Difference between revisions of "Sailing the Silver Seas: Eluan Maerse Tevdran"

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(Combat)
(Equipment)
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== Equipment ==
 
== 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.
+
*Encumbrance: 600 (chain) or 400 (leather)
**Then list
+
**Chain mail (400) or Leather (200)
**Those things
+
**Sword (60)
**Individually
+
**Dagger x3 (30)
 +
**Longbow (30)
 +
**Backpack (80)

Revision as of 23:57, 1 September 2020

Sailing_the_Silver_Seas

Eluan Maerse is crafty. What harm in adding a fancy last name, and claiming one is from the metropolis? Folk like successful people.

Eluan Maerse Tevdran of Rhea's Ford

  • Human Assassin L2
  • XP: 32,000/64,000 (10%)
  • Neutral
  • Full PC
  • mansions, boats, and harems, indubitably, back in Rhea's Ford

Attributes

  • STR 16 (+2, open doors 4-in-6)
  • INT 14 (+1)
  • WIS 12
  • DEX 16 (+2 AC/missile, +1 initiative)
  • CON 13 (+1)
  • CHA 12

Skills

  • Languages
    • Common, literate
    • another language
  • General Skills
    • Alchemy/Proficient 14+ (Int): identify, isolate, and work with alchemical substances; useful when synthesizing poisons and creating magical potions
    • Bargain/Skilled 10+: alter the price of a good I am either buying or selling
    • Knowledge
      • Etiquette/Skilled 9+ (Int)
      • Geography/Skilled 9+ (Int)
    • Profession/Proficient (Sailor) 14+ (Int)
    • Survival
      • Naturalist/Skilled 9+ (Int): Identify and harvest plants for edible and medicinal purposes
      • Navigation/Skilled 9+ (Int): Make and read maps, navigate by stars, landmarks, cardinal directions, etc.
  • Class Abilities
    • wield any weapons and armor (but only leather or less for Thief abilities)
    • +2d6 damage when attacking with surprise (the target is not aware of me), to all attacks this round
    • may continue to attack +6 times/round if I keep killing with melee or missile attacks
    • Combat Styles
      • L1: Dual-weapon - roll largest damage die twice, taking best result (magical bonuses from both weapons apply to both attack/damage)
      • L7: TBD
    • Combat Maneuvers
      • L2: Trip - On a successful attack, the target falls to the ground until their turn. It takes their entire movement to stand back up. While prone, all attacks against the target gain a +2 bonus. Creatures with more than two legs impose a -2 penalty per leg to the roll.
      • L8: TBD
    • I'm a Rogue, Don'tcha Know!
      • Climb 14+ (10' per round, can automatically scale easy surfaces)
      • Disable 9+ (1 minute, pick locks/bypass traps/work complicated mechanical devices)
      • Hear Noise 9+ (conversations, dungeon doors)
      • Read Languages 14+ (3 turns, interpret ciphers/codes/foreign languages, etc.)
      • Sleight of Hand 12+ (acts of trickery; pick pockets, conceal/palm objects, misdirect attention)
      • Sneak 9+ (no faster than 1/3 normal speed)
      • Spot 11+ (1 turn for a 10'x10' area, spot traps/secret passages)
      • (Disadvantage to complete in 1/2 time, Advantage in 2x the time)
  • Knacks
    • L1: Rogue
    • L3: Self-improvement, primary (Dex + Con)
    • L7: TBD

Combat

  • AC 3 (Chain + Dex) or 5 (Leather + Dex)
  • HP (just list the max here, list current HP on the front page.)
  • Movement Rate
  • Initiative Modifier: +1
  • Attacks
    • Sword + dagger: THAC0 13, 1d8+2 damage (roll twice and take best)
    • Sword alone: THAC0 13, 1d8+2
    • Dagger alone: THAC0 13, 1d8+2, range 10/20/30 thrown
    • Longbow: THAC0 13, 1d6, range 70/140/210
  • Saves:
    • Petrification & Paralysis 11
    • Poison & Death 12
    • Blast & Breath 14
    • Staves & Wands 13
    • Spells 13

Equipment

  • Encumbrance: 600 (chain) or 400 (leather)
    • Chain mail (400) or Leather (200)
    • Sword (60)
    • Dagger x3 (30)
    • Longbow (30)
    • Backpack (80)