Ba: Beguiling: When taunt standard character, can change standard result for fixation for rounds =15 (Cha). Dmg interrupts
  • Ba: Encouragement: 1/scene Talk to teammate 1 min +1 morale saves
  • Ba: Free Hint: 1/session Free hint from GM or bonus action die
  • Ba: Practised Impress: If use action die to boost Impress but fails, get it back
  • AssC: Heartseeker BAB = character level vs. special characters (& for feats; p. 30)
  • Ass1: Hand of Death Blend or Resolve don't fail if DC =< CL+20 (p.30)
  • Ass2: Cold Read 1/session, free action, ask N=A/Dice Questions about special character (p.30)
  • Ass3:
  • Lvl 1: ...
  • Lvl 3: ...
  • Lvl 6: ...
  • Lvl 9: ...


  • Proficiencies: +4 for level 10 Hurled weapons / Edged weapons (forte) / Blunt weapons (forte)

Skills (ranks/stat/misc)

(6+Int 2 = 8/lvl) Max 13 Total (4x8)+8+8 bonus=48

  • Acrobatics** 5 (5/0Dex/0)
  • Athletics** 5 (5/0Str/0)
  • Bluff* 5 (3/2Cha/0)
  • Crafting (Masonry) 6 (4/2Int/0)
  • Disguise 2 (0/2Cha/0)
  • Haggle 5 (3/2Wis/0)
  • Impress** 7 (5/2Cha/0)
  • Intimidate** 7 (5/2Cha/0)
  • Investigate 7 (5/2Wis/0)
  • Medicine 5 (3/2Int/0)
  • Notice 3 (1/2Wis/0)
  • Resolve* 5 (3/2Con/0)
  • Ride 0 (0/0Dex/0)
  • Search 3 (1/2Int/0)
  • Sense Motive 7 (5/2Wis/0)
  • Tactics 2 (0/2Int/0)

One asterisk = Origin skills / Two = Bonus Sage class skills (gain 2 ranks)


Gear

Loads (as Huge so Str 20): Light < 200 lb / Hvy 201-600 lb / Over > 601 lb

Stake 200s

  • Padded moderate armour, giant, crude [/I] DR1 Cold 5 +2 resistances12lb 25s
  • Shield, tower[/I] 1d6 subdual (-) Giant, Guard +3 12lb 60s (p.177)
  • Throwing spear, Giant, Guard[/I] 1d10 lethal (19-20/16-20 vs. M) hurl, reach +1 20lb 35s

= 120s

  • Iron Hawk Standard +2 Intimidate or Impress 12 lb 40s

=40s

  • Blanket Cold res 4 5lb 4s
  • Canteen 1 lb 5s
  • Pouch (50 coins) 2s
  • 100ft hemp rope 20 lb 12s
  • Stonecutter’s kit 10 lb 15s
  • Doctor’s bag 2lb 20s
  • Oil, 2 pints 2 lb 2s
  • Torches 5 3 lb 2s
  • Bandages 10 uses ½ lb 3s
  • Rations 7 uses 5lb 5s

= 70s!

  • Coin: 10s


Notes

Origins from:

Talent Attributes Benefits

Charismatic +2 Cha Charming, double boost (Cha), encouragement

Striking +2 Cha, –2 Con Celebrated, engaging diversion, natural elegance



Specialty Feat Benefits

Rogue Ambush Basics Practiced sneak, sharp mind, trap sense

Swindler Basic Skill Mastery (Spy) Attribute training (Dex/Cha), beguiling, charming, practiced bluff

Notes