Neuronphaser

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This page will be the home of any campaign information for stuff I'm running.

Forgotten Realms for C&C

Maps

Daggerford

Regional Maps

NPCs

Daggerford

The Authorities

  • Duke Pwyll "Greatshout" Daggerford - human male
  • Lady Bronwyn Daggerford - the Duke's elder sister, a magic-user; human female
  • Lord Llewellyn Longhand - the Duke's master-at-arms, human male

The Dragonback Inn

  • Alian - proprietor; dwarf male
  • Baralea - Alian's girlfriend; dwarf female
  • Sheeba - Alian's pet dire wolf

Player Characters

thirdkingdom - Human Fighter 2

NAME

ALIGNMENT Human gender Fighter 2 [Patron Deity]

XP: 2,001 / Next Level: 4,001

Looks: xxx

Player: thirdkingdom

Attributes:

A P+6 denotes a Prime Attribute. Some races may grant S+2 or similar benefits to an additional Attribute.

  • STR: 17 (+2) P+6
  • DEX: 12 (+0) P+6
  • CON: 12 (+0) P+6
  • INT: 12 (+0)
  • WIS: 6 (-1)
  • CHA: 6 (-1)

Racial / Class Abilities:

  • Weapon Proficiency: Any.
  • Armor Proficiency: Any.
  • Weapon Specialization: Heavy Blade; +1 to hit, +1 damage.
  • xxx
  • xxx

Combat

  • Size: Medium
  • Movement: 30 feet
  • HP: 20
  • Base to Hit bonus: +2

Armor Class

  • Armor Class: 16
  • Overburdened AC: 16
  • Touch AC: 12
  • Grapple AC: 19

Head AC: 16

Bonuses: Str +2, Dex +0, Heavy Shield +2, Scale Mail +4, Chain Mail Coif +4

Weapons:

Weapon Encumbrance Grip Range Attack Damage Critical Traits Notes
Hook Sword (Khopesh) 0.2 1H n/a +5 1d8+3 B/S 19-20/x2 Disarm, Trip n/a
xxx xxx xxx xxx xxx xxx xxx xxx xxx

Gear:

Gear Encumbrance Notes
Hook Sword (Khopesh) 0.2 xxx
Heavy Shield 1 xxx
Scale Mail armor 2.1 xxx
Chain Mail Coif 0.4 xxx
xxx xxx xxx
Total Encumbrance from Gear xxx

Bonds:

  • xxx
  • xxx
  • xxx

Background:

Xxx.

roryb - Human Fighter 2

NAME

ALIGNMENT Human gender Fighter 2 [Patron Deity]

XP: 2,001 / Next Level: 4,001

Looks: xxx

Player: roryb

Attributes:

A P+6 denotes a Prime Attribute. Some races may grant S+2 or similar benefits to an additional Attribute.

  • STR: 14 (+1) P+6
  • DEX: 15 (+1) P+6
  • CON: 13 (+1)
  • INT: 11 (+0)
  • WIS: 15 (+1) P+6
  • CHA: 6 (-1)

Racial / Class Abilities:

  • Weapon Proficiency: Any.
  • Armor Proficiency: Any.
  • Weapon Specialization: Bow; +1 to hit, +1 damage.
  • xxx
  • xxx

Combat

  • Size: Medium
  • Movement: 30 feet
  • HP: 22
  • Base to Hit bonus: +2

Armor Class

  • Armor Class: 15
  • Overburdened AC: 14
  • Touch AC: 14
  • Grapple AC: 17

Head AC: 15

Bonuses: Str +1, Dex +1, Scale Mail +4, Chain Mail Coif +4

Weapons:

Weapon Encumbrance Grip Range Attack Damage Critical Traits Notes
Long Bow 0.2 Missile 100 +4 1d8+1 P x3 Reload Armor Piercing Arrows x20
Ranseur [ron-sir] 0.5 2H n/a +3 1d8+1 P x2 Disarm, Trip, Reach 1, Receive Charge n/a
Scimitar 0.3 1H n/a +3 1d8+1 S 18-20/x2 Light n/a

Gear:

Gear Encumbrance Notes
Long Bow 0.2 xxx
Arrow Piercing Arrows x20 0.2 xxx
Scale Mail armor 2.1 xxx
Chain Mail Coif 0.4 xxx
Ranseur 0.5 xxx
Scimitar 0.3 xxx
Total Encumbrance from Gear xxx

Bonds:

  • xxx
  • xxx
  • xxx

Background:

Xxx.

roryb - Dwarf Fighter 2

NAME

ALIGNMENT Shield Dwarf gender Fighter 2 [Patron Deity]

XP: 2,001 / Next Level: 4,001

Looks: xxx

Player: roryb

Attributes:

A P+6 denotes a Prime Attribute. Some races may grant S+2 or similar benefits to an additional Attribute.

  • STR: 14 (+1) P+6
  • DEX: 9 (+0)
  • CON: 13 (+1) P+6
  • INT: 4 (-2)
  • WIS: 13 (+1)
  • CHA: 9 (+0)

Racial / Class Abilities:

