Difference between revisions of "Marli"

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(Skills (ranks/stat/misc))
(Notes)
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*Coin: 10s  
 
*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=
 
=Notes=

Revision as of 08:00, 25 March 2010

Marli Meacher Fantasy Craft character for mathey's game.

  • Level 10 Charismatic Rogue & Assassin, 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: +12 (10 Assassin + 2 Dex)
  • BAB: +7 / Melee +8 / Ranged +9
  • Defence: 18 (10 + 6 Assassin + 2 DEX - ? ??? Armor DP)
  • DR: ? (Leather Armor?)
  • Fort: +6 (5 +1 Con) / Ref: +7 (5 +2 Dex) / Will: +7 (5 +2 Wis)
  • Vitality Points: 100 / Wound Points: 12

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: 9 (Panache 8 [+ 3 Appearance; Income 80s] / Prudence 1 [20% savings])
  • Legend: +3
  • Reputation: 10
  • Renown. Heroic: 2. Military: 0. Noble: 0.

Interests:

  • Native Language: ???
  • Study: Home culture
  • Study: Street urchins
  • Study: Nobility
  • Study: Anatomy
  • L6:
  • L10:

Abilities, Feats & Proficiencies

  • Cha: Charming: May improve Disposition of 1 non-adversary NPC by 5. 1/session.
  • Cha: Double Boost: May spend & roll 2 action dice to boost Charisma-based skill checks.
  • Cha: Encouragement: May speak to 1 teammate for 1 min. to get them a +1 morale bonus with saving throws until the end of the current scene. 1/scene.
  • Rog: Ambush Basics Need only 2 rounds to make a Tactics/Ambush check. +1 die sneak attack damage.
  • Rog: Practised sneak If spend action die to boost Sneak and fail, get die back after action resolved. Against multiple targets you only regain the die if the check fails against all of them.
  • Rog: Sharp mind +1 skill point/level
  • Rog: Trap sense You may roll twice when making Reflex saves prompted by security devices and traps, keeping the result you prefer.
  • 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)
  • Ass3/7: Quick on your feet Disguise needs no kit. Mask or Ambush check as free action 2/session
  • Ass4/8: Unspoken name +2 +2 Heroic renown and +2 Intimidate vs. any character who knows about at least one of your previous kills.
  • Ass5/9: Blade practice 1 hrs.' practice for temp. Melee Combat feat 'til end of adventure. 2/adventure.
  • Ass6: Masks ...
  • Ass9: Masks2 ...
  • Ass10: Bald-faced lie 1/session Can lie to anyone - will believe for (Lvl=) 10min. Special character save DC=10+lvl10=20
  • 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 1 = 7/lvl) Max 13 Total (4x7)+10(7)+14 sharp mind = 112

  • Acrobatics* +14 (12/2Dex/0)
  • Athletics* +14 (13/1Str/0)
  • Blend +16 (12/4Cha/0)
  • Bluff +14 (10/4Cha/0)
  • Crafting (???) +1 (0/1Int/0)
  • Disguise +16 (12/4Cha/0)
  • Intimidate +14 (10/4Cha/0)
  • Notice +13 (11/2Wis/0)
  • Prestidigitation +7 (5/2Dex/0)
  • Sense Motive +14 (12/2Wis/0)
  • Tactics +14 (13/1Int/0)
  • Sneak +2 (0/2Dex/0)
  • Haggle +2 (0/2Wis/0)
  • Impress +4 (0/4Cha/0)
  • Investigate +2 (0/2Wis/0)
  • Medicine +1 (0/1Int/0)
  • Resolve +1 (0/1Con/0)
  • Ride +2 (0/2Dex/0)
  • Search +1 (0/1Int/0)

One asterisk = Origin skills

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