Difference between revisions of "Ronis Barnes"

From RPGnet
Jump to: navigation, search
(Adventuring Gear)
(Adventuring Gear)
Line 58: Line 58:
 
*Armor: is for those who don't trust their abilities.
 
*Armor: is for those who don't trust their abilities.
 
*Slung Item: Bow and Quiver
 
*Slung Item: Bow and Quiver
*Worn Magical Items: Stone Controlling Earth Elementals, Necklace of Missiles (1 11HD and 2 each of 9, 7, 5, and 3 HD), Amulet of Proof vs Detection and Location
+
*Worn Magical Items:  
 +
**Stone Controlling Earth Elementals
 +
**Necklace of Missiles (1 11HD and 2 each of 9, 7, 5, and 3 HD)  
 +
**Amulet of Proof vs Detection and Location
 
*Backpack & Belt Pouches.
 
*Backpack & Belt Pouches.
 
**Oil of Slipperiness
 
**Oil of Slipperiness

Revision as of 00:49, 23 January 2013

A character in the New Uzume Campaign.

Vital Statistics

  • Name: Ronis Barnes
  • Class:Mystic
  • Level: 17
  • XP: 1.2M/(however much you need for next level)
  • Physical Description: 6', 150 lbs, 28 years old, close cropped dark hair. Tattoos include a set of concentric circles on the backs of his hand

Attributes

(For attributes, list the value, the modifier, and any XP adjustment)

  • Strength: 13 (+1, +5%)
  • Intelligence: 12 (0)
  • Wisdom: 13 (+1)
  • Dexterity: 18 (+3, Initiative +2)
  • Constitution: 16 (+2)
  • Charisma: 15


  • Racial Abilities: None
  • Special Class Abilities: Alertness, Self-Healing (17hp), Speak With Animals, Spell Resistance/Breath, Smash/Parry, Speak With Anyone, Mind Blank, Fade, Dim Mak, Unarmed Strike as +5 Weapon
  • Languages: Can speak to Anyone
  • Skills: Animal Training (14), Balance (19), Diplomacy (16), Etiquette (16), Riding (Land) (19), Sense Motive (14), Swimming (14)
  • Weapon Proficiencies: Unarmed (Grandmaster), Longbow (Skilled)

Combat

  • AC: 34
  • HP: 65
  • Initiative: +2
  • Primary Attack: Unarmed Strike To Kill Attacks: 4 Attacks/round, To Hit Armed +17/ Unarmed +15 Damage 3d12+1/3d12+1 Melee Range
  • Secondary Attack: Unarmed: 2 Attacks/round, To Hit Armed +17/ Unarmed +15 Armed 3d4+1/ Unarmed 2d4+2, Knockout -5 Melee Range
  • Secondary Attack:Bow of Sharpness (+1) 1 Attack/Round, To Hit Armed +12/ Unarmed +13, Damage Armed 1d8+1/ Unarmed 1d8+1, Severing & Delay S/M, 90/150/220 Range
  • Special Defenses:

Mind Blank (mystics are immune to Charm, Quest and Geas spells, Hold and Slow spells, and ESP)

Amulet of Proof vs Detection and Location (Immune to Clairaudience, Clairvoyance, ESP, Telepathy, Crystal Balls, Scrying, no Aura and predictions cannot be made regarding me)

Spell Resistance/Breath Evasion {mystic only takes half damage from all spells and spell-like abilities and all breath weapons. If the attack normally allows a saving throw for half damage then the mystic only takes a quarter of normal damage if they save successfully.)

Alertness When a fight suddenly breaks out, or when two groups come face to face abruptly, a 2nd level or higher mystic is only surprised if their player rolls a 1 on a d6, rather than the normal 1-2 on a d6.)

  • Movement Rate: 100'

Saving Throws

  • Death/Poison: 5
  • Magic Wands: 6
  • Paralysis/Petrification: 6
  • Breath Weapon: 7
  • Rod/Staff/Spell: 8 (7 for spells)

Adventuring Gear

(This is where we actually use the Slot system for Encumbrance) Free Slots

  • Primary Weapon: Right Hand
  • Off-Hand Weapon or Shield: Left Hand
  • Armor: is for those who don't trust their abilities.
  • Slung Item: Bow and Quiver
  • Worn Magical Items:
    • Stone Controlling Earth Elementals
    • Necklace of Missiles (1 11HD and 2 each of 9, 7, 5, and 3 HD)
    • Amulet of Proof vs Detection and Location
  • Backpack & Belt Pouches.
    • Oil of Slipperiness
    • Potion of Polymorph Self
    • Potion, Delusion
    • Potion of ESP
    • Potion, Green Dragon Control
    • Potion of Healing
    • Potion of Human Control
    • Potion of Invisibility

Encumbrance Slots (Make a number of additional bullet points equal to half your strength, rounded down. Exactly that many. If you have leftover slots, you should actually have empty bullet points. See the guidelines in the recruitment thread if you can't remember how this works. I think everyone has armor that is sufficiently enchanted to mean it takes no additional slots.)

  • Chime of Opening
  • Metal Waterbottle
  • Personal Hygiene Kit
  • Thieves' tools

Other Loot

Loot Stored on New Uzume

  • (Whatever, and where you're keeping it)

Loot Stored Upstream

  • (Whatever, and where you're keeping it)

Structures

  • Only go into however much detail is necessary here. Eventually, we'll want at least some description and a hex number. It's up to you if you want to map buildings out.

Spellbook

(List here all spells known. Mark which spells you are memorizing with an X or bold them or something.)

  • First Level Spells:
  • Second Level Spells:
  • Third Level Spells:
  • Fourth Level Spells:
  • Fifth Level Spells:
  • Sixth Level Spells:
  • Seventh Level Spells:


Henchmen

  • List here any henchmen, and any normal staff you might have. Include a total monthly upkeep for them.

Contacts and Favors

  • List any NPCs you may have a special relationship with, and the nature thereof.