  • Weapon Proficiency: Any.
  • Armor Proficiency: Any.
  • Weapon Specialization: Hammer; +1 to hit, +1 damage.
  • Animosity (Elves): The disparate personalities of dwarves and elves have resulted in eons of misunderstandings, squabbles and even wars between the two races. Dwarves consider elves to be disloyal and untrustworthy partners in war or trade. As a result, dwarves suffer a -2 penalty to charisma checks when dealing with elves to whom they are not closely associated.
  • Deepvision: Ages spent beneath the earth in the dark and quiet places of the world have imbued dwarves with the ability to see in darkness where a human would find it impenetrable. This vision extends up to 120 feet in even the darkest of nights and deepest of tunnels. Colors tend to erode with deepvision, and objects appear in many shades of gray. It is otherwise like normal sight, and dwarves can function well with no light at all. Bright lights, such as from a lantern or other light source, spoil deepvision. A dwarf requires one turn to adjust his or her eyes when a light source is extinguished before gaining full use of deepvision.
  • Determine Depth and Direction: The world beneath mountains and in the deeps of the earth is the natural home of the dwarf. Dwarves can sense their approximate depth underground as naturally as a human can sense which way is up. The dwarf can determine direction underground just as easily.
  • Enmity (Goblins/Orcs): Eternal wars against goblins and orcs have created an undying crucible of hatred for these vile creatures. When in combat against goblins or orcs, this fury and hatred allows dwarves a +1 bonus to hit these creatures. Dwarves have a similar distrust of half-orcs. Dwarves find inter-breeding with goblinoids to be the worst of all sins, and their powerful antipathy towards pure goblinoids negatively affects dwarven relations with half-orcs. Dwarves suffer a -4 to charisma checks when interacting with half-orcs, goblins and orcs.
  • Defensive Expertise (Giants): Long regarded as a food source by many giants, dwarves have developed considerable expertise in fighting them. Combined with their small size, this tactical expertise allows dwarves to offer resistance to the powerful giants. When fighting giants or ogres, dwarves receive a +4 bonus to armor class.
  • Resistant to Arcane Magic: As unshakeable as granite or iron, dwarves are particularly resistant to arcane magic. They receive a +3 bonus to all saving throws against arcane spells and spell-like effects.
  • Resistant to Fear: Dwarven loyalty, duty, stubbornness and honor lend them courage where other races might falter. Dwarves receive a +2 bonus to all saving throws against fear.
  • Resistant to Poisons (Con): Dwarves are imbued with great constitutional fortitude. Poisons that might fell a normal human are less likely to affect a dwarf. Dwarves receive a +2 bonus to all poison saving throws.
  • Stonecraft (Wis): Dwarves spend much of their lives carving halls, castles and underground fortresses out of solid rock, so they possess an extensive knowledge of stoneworking and construction. They possess almost a sixth sense in this regard which gives them various bonuses and abilities. Dwarves are capable of spotting unusual or unique construction or stonework features including new construction, unfamiliar architecture, sliding walls, stonework traps, unsafe stone surfaces, unstable ceilings and secret or concealed doorways constructed or disguised as stone. A dwarf passing within 10 feet of one of these features is entitled to a wisdom check at +2 to recognize the feature, as if actively looking for it. Should a dwarf actively search for these features, the bonus to the wisdom check is +4. When examining a feature, a successful wisdom check reveals other bits of knowledge, such as which race created the feature, its approximate age, and if applicable, the approximate value of a stone or metal object.

Combat

  • Size: Small
  • Movement: 20 feet
  • HP: 22
  • Base to Hit bonus: +2

Armor Class

  • Armor Class: 16
  • Overburdened AC: 16
  • Touch AC: 12
  • Grapple AC: 18

Head AC: 16

Bonuses: Str +1, Dex +0, Heavy Shield +2, Scale Mail +4, Chain Mail Coif +4

Weapons:

Weapon Encumbrance Grip Range Attack Damage Critical Traits Notes
Warhammer 0.4 Versatile n/a +4 1d8+2 B (2H: 1d10+2) x2 Shield Breaker n/a
xxx xxx xxx xxx xxx xxx xxx xxx xxx
xxx xxx xxx xxx xxx xxx xxx xxx xxx

Gear:

Gear Encumbrance Notes
Warhammer 0.4 xxx
Heavy Shield 1 xxx
Scale Mail armor 2.1 xxx
Chain Mail Coif 0.4 xxx
xxx xxx xxx
xxx xxx xxx
xxx xxx xxx
xxx xxx xxx
xxx xxx xxx
Total Encumbrance from Gear xxx

Bonds:

  • xxx
  • xxx
  • xxx

Background:

Xxx.

roryb - Dwarf Cleric 2

NAME

ALIGNMENT Shield Dwarf gender Cleric 2 [Patron Deity]

XP: 2,251 / Next Level: 5,001

Looks: xxx

Player: roryb

Attributes:

A P+6 denotes a Prime Attribute. Some races may grant S+2 or similar benefits to an additional Attribute.

  • STR: 12 (+0) P+6
  • DEX: 10 (+0)
  • CON: 18 (+3)
  • INT: 8 (-1)
  • WIS: 14 (+1) P+6
  • CHA: 13 (+1)

Racial / Class Abilities:

