Difference between revisions of "Rotkarl"

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Bonus Feats (already included)
 
Bonus Feats (already included)
  
===Equipment===
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Coin Purse: 13gp 9sp 6cp
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====Coin Purse====
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Rotkarl (Red Karl)'s Equipment:
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65 lbWeapons / Armor / Shield (from above)
 
  
 
Backpack  
 
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6 x candles  
 
6 x candles  

Revision as of 13:45, 1 May 2019

Basics

Name: Rotkarl ...old Brevoyan for Red Karl

Race: Human

Class: Fighter

Alignment: Lawful Neutral -- he's a good kid at heart, and his alignment may drift up towards Good. But for now he's the weary ex-Mercenary.

Appearance/Personality: Broad-shouldered and barrel chested. A crooked nose, but he can still breathe through it, kind of. Orange hair that he keeps under a cap. Bearded. Colourful clothing and bright feathers on his cap, he's not subtle, or easy to miss.

Boisterous, but not boorish. Quick with a very poorly sung song or a badly told tale, because he believes effort counts as much as talent. Too young to really be cautious, but he's seen what happens to the reckless in war. Prone to shouting, especially in stressful situations. And he's learned that a really good shout can make an opponent pause, stumble, or even turn the other way.

More than anything else, Karl fears not mattering. Becoming one of the nameless dead, slung into a mass grave, or left in a ditch, a footnote in history, just part of a tally of the dead. But even before he was a soldier, that was what lured him away from his parents' honest trade. Draft animals need to be driven. Trade, his father said, was the lifeblood of Brevoy. But nobody remembers who the carter was. The teamster is as nameless as the ox, the horse, or the mule.


Karl needs to be someone. Someone people remember. A legend.

Background: Karl was born in Brevoy to Deitrich and Magda. They were teamsters, and from a young age Karl worked with draft animals, and saw many of the lanes and byways of Brevoy. It wasn't a bad life, but it was often cold, wet, and the family never saved more than two copper pieces before something else came up that needed fixing.

Karl was barely sixteen, though already tall and broad-shouldered, when the recruiters came through the camp, and he followed the drummers and marched off to find glory in battle.

The first rule? There's no glory in battle. One doomed campaign, and three more long summers as a mercenary in the Stolen Lands, and Karl was done marching to the beat of another's drum. He tried his hand at adventuring, but the group he fell in with were vile sorts. He chose a glowing gem as his share of the loot, and left the rest share of the spoils on the table of some nameless inn, and walked away. Since then guarding caravans has provided him with steady work, and gradually drew him west, far from Brevoy.

Now? Sandpoint, and a belt-purse that has a few silver and copper, and precious little gold. Still, there's a festival tomorrow, and the price of another night's lodgings. Who knows what the next day will bring.

Sometimes he stares at the gem. He has no idea what it does, just that it glows.

Fame and fortune are both out there, he can feel it. You just have to seize the opportunity.

Character Info

Rotkarl (Red Karl)

Male Human Fighter 1 XP: 0

Lawful Neutral

Stats

Strength 16 (+3)

Dexterity 12 (+1)

Constitution 14 (+2)

Intelligence 13 (+1)

Wisdom 10 (+0)

Charisma 14 (+2)

Details

Size:Medium

Height:6' 0"

Weight:230 lb

Eyes; Dark Brown

Hair: Red Wavy; Average Beard

Skin: Sunburned nose and cheeks.

Combat Data

Total Hit Points: 12 [Class HP rolled Level 1: Fighter 10 + 2 CON]

Speed: 30/20 feet

Armor Class: 16 = 10 + 5 [scale] + 1 [dexterity]

   Touch AC: 11
   Flat-footed: 15

Initiative modifier: + 3= + 1 [dexterity] +2 [Campaign Trait]

Fortitude save: + 4 = 2 [base] + 2 [constitution]

Reflex save: + 1 = 0 [base] + 1 [dexterity]

Will save: + 0 = 0 [base] *Steadfast Personalty lets Rotkarl use his CHA bonus against Mind-affecting ability saves.

Attack (handheld): + 4 = 1 [base] + 3 [strength]

Attack (missile): + 2 = 1 [base] + 1 [dexterity]

Combat Maneuver Bonus: + 4 = 1 [base] + 3 [strength]

Combat Maneuver Defense: + 15 = 10 + 1 [base] + 3 [strength] + 1 [dexterity]

Languages

Languages: Common, Dwarven, Centaur

Feats

Power Attack: Take penalty on attack for larger bonus on damage

Steadfast Personality

Intimidating Prowess

Traits

Campaign Trait: Outlander: Exile: You gain a +2 trait bonus on Initiative checks.

Social Trait: Mercenary: Benefit: You gain a +2 on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.

Skills

Acrobatics Dex* -3 = +1 -4 [armor]

Appraise Int 1 = +1

Bluff Cha 2 = +2

Climb Str* 3 = +3 + 1 + 3 [class skill] -4 [armor]

Diplomacy Cha 2 = +2

Disguise Cha 2 = +2

Escape Artist Dex* -3 = +1 -4 [armor]

Fly Dex* -3 = +1 -4 [armor]

Handle Animal Cha 6 = +2 + 1 + 3 [class skill]

Heal Wis 0 = +0

Intimidate Cha 9 = +2 + 1 + 3 [class skill] + 3 [intimidating prowess]

Linguistics Int 2 = +1 + 1

Perception Wis 0 = +0

Perform_1 Cha 2 = +2

Ride Dex* -3 = +1 -4 [armor]

Sense Motive Wis 0 = +0

Stealth Dex* -3 = +1 -4 [armor]

Survival Wis 0 = +0

Swim Str** 3 = +3 + 1 + 3 [class skill] -4 [armor]

This character also has 1 ranks in Linguistics.

Favoured Class Bonuses

Favored class points: Hit points +0; Skill points +1

Racial Bonuses

Human This human chose +2 to strength (already included) Extra feat at first level (already included) Four extra skill points at first level (already included) One extra skill point at each additional level (already included)

Class Bonuses

Fighter Bonus Feats (already included)

Equipment

Coin Purse

13gp 9sp 6cp

Weapons

Dagger [+4 / 1d4+3, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing] x 2

Longsword [+4 / 1d8+3, crit 19-20/x2 4 lb, one-handed, slashing]

Greatsword [+4 / 2d6+4, crit 19-20/x2, 12 lb., two-handed, piercing or slashing]

Armour

Scale mail [medium; + 5 AC; max dex + 3; check penalty -4 30 lb.]


Gear

Backpack

Bedroll

6 x candles

Explorer's Outfit

Flint and steel

Lantern, Hooded

Oil, Pints x4

Pouch, belt x2

Rations (1 day) x5

Rope 50', Hemp

Signal Whistle

Waterskins x1

Whetstone

Encumbrance

Light load: 76 lb. or less

Medium load: 77-153 lb.

Heavy load: 154-230 lb.

Lift over head: 230 lb.

Lift off ground: 460 lb.

Push or drag: 1150 lb


Rise_Of_The_Runelords