Nerhgui

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Basilisk_Hill_Breakdown

Rank

  • Human Fighter 6th Level (male)
  • XP: 50000/64000
  • Alignment: Neutral
  • PC
  • List any titles or holdings: None

Attributes

  • STR: 16 (+2 melee, Open doors 4 in 6) *
  • INT: 9 (Native, Literate) **
  • WIS: 10 ***
  • DEX: 14 (+1 AC, Missle, Initiative)
  • CON: 12
  • CHA: 13 (+1 Reaction, Max 5 Retainers, Loyalty 8)

* (+1 from INT, +1 from WIS, +2 Knack) ** (-2 added +1 to STR) *** ( -2 added +1 STR)

Skills

  • Languages
    • Native
    • Common
  • General Skills
    • Athletics (1)
      • Jumping (STR)(skilled): 8+
      • Acrobatics (DEX)(skilled): 9+
    • Deception (1)
      • Intimidation (STR/CHA)(skilled): 8+/9+
      • Escape Artist (DEX)(skilled): 9+
    • Survival (1)
      • Navigation (INT)(skilled): 10+
      • Wilderness Survival (WIS)(skilled) 10+
    • Riding (2)(stat?)(skilled): 10+
  • Combat Manuvers
    • Forceback (STR)(skilled) 8+
      • the attacker attempts to force their opponent in a direction of the attacker’s choosing. On a
        successful roll their target must either retreat a number of feet equal to the difference between the roll and the target number
        or they take 1⁄2 the damage from a normal attack.
    • Disarm (DEX)(proficient) 14+
      • On a successful attempt the target drops their weapon or shield (attacker’s choice).
        Dropped weapons land a number of feet away equal to the difference between the roll and the target number set by the attacker’s skill.
        If the weapon drops within 5’ of the target they may pick it up during their
        next turn, but the process of doing so imposes a –2 penalty to their AC for the remainder of the round; if more
        than 5’ away they cannot reach their weapon without disengaging from melee.
    • Stun (STR)(proficient) 12+
      • On a successful roll the target automatically acts suffers a –2 penalty to all initiative, attack, and combat maneuver rolls for 1d4 rounds.
  • Class Abilities
    • Cleave once per round, up to a maximum number of times equal to Hit Dice.
    • Once per day automatically negate a single physical attack that would otherwise successfully hit.
      Any effect that is contingent upon the hit – such as paralysis or poison – is also negated.
    • Two-handed melee weapons roll damage with Advantage – rolling twice for damage and taking the better result.
    • Fighting Styles
      • Ranged - +1 bonus to hit when making ranged attacks and may fire into melee with no penalty.
  • Knacks
    • Apprentice Thief
      • Disable 11+
        • This ability is used to pick locks, bypass traps, or figure out how to work complicated mechanical devices.
          It typically takes one turn to perform. This ability is also used to build or set traps.
      • Climb 11+
        • able to automatically scale easy vertical surfaces; trees with an abundance of branches, rough rock walls, etc.
          A roll should only be made when climbing difficult surfaces.
          The character climbs at a speed of 10’ per round.
      • Sneak 11+
        • This ability combines Move Silently and Hide in Shadows.
          When using it the character can move no faster than 1/3 their normal speed.
          A character carrying a light source cannot, obviously, hide in shadows
    • Self-improvement, primary (+2 STR)

Combat

  • AC: (TBD)
  • HP: (TBD)
  • Movement Rate: (TBD)
  • Initiative Modifier: +1
  • Attacks
    • Primary Melee Attack: (TBD)
    • Secondary Melee Attack:(TBD)
    • Primary Ranged Attack:(TBD)
  • Saves:
    • Petrification & Paralysis: 11
    • Poison & Death: 9
    • Blast & Breath: 11
    • Staves & Wands: 10
    • Spells: 13


Equipment

  • Gear, Armor, Weapons: Total Encumbrance. Don't list party treasure here. That's what the ape is for on the front page. This is to keep track of those things that are relatively permanently staying with your character.
    • Then list
    • Those things
    • Individually