  • Weapon Proficiency: Special, club, crowbill hammer, dagger, light or heavy flail, light hammer, light or heavy mace, morningstar, quarterstaff, war hammer.
  • Armor Proficiency: Any.
  • Turn Undead (Wis): A cleric has the ability to turn, or even destroy, undead monsters. To turn undead, a cleric must declare the attempt as an attack and then make a successful wisdom attribute check. The character must display a holy symbol toward the undead and utter a prayer, chant or other invocation of the character’s deity. Turn undead is considered a special attack and takes one round. Turn undead has a maximum range of 60 feet. Turning undead consists of channelling divine power. The ability to channel divine power is measured by the cleric’s own willpower. Accordingly, charisma, not wisdom, affects the number of undead creatures that are turned with a successful turn undead check. In most cases, the number of undead turned will be 1d12 plus the cleric’s charisma modifier. When a cleric is five or more levels higher than the undead being turned, the undead are instead destroyed. Evil clerics may, instead of turning undead, control them. An evil cleric must be at least five levels higher than the hit dice of the undead sought to be controlled. Evil clerics can also turn paladins.
  • Prayerbook: The number of spells that a cleric has in their prayerbook at the beginning of play is equal to the number of spells they can cast at first level.
  • Animosity (Elves): The disparate personalities of dwarves and elves have resulted in eons of misunderstandings, squabbles and even wars between the two races. Dwarves consider elves to be disloyal and untrustworthy partners in war or trade. As a result, dwarves suffer a -2 penalty to charisma checks when dealing with elves to whom they are not closely associated.
  • Deepvision: Ages spent beneath the earth in the dark and quiet places of the world have imbued dwarves with the ability to see in darkness where a human would find it impenetrable. This vision extends up to 120 feet in even the darkest of nights and deepest of tunnels. Colors tend to erode with deepvision, and objects appear in many shades of gray. It is otherwise like normal sight, and dwarves can function well with no light at all. Bright lights, such as from a lantern or other light source, spoil deepvision. A dwarf requires one turn to adjust his or her eyes when a light source is extinguished before gaining full use of deepvision.
  • Determine Depth and Direction: The world beneath mountains and in the deeps of the earth is the natural home of the dwarf. Dwarves can sense their approximate depth underground as naturally as a human can sense which way is up. The dwarf can determine direction underground just as easily.
  • Enmity (Goblins/Orcs): Eternal wars against goblins and orcs have created an undying crucible of hatred for these vile creatures. When in combat against goblins or orcs, this fury and hatred allows dwarves a +1 bonus to hit these creatures. Dwarves have a similar distrust of half-orcs. Dwarves find inter-breeding with goblinoids to be the worst of all sins, and their powerful antipathy towards pure goblinoids negatively affects dwarven relations with half-orcs. Dwarves suffer a -4 to charisma checks when interacting with half-orcs, goblins and orcs.
  • Defensive Expertise (Giants): Long regarded as a food source by many giants, dwarves have developed considerable expertise in fighting them. Combined with their small size, this tactical expertise allows dwarves to offer resistance to the powerful giants. When fighting giants or ogres, dwarves receive a +4 bonus to armor class.
  • Resistant to Arcane Magic: As unshakeable as granite or iron, dwarves are particularly resistant to arcane magic. They receive a +3 bonus to all saving throws against arcane spells and spell-like effects.
  • Resistant to Fear: Dwarven loyalty, duty, stubbornness and honor lend them courage where other races might falter. Dwarves receive a +2 bonus to all saving throws against fear.
  • Resistant to Poisons (Con): Dwarves are imbued with great constitutional fortitude. Poisons that might fell a normal human are less likely to affect a dwarf. Dwarves receive a +2 bonus to all poison saving throws.
  • Stonecraft (Wis): Dwarves spend much of their lives carving halls, castles and underground fortresses out of solid rock, so they possess an extensive knowledge of stoneworking and construction. They possess almost a sixth sense in this regard which gives them various bonuses and abilities. Dwarves are capable of spotting unusual or unique construction or stonework features including new construction, unfamiliar architecture, sliding walls, stonework traps, unsafe stone surfaces, unstable ceilings and secret or concealed doorways constructed or disguised as stone. A dwarf passing within 10 feet of one of these features is entitled to a wisdom check at +2 to recognize the feature, as if actively looking for it. Should a dwarf actively search for these features, the bonus to the wisdom check is +4. When examining a feature, a successful wisdom check reveals other bits of knowledge, such as which race created the feature, its approximate age, and if applicable, the approximate value of a stone or metal object.

Combat

  • Size: Small
  • Movement: 20 feet
  • HP: 22
  • Base to Hit bonus: +1

Armor Class

  • Armor Class: 16
  • Overburdened AC: 16
  • Touch AC: 12
  • Grapple AC: 17

Head AC: 16

Bonuses: Str +0, Dex +0, Heavy Shield +2, Scale Mail +4, Chain Mail Coif +4

Weapons:

Weapon Encumbrance Grip Range Attack Damage Critical Traits Notes
Warhammer 0.4 Versatile n/a +1 1d8 B (2H: 1d10) x2 Shield Breaker n/a
xxx xxx xxx xxx xxx xxx xxx xxx xxx
xxx xxx xxx xxx xxx xxx xxx xxx xxx

Gear:

Gear Encumbrance Notes
Warhammer 0.4 xxx
Heavy Shield 1 xxx
Scale Mail armor 2.1 xxx
Chain Mail Coif 0.4 xxx
xxx xxx xxx
xxx xxx xxx
xxx xxx xxx
xxx xxx xxx
xxx xxx xxx
Total Encumbrance from Gear xxx

Spells:

  • Bonus spells: 1st-level x1. These are factored into the #/day noted below.
  • Orisons (4/day): xxx, xxx, xxx, xxx
  • 1st-level (3/day): xxx, xxx, xxx

Bonds:

  • xxx
  • xxx
  • xxx

Background:

Xxx.

Phantom Grunweasel - Human Rogue 2

Thalia

ALIGNMENT Human female Rogue 2 [Patron Deity]

XP: 1,251 / Next Level: 2,501

Looks: xxx

Player: Phantom Grunweasel

Attributes:

A P+6 denotes a Prime Attribute. Some races may grant S+2 or similar benefits to an additional Attribute.

  • STR: 11 (+0)
  • DEX: 17 (+2) P+6
  • CON: 12 (+0) P+6
  • INT: 15 (+1) P+6
  • WIS: 12 (+0)
  • CHA: 11 (+0)

Racial / Class Abilities:

  • Weapon Proficiency: Blowpipe, broadsword, cat-o-nine-tails, cestus, club, dagger, dart, light hammer, hand axe, hand crossbow, javelin, knife, light crossbow, longsword, mace, quarterstaff, rapier, sap, shortbow, short sword, sickle, spiked gauntlet, sling, whip.
  • Armor Proficiency: Leather armor, leather coat, and padded (see special armor rules for Rogue).
  • Back Attack: A rogue able to attack an opponent from the rear and who is unaware of the rogue’s presence, gains a bonus to hit and to damage. To catch an opponent unaware, a rogue must make a successful move silently check to sneak up behind the foe, or make a successful hide check while behind the opponent. A rogue that succeeds in one or the other of these can make a back attack at a +4 bonus to hit. A successful hit inflicts double the normal damage. When making a back attack, a rogue must use a close-quarters melee weapon. This weapon must be shorter than the character’s arm. A rogue can only back attack living creatures that have a discernible anatomy. The rogue must be able to see the target well enough to pick out a vital spot, and then must be able to reach it. As the rogue gains experience, the damage inflicted increases. At 5th level, a back attack deals triple damage, and at 9th level a back attack inflicts quadruple damage. A back attack cannot be combined with the sneak attack ability. (This ability is affected by wearing armor not on the armor list for the rogue.)
  • Cant: Rogues often use a street language known only to those in the trade, called cant. Code words, hand signals, demeanor, and other signs comprise the cant. The cant can be used to convey complex ideas. The language may vary to some degree both geographically and culturally, making cants unique to each region, city, or even within a city. (This ability is affected by wearing armor not on the armor list for the rogue.)
  • Climb (Dex): This extraordinary ability allows a rogue to climb up, down, or across a slope, wall, steep incline (even a ceiling with handholds), or unusually angled natural or man made slope or incline that others would find impossible to climb. When doing so, the rogue moves at one-half the character’s normal speed. A failed climb check means that the character makes no progress. A check that fails by 5 or more means that the character falls from the currently attained height, and must suffer falling damage. Rogues can not carry anything in their hands while climbing. When climbing typical natural slopes and man made inclines, such as a cliff faces or steep steps, a rogue does not need to make an attribute check to climb the surface. (This ability is affected by wearing armor not on the armor list for the rogue.)
  • Decipher Script (Int): This ability allows a rogue to decipher writing in an unfamiliar language, a message written in an incomplete or archaic form or a message written in code. If the check succeeds, the character understands the general content of a piece of writing. It takes 2d8 turns to decipher each page of a script. The attempt may be made only once per writing. A rogue may use this ability to decipher arcane script if a successful check is made at a penalty of -10. This ability may not be used to decipher divine scrolls.
  • Hide (Dex): Rogues use this ability to conceal themselves from others. A successful check means that the rogue is hidden so well as to be almost invisible. The rogue can move up to one-half normal speed and remain hidden. Hide checks suffer no penalty in this circumstance. At more than one-half and up to full speed, the character suffers a -5 penalty to the check to remain hidden. It’s practically impossible (-20 penalty) to hide while running or charging. If the character is being observed, even casually, they cannot hide. If observers are momentarily distracted, though, the character can attempt to hide. While the observer averts its attention from the character, the character can attempt to get to a hiding place. This check, however, is at a –10 penalty because the character has to move quickly to the hiding place. A rogue cannot hide if there is nothing to hide behind or conceal oneself with. Deep shadows can count as concealment at the Castle Keeper’s discretion. Rogues cannot hide and move silently at the same time until they reach 3rd level. At this level and beyond, a rogue can attempt both but must make a successful conceal and move silent check at-5. In this case, movement is reduced to one quarter the normal movement rate. (This ability is affected by wearing armor not on the armor list for the rogue.)
  • Listen (Wis): A rogue can use this ability to listen intently and hear noises that others might not detect, even through an obstacle such as a door. Generally, a successful check indicates that the rogue has detected some sort of noise. Success indicates the rogue can hear soft sounds, like a whisper or cat stalking, while outside or in the open and up to a range of 30 feet. It also indicates success if the rogue is listening for sounds on the other side of a door, but the rogue must be adjacent to the door. However, exactly what is heard is up to the Castle Keeper’s discretion as each case is unique. If listening through a stone wall, the rogue suffers a -10 penalty to the check. For other materials, vary the penalty as appropriate. A rogue can retry this ability once a round. Only wearing a metal or large helmet affects this ability negatively.
  • Move Silently (Dex): This ability allows a rogue to move so silently that others cannot hear the movement. The rogue can use this ability both indoors and outdoors. A rogue can move up to one-half the character’s normal speed at no penalty. At more than one-half and up to the character’s full speed, the character suffers a -5 penalty. It’s practically impossible (-20 penalty) to move silently while running or charging. To move silently and hide, see the hide ability. (This ability is affected by wearing armor not on the armor list for the rogue.)
  • Open Lock (Dex): A rogue can use this ability to open any sort of mechanical lock that would normally require a key to open. A successful check indicates the lock has been opened. This ability requires the use of a set of rogue’s tools, including picks, blank keys, wires or other appropriate tools. A rogue may only make one attempt per lock. If that attempt fails, the rogue cannot try to open the same lock again until gaining one more level as it is beyond the current ability of the rogue to pick it. Only wearing a metal or large gloves affects this ability negatively.
  • Pick Pocket (Dex): A rogue can use this ability, on a successful dexterity check, to remove the contents of a pocket or pouch (or otherwise take something from a person) without being noticed. Success may require the rogue to cut the purse or pouch from the target. A penalty to check is equal to the level or hit dice of the targeted victim. This ability also allows the rogue to perform “sleight of hand” maneuvers. A successful dexterity check indicates the rogue has hidden or moved an item in such a manner so that observers are not aware of where the item has been hidden. Such typical maneuvers are hiding a coin, sliding a card up a sleeve, performing the shell game, and the like. A penalty to the check may be applied if there is an observer present that is determined to note where an item is moved. This penalty is equal to the wisdom attribute bonus for the observer. (This ability is affected by wearing armor not on the armor list for the rogue.)
  • Traps (Int): A rogue may use this ability in three manners: finding, disabling or setting traps. Each use requires a separate attribute check and each check may be made only once in a given circumstance. The player must also describe how the actions are being performed to use this ability. To find a trap, a rogue spends time intently studying and searching an area to deduce possible trap locations. It takes one round to locate a trap in a specific area such as a lock or a doorknob, and one turn to locate a trap in a 10 by 10 foot area. A successful check indicates the rogue finds one trap, if any are present. The trap discovered is the simplest or most obvious trap in the area. If multiple traps are in an area, multiple successful checks are required to find them all. A rogue can find magical traps with this ability, although it may be much more difficult than finding mundane traps. The Castle Keeper determines any penalties to the check basing those penalties on the level or hit dice of those who set them. To disable a trap, a rogue must first know its location. Once a trap is located, a successful check means the rogue has disarmed the trap. The attempt can only be made once and failure indicates that the rogue set off the trap. A rogue can disarm a magic trap, although it may be much more difficult than disarming a mundane trap. In most cases, rogue’s tools are needed to disarm a trap. Generally, it takes 1d4 rounds to disarm a trap, depending on its complexity. To set a trap, or to reset a previously disabled trap, a rogue must make a successful traps check. If a rogue is resetting a trap that was previously disabled, the rogue gains a +5 bonus to the check. The amount of time required to set or reset a trap depends on the complexity of the trap, typically taking 1d4 rounds. Locating traps is not affected by the armor worn. However, disabling and setting traps is affected by wearing armor not on the armor list for the rogue.

Combat

  • Size: Medium
  • Movement: 30 feet
  • HP: 12
  • Base to Hit bonus: +1

Armor Class

  • Armor Class: 14
  • Overburdened AC: 12
  • Touch AC: 12
  • Grapple AC: 17

Head AC: 13

Bonuses: Str +0, Dex +2, Leather Armor +2, Leather Coif +1

Weapons:

Weapon Encumbrance Grip Range Attack Damage Critical Traits Notes
Shortsword 0.1 1H n/a +3 1d6 P/S 19-20/x2 Finesse, Light n/a
Light Crossbow 0.3 Missile 80 +3 1d8 P 19-20/x2 Reload Bolts x12
xxx xxx xxx xxx xxx xxx xxx xxx xxx

Gear:

Gear Encumbrance Notes
Leather Armor 1 xxx
Leather Coif 0.1 xxx
Shortsword 0.1 xxx
Light Crossbow 0.3 xxx
Bolts, Standard x12 0.1 xxx
xxx xxx xxx
Total Encumbrance from Gear xxx

Bonds:

NPCs

  • The Dragonback Inn (Daggerford, #118) - Alian (dwarf male), his girlfriend Baralea (dwarf female), and his pet Sheeba (dire wolf).

Background:

Ever since she was a child, Thalia was known for her curiosity, her inquisitiveness -her nosiness, as some hostile observers put it. She was the waifish daughter of the landlord of one of Daggerford's inns, and she would assail guests with a barrage of questions: where had they come from? How had they travelled? How long had the journey taken? Where were they going? What would they do when they got there? When would they go home? If their answers were brusque or evasive, she'd take further steps to satisfy her curiosity -shadowing them about town, eavesdropping on their conversations, sometimes even slipping into their rooms during the day and looking through their private papers.

Whenever her parents caught her about this, they'd box her ears but soon her habits caught the attention of other travellers -traders, rogues and adventurers travelling south from Waterdeep or north from Baldur's Gate. Noticing Thalia's bright, observant and insatiably curious nature, they put her talents to use -ferreting out secrets and gossip about town and amongst their fellow travellers, and rewarding each titbit with a few pieces of silver. Soon, Thalia was earning an impressive allowance with her light feet, open eyes and listening ears.

In the years since then, she's grown up. Thalia has long dreamed of leaving town with likeminded companions, of becoming a mysterious, dangerous woman of the world and travelling to far-away places and using her wits to secure vast fortunes and dark secrets as an adventurer. For the moment, though, she's employed by the Daggerford militia. She's in an ideal position, due to both her family connections and her own private pursuits, to keep the militia informed about suspicious people moving in and out of Daggerford and to keep them abreast of developments in the Sword Coast underworld that might lead to trouble in town.

TigerWolfe - Ghostwise Halfling Ranger/Rogue 2

NAME

ALIGNMENT Ghostwise Halfling gender Ranger/Rogue 2 [Patron Deity]

  • Character Level 2; Rogue Class Abilities act as if 1/2 Character Level (rounded down; currently Level 1).

XP: 3,163 / Next Level: 6,326

Looks: xxx

Player: TigerWolfe

Attributes:

A P+6 denotes a Prime Attribute. Some races may grant S+2 or similar benefits to an additional Attribute.

  • STR: 12 (+1) P+6
  • DEX: 16 (+2) P+6
  • CON: 7 (-1)
  • INT: 14 (+1)
  • WIS: 10 (+0)
  • CHA: 9 (+0)

Racial / Class Abilities:

  • Weapon Proficiency: Any.
  • Armor Proficiency: Leather armor, leather coat, and padded (see special armor rules for Rogue).
  • Fearless: Halflings, for the most part, lead sequestered lives and are often considered naive. This is not entirely accurate; halflings are not raised with fears and trepidation imparted to them by myth and fancy, but are reared on tales of self-dependence and the overcoming of life’s many hurdles. For either or both reasons, halflings possess stout hearts and are not easily frightened, even in dire circumstances. This trait imparts a +2 bonus on all saving throws against fear.
  • Hide (Dex): Halflings are practised at avoiding the prying eyes of others in outdoor settings. A successful check allows the halfling to hide making him or her almost invisible. If a halfling decides to move while attempting to remain concealed, he or she can still hide, but will suffer a penalty to the check. At up to one-half their movement rate, halflings suffer a -5 penalty to the check. At one-half their normal movement rate to full speed, they suffer a -10 to the check. It is impossible for a halfling to move faster than normal speed while hiding. If the halfling is being observed, even casually, the character cannot hide. If the observers are momentarily distracted, however, the halfling can attempt to hide. This check, however, has a -10 penalty because the character has to move quickly into hiding.
  • Move Silently (Dex): Halflings, being naturally small and dexterous, can move as quietly as a breeze upon a summer morn. With a successful dexterity check, halflings can move silently. They can move up to one-half their normal movement rate with no penalty to this check. For moving at one-half of their normal rate up to the character’s full speed, the character suffers a -5 penalty to the check. It’s practically impossible to move silently while running or charging, so this type of action incurs a -20 to the check.
  • Duskvision: Halflings, with their large and piercing eyes, can see in starlight and moonlight just as a human can at dusk. They retain the ability to distinguish color and some detail under these conditions, though everything is cast in shadows. They have no enhanced vision underground, in torchlight, or under similar conditions of poor illumination.
  • Speak without Sound: A ghostwise halfling can communicate telepathically with any creature within 20 feet just as if speaking with it; he must share a common language.
  • Ranger Modifiers: +2 conceal, +2 move silent
  • Rogue Modifiers: +2 hide, +2 move silent

Ranger Abilities

  • Combat Marauder: Rangers possess an extraordinary ability to combat their most common foes, humanoids and giants, due to intense training and study of their enemy’s fighting techniques. When fighting humanoids (bugbears, gnolls, goblins, hobgoblins, kobolds, orcs and the like) or giants (giants, ogres and the like), a ranger inflicts extra damage. This damage bonus is +1 at first level, with an additional +1 gained at every level beyond first. For example, a 5th level ranger would inflict an additional 5 hp of damage for each successful hit against a humanoid or giant. The use of this ability is dependent upon the armor worn. Wearing armors other than those allowed reduces the ranger’s mobility and swiftness of arm such that he cannot effectively use this ability.
  • Conceal (Dex): Rangers can conceal themselves extremely well in wilderness areas. With a successful dexterity check, rangers can camouflage themselves so well as to be unnoticeable by most passers-by. Rangers cannot conceal themselves and move silently at the same time until they reach 5th level. At this level and beyond, a ranger can attempt both but must make a successful conceal and move silent check at -5. In this case, movement is reduced to one quarter the normal movement rate. Rangers cannot conceal themselves if being observed, even casually, before the conceal check is attempted. If the observer is momentarily distracted, the ranger can attempt to use this ability. While the observer averts its attention, the character can attempt to get to a hiding place of some kind. The attribute check, however, is at a -10 penalty because the character has to move quickly to the hiding place. This ability cannot be used if armors other than those allowed are worn.
  • Delay / Neutralize Poison (Wis): A knowledge of flora and fauna enables a ranger to identify dangerous toxins and their symptoms, and rangers can apply remedies to slow or even nullify their effects. This ability can only be used with natural poisons (animals, plants, fungus, etc.) familiar to the ranger – usually those found in the region where the ranger spends most of their time, be it forest, desert or mountain. The only manufactured poisons with which a ranger is familiar are those produced by their favored enemy (see below). To succeed at this task, the ranger must have access to herbs and antidotes. The Castle Keeper must decide if the herbs are available or antidotes can be produced. On a successful delay poison roll, the ranger can temporarily delay the effect of poisons. The onset or continuation of the effects of the poison are delayed for one hour per level of the ranger. This does not cure any damage the poison may have already caused. It takes one round to perform this action and the ranger may make only one attempt at this task. If the delay poison roll exceeds the total score needed for success by 6 or more, the ranger has successfully neutralized the poison in the victim. The afflicted creature suffers no additional damage or effect from the poison, and any temporary effects are ended, but the neutralization of the poison does not reverse any damage or effects that have already occurred.
  • Move Silently (Dex): The ranger is able to move silently in wilderness areas with a successful dexterity check. The ranger can move up to one-half the character’s normal speed at no penalty. At more than one-half and up to the character’s full speed, the character suffers a -5 penalty. It’s practically impossible (-20 penalty) to move silently while running or charging. Rangers cannot perform this ability indoors. See conceal above for information on moving silently while attempting to conceal oneself. This ability cannot be used if armors other than those allowed are worn.
  • Scale (Dex): This extraordinary ability allows a ranger to climb up, down, or across a dangerous natural slope or inverted incline that others would find impossible to climb. When doing so, the ranger moves at one-half the character’s normal speed. A failed scale check means that the character makes no progress. A check that fails by 5 or more means that the character falls from the currently attained height and must suffer falling damage. Nothing can be carried in the ranger’s hands while climbing. When climbing typical natural slopes and inclines, such as steep but rocky hillsides, a ranger need not make an attribute check to scale the surface. This ability cannot be used if armors other than those allowed are worn.
  • Traps (Wis): A ranger is able to detect and build simple traps in a wilderness environment. When passing within 25 feet of a wilderness trap, a ranger is entitled to an attribute check to spot it. When actively searching for traps, the ranger receives a +2 bonus to the check. It takes one round to locate a trap in a 5 x 5 foot area, or one turn spent searching to locate a trap in a 25 x 25 foot area. A ranger cannot find magical traps with this ability. A ranger can set simple traps in a wilderness environment. These include snares, pit traps and similar devices. Rangers cannot set complicated mechanical traps such as those found on treasure chests or on doorways. On a successful traps check, the ranger successfully builds and conceals a snare or pit trap. Snares can capture and hold creatures of up to medium height, and pit traps can be dug to deliver 1d4 points of damage (halved if the creature falling in it makes a successful dexterity saving throw). Rangers can also disable simple wilderness traps (of any type they can build) with little or no effort. No traps check need be made to do this.
  • Survival (Wis): In wilderness environments, rangers can provide shelter for themselves and others, and can provide decent food and water for several people, all without the need for an attribute check unless it is a large number of people. The ranger can forage and hunt for food and water. The ranger must spend 8 hours hunting and gathering to produce enough food and water to feed 2-8 people for a day. If the ranger wishes to feed or shelter a larger group of people than the die indicate, a successful wisdom check is necessary. If successful, the ranger must spend an additional 8 hours gathering food to feed and water an additional 2-8 people. This additional effort allows the ranger to gather food and water for up to 4-16 creatures. The ranger can only hunt and forage for food twice per day. In addition to the ability to provide food and shelter in the wilds, a ranger can automatically determine where true north lies in relation to the character in normal wilderness environments.
  • Track (Wis): The ranger can successfully track any creature in a wilderness setting that leaves a discernable trace. They can also determine characteristics about the creature being tracked. With a successful wisdom check, a ranger can find and follow a creature’s tracks or trail for 5 hours. The ranger can also hide tracks at the same level of ability. When tracking or hiding tracks from humanoids or giants, a ranger receives a +2 bonus to the attribute check. The Castle Keeper may apply bonuses or penalties for varying conditions, such as the length of time elapsed since the tracks were made, weather conditions, the number of creatures tracked and whether the tracked creature moved through water or a secret door. A successful track check may also impart information about the creature(s) being tracked. Once a trail is found, a track check can determine the general number and type of creatures being tracked. The number of creatures tracked should be disclosed to the player by using one of the following categories: individuals (1-6), band (6-30), troop (20-100), or army (100+), and also one from the following categories: beast, fey, giant, humanoid, plant, vermin, or other (aberration, construct, dragon, elemental, magical beast, ooze, outsider, shapechanger, or undead). For many creatures, the ranger can not identify its exact type; only that it is a creature of such nature until some experience has been gained tracking it. A ranger can identify specific animal tracks with no effort. After having tracked a particular type of creature several times, the ranger can later identify its tracks.

Rogue Abilities

  • Back Attack: A rogue able to attack an opponent from the rear and who is unaware of the rogue’s presence, gains a bonus to hit and to damage. To catch an opponent unaware, a rogue must make a successful move silently check to sneak up behind the foe, or make a successful hide check while behind the opponent. A rogue that succeeds in one or the other of these can make a back attack at a +4 bonus to hit. A successful hit inflicts double the normal damage. When making a back attack, a rogue must use a close-quarters melee weapon. This weapon must be shorter than the character’s arm. A rogue can only back attack living creatures that have a discernible anatomy. The rogue must be able to see the target well enough to pick out a vital spot, and then must be able to reach it. As the rogue gains experience, the damage inflicted increases. At 5th level, a back attack deals triple damage, and at 9th level a back attack inflicts quadruple damage. A back attack cannot be combined with the sneak attack ability. (This ability is affected by wearing armor not on the armor list for the rogue.)
  • Cant: Rogues often use a street language known only to those in the trade, called cant. Code words, hand signals, demeanor, and other signs comprise the cant. The cant can be used to convey complex ideas. The language may vary to some degree both geographically and culturally, making cants unique to each region, city, or even within a city. (This ability is affected by wearing armor not on the armor list for the rogue.)
  • Climb (Dex): This extraordinary ability allows a rogue to climb up, down, or across a slope, wall, steep incline (even a ceiling with handholds), or unusually angled natural or man made slope or incline that others would find impossible to climb. When doing so, the rogue moves at one-half the character’s normal speed. A failed climb check means that the character makes no progress. A check that fails by 5 or more means that the character falls from the currently attained height, and must suffer falling damage. Rogues can not carry anything in their hands while climbing. When climbing typical natural slopes and man made inclines, such as a cliff faces or steep steps, a rogue does not need to make an attribute check to climb the surface. (This ability is affected by wearing armor not on the armor list for the rogue.)
  • Decipher Script (Int): This ability allows a rogue to decipher writing in an unfamiliar language, a message written in an incomplete or archaic form or a message written in code. If the check succeeds, the character understands the general content of a piece of writing. It takes 2d8 turns to decipher each page of a script. The attempt may be made only once per writing. A rogue may use this ability to decipher arcane script if a successful check is made at a penalty of -10. This ability may not be used to decipher divine scrolls.
  • Hide (Dex): Rogues use this ability to conceal themselves from others. A successful check means that the rogue is hidden so well as to be almost invisible. The rogue can move up to one-half normal speed and remain hidden. Hide checks suffer no penalty in this circumstance. At more than one-half and up to full speed, the character suffers a -5 penalty to the check to remain hidden. It’s practically impossible (-20 penalty) to hide while running or charging. If the character is being observed, even casually, they cannot hide. If observers are momentarily distracted, though, the character can attempt to hide. While the observer averts its attention from the character, the character can attempt to get to a hiding place. This check, however, is at a –10 penalty because the character has to move quickly to the hiding place. A rogue cannot hide if there is nothing to hide behind or conceal oneself with. Deep shadows can count as concealment at the Castle Keeper’s discretion. Rogues cannot hide and move silently at the same time until they reach 3rd level. At this level and beyond, a rogue can attempt both but must make a successful conceal and move silent check at-5. In this case, movement is reduced to one quarter the normal movement rate. (This ability is affected by wearing armor not on the armor list for the rogue.)
  • Listen (Wis): A rogue can use this ability to listen intently and hear noises that others might not detect, even through an obstacle such as a door. Generally, a successful check indicates that the rogue has detected some sort of noise. Success indicates the rogue can hear soft sounds, like a whisper or cat stalking, while outside or in the open and up to a range of 30 feet. It also indicates success if the rogue is listening for sounds on the other side of a door, but the rogue must be adjacent to the door. However, exactly what is heard is up to the Castle Keeper’s discretion as each case is unique. If listening through a stone wall, the rogue suffers a -10 penalty to the check. For other materials, vary the penalty as appropriate. A rogue can retry this ability once a round. Only wearing a metal or large helmet affects this ability negatively.
  • Move Silently (Dex): This ability allows a rogue to move so silently that others cannot hear the movement. The rogue can use this ability both indoors and outdoors. A rogue can move up to one-half the character’s normal speed at no penalty. At more than one-half and up to the character’s full speed, the character suffers a -5 penalty. It’s practically impossible (-20 penalty) to move silently while running or charging. To move silently and hide, see the hide ability. (This ability is affected by wearing armor not on the armor list for the rogue.)
  • Open Lock (Dex): A rogue can use this ability to open any sort of mechanical lock that would normally require a key to open. A successful check indicates the lock has been opened. This ability requires the use of a set of rogue’s tools, including picks, blank keys, wires or other appropriate tools. A rogue may only make one attempt per lock. If that attempt fails, the rogue cannot try to open the same lock again until gaining one more level as it is beyond the current ability of the rogue to pick it. Only wearing a metal or large gloves affects this ability negatively.
  • Pick Pocket (Dex): A rogue can use this ability, on a successful dexterity check, to remove the contents of a pocket or pouch (or otherwise take something from a person) without being noticed. Success may require the rogue to cut the purse or pouch from the target. A penalty to check is equal to the level or hit dice of the targeted victim. This ability also allows the rogue to perform “sleight of hand” maneuvers. A successful dexterity check indicates the rogue has hidden or moved an item in such a manner so that observers are not aware of where the item has been hidden. Such typical maneuvers are hiding a coin, sliding a card up a sleeve, performing the shell game, and the like. A penalty to the check may be applied if there is an observer present that is determined to note where an item is moved. This penalty is equal to the wisdom attribute bonus for the observer. (This ability is affected by wearing armor not on the armor list for the rogue.)
  • Traps (Int): A rogue may use this ability in three manners: finding, disabling or setting traps. Each use requires a separate attribute check and each check may be made only once in a given circumstance. The player must also describe how the actions are being performed to use this ability. To find a trap, a rogue spends time intently studying and searching an area to deduce possible trap locations. It takes one round to locate a trap in a specific area such as a lock or a doorknob, and one turn to locate a trap in a 10 by 10 foot area. A successful check indicates the rogue finds one trap, if any are present. The trap discovered is the simplest or most obvious trap in the area. If multiple traps are in an area, multiple successful checks are required to find them all. A rogue can find magical traps with this ability, although it may be much more difficult than finding mundane traps. The Castle Keeper determines any penalties to the check basing those penalties on the level or hit dice of those who set them. To disable a trap, a rogue must first know its location. Once a trap is located, a successful check means the rogue has disarmed the trap. The attempt can only be made once and failure indicates that the rogue set off the trap. A rogue can disarm a magic trap, although it may be much more difficult than disarming a mundane trap. In most cases, rogue’s tools are needed to disarm a trap. Generally, it takes 1d4 rounds to disarm a trap, depending on its complexity. To set a trap, or to reset a previously disabled trap, a rogue must make a successful traps check. If a rogue is resetting a trap that was previously disabled, the rogue gains a +5 bonus to the check. The amount of time required to set or reset a trap depends on the complexity of the trap, typically taking 1d4 rounds. Locating traps is not affected by the armor worn. However, disabling and setting traps is affected by wearing armor not on the armor list for the rogue.

Combat

  • Size: Small
  • Movement: 20 feet
  • HP: 14
  • Base to Hit bonus: +1

Armor Class

  • Armor Class: xxx
  • Overburdened AC: xxx
  • Touch AC: xxx
  • Grapple AC: xxx

Head AC: xxx

Bonuses: Str xxx, Dex xxx, xxx

Weapons:

Weapon Encumbrance Grip Range Attack Damage Critical Traits Notes
xxx xxx xxx xxx xxx xxx xxx xxx xxx

Gear:

Gear Encumbrance Notes
xxx xxx xxx
xxx xxx xxx
xxx xxx xxx
xxx xxx xxx
Total Encumbrance from Gear xxx


Spells:

  • Bonus spells: xxx. These are factored into the #/day noted below.
  • Orisons (#/day): xxx, xxx, xxx, xxx
  • 1st-level (#/day): xxx, xxx, xxx

Bonds:

  • xxx
  • xxx
  • xxx

Background:

Xxx.

Castles & Crusades Blank Character Sheet Template

NAME

ALIGNMENT Race gender Class Level [Patron Deity]

XP: xxx / Next Level: xxx

Looks: xxx

Player: xxx

Attributes:

A P+6 denotes a Prime Attribute. Some races may grant S+2 or similar benefits to an additional Attribute.

  • STR: xxx (+xxx)
  • DEX: xxx (+xxx)
  • CON: xxx (+xxx)
  • INT: xxx (+xxx)
  • WIS: xxx (+xxx)
  • CHA: xxx (+xxx)

Racial / Class Abilities:

  • Weapon Proficiency: xxx.
  • Armor Proficiency: xxx.
  • xxx:
  • xxx:
  • xxx:

Combat

  • Size: xxx
  • Movement: xxx
  • HP: xxx
  • Base to Hit bonus: xxx

Armor Class

  • Armor Class: xxx
  • Overburdened AC: xxx
  • Touch AC: xxx
  • Grapple AC: xxx

Head AC: xxx

Bonuses: Str xxx, Dex xxx, xxx

Weapons:

Weapon Encumbrance Grip Range Attack Damage Critical Traits Notes
xxx xxx xxx xxx xxx xxx xxx xxx xxx

Gear:

Gear Encumbrance Notes
xxx xxx xxx
xxx xxx xxx
xxx xxx xxx
xxx xxx xxx
Total Encumbrance from Gear xxx


Spells:

  • Bonus spells: xxx. These are factored into the #/day noted below.
  • Orisons (#/day): xxx, xxx, xxx, xxx
  • 1st-level (#/day): xxx, xxx, xxx

Bonds:

  • xxx
  • xxx
  • xxx

Background:

Xxx.