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

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(Eluan Maerse Tevdran of Rhea's Ford)
 
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== Eluan Maerse Tevdran of Rhea's Ford ==
 
== Eluan Maerse Tevdran of Rhea's Ford ==
*Human Assassin L2
+
*Human Assassin L6
*XP: 32,000/64,000 (10%)
+
*XP: 52,214/64,000 (10%)
*Neutral
+
*Alignment: Neutral
 
*Full PC
 
*Full PC
*mansions, boats, and harems, indubitably, back in Rhea's Ford
+
*(mansions, ships, and harems, indubitably, back in Rhea's Ford)
  
 
== Attributes ==
 
== Attributes ==
Line 19: Line 19:
  
 
== Skills ==
 
== Skills ==
*Languages
+
*Languages
** Common, literate
+
* Common, literate
** another language
+
* another language
*General Skills
+
*General Skills
**Alchemy/Proficient 14+ (Int): identify, isolate, and work with alchemical substances; useful when synthesizing poisons and creating magical potions
+
*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
+
*Athletics
**Knowledge
+
**Acrobatics/Skilled 8+ (Dex)
***Etiquette/Skilled 9+ (Int)
+
**Jumping/Proficient 13+ (Str)
***Geography/Skilled 9+ (Int)
+
**Swimming/Proficient 13+ (Str)
**Profession/Proficient (Sailor) 14+ (Int)
+
*Bargain/Skilled 10+: alter the price of a good I am either buying or selling
**Survival
+
*Knowledge
***Naturalist/Skilled 9+ (Int): Identify and harvest plants for edible and medicinal purposes
+
**Etiquette/Expert 4+ (Int)
***Navigation/Skilled 9+ (Int): Make and read maps, navigate by stars, landmarks, cardinal directions, etc.
+
*Survival
*Class Abilities
+
**Naturalist/Skilled 9+ (Int): Identify and harvest plants for edible and medicinal purposes
**wield any weapons and armor (but only leather or less for Thief abilities)
+
**Tracking/Skilled 9+ (Int): I follow tracks left by individuals. Modifiers will apply based on terrain, age of tracks, size of group being followed, etc.
**+2d6 damage when attacking with surprise (the target is not aware of me), to all attacks this round
+
*Class Abilities
**may continue to attack +6 times/round if I keep killing with melee or missile attacks
+
*wield any weapons and armor (but only leather or less for Thief abilities)
**Combat Styles
+
*+2d6 damage when attacking with surprise (the target is not aware of me), to all attacks this round
***L1: Dual-weapon - roll largest damage die twice, taking best result (magical bonuses from both weapons apply to both attack/damage)
+
*may continue to attack +6 times/round if I keep killing with melee or missile attacks
***L7: TBD
+
*Combat Styles
**Combat Maneuvers
+
*L1: Dual-weapon - roll largest damage die twice, taking best result (magical bonuses from both weapons apply to both attack/damage)
***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.
+
*L7: TBD
***L8: TBD
+
*Combat Maneuvers
**I'm a Rogue, Don'tcha Know!
+
*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.
***Climb 14+ (10' per round, can automatically scale easy surfaces)
+
*L8: TBD
***Disable 9+ (1 minute, pick locks/bypass traps/work complicated mechanical devices)
+
*I'm a Rogue, Don'tcha Know!
***Hear Noise 9+ (conversations, dungeon doors)
+
*Climb 14+ (10' per round, can automatically scale easy surfaces)
***Read Languages 14+ (3 turns, interpret ciphers/codes/foreign languages, etc.)
+
*Disable 9+ (1 minute, pick locks/bypass traps/work complicated mechanical devices)
***Sleight of Hand 12+ (acts of trickery; pick pockets, conceal/palm objects, misdirect attention)
+
*Hear Noise 9+ (conversations, dungeon doors)
***Sneak 9+ (no faster than 1/3 normal speed)
+
*Read Languages 14+ (3 turns, interpret ciphers/codes/foreign languages, etc.)
***Spot 11+ (1 turn for a 10'x10' area, spot traps/secret passages)
+
*Sleight of Hand 12+ (acts of trickery; pick pockets, conceal/palm objects, misdirect attention)
***(Disadvantage to complete in 1/2 time, Advantage in 2x the time)
+
*Sneak 9+ (no faster than 1/3 normal speed)
*Knacks
+
*Spot 11+ (1 turn for a 10'x10' area, spot traps/secret passages)
**L1: Rogue
+
*(Disadvantage to complete in 1/2 time, Advantage in 2x the time)
**L3: Self-improvement, primary (Dex + Con)
+
*Knacks
**L7: TBD
+
*L1: Rogue
 +
*L3: Self-improvement, primary (Dex + Con)
 +
*L7: TBD
  
 
== Combat ==
 
== Combat ==
*AC 5 (leather + Dex)
+
*AC 5 (Leather + Dex) or 3 (Chain + Dex)
*HP (just list the max here, list current HP on the front page.)
+
*HP 25
*Movement Rate
+
*Movement Rate: 120' (leather) or 90' (chain)
 
*Initiative Modifier: +1
 
*Initiative Modifier: +1
 
*Attacks  
 
*Attacks  
Line 73: Line 75:
 
**Spells 13
 
**Spells 13
  
== Spells ==
+
== Equipment ==
*First Level: Spells Per Day
+
*Total Encumbrance: 400 (leather) or 600 (chain). Generally wears leather onboard the ''Treader''.
**A first level spell in your repertoire
+
*Gear: 80 cn
**Another first-level spell in your repertoire
+
*Armor: 200 cn
**Etc
+
*Weapons: 110 cn
*Second Level: Spells Per Day
+
*Personal coin: 10 cn
**One
+
 
**Two
+
*Equipment worn and carried
**You-know-what-to-do
+
*Leather armor (200)
 +
*Sword (60)
 +
*Dagger x2 (20)
 +
*Longbow (30) and quiver of 20 arrows
 +
*''Broom of flying'': The broom flies at 240’ (80’). An additional passenger may be carried. When carrying two people, the broom’s speed is 180’ (60’).
 +
*Backpack (80)
 +
**thieves' tools
 +
**wineskin
 +
**tinderbox
 +
**large sacks x3
 +
**50' rope & grappling hook
 +
**hammer & iron spikes x12
 +
**iron rations, 1 week
 +
**oil flask x4
 +
**lantern
 +
**bedroll & winter blanket
 +
 
 +
*Storage on ''Horizon Treader''
 +
*Chain mail (400)
 +
*quiver of arrows x2
 +
*dagger x3
 +
*iron rations, 3 weeks
 +
*wineskin
 +
*bottle of wine x2
 +
*oil flask x6
 +
*coinpurse w/100 gp
 +
 
 +
*Total Coin: 9,232.09 gp
 +
*coinpurse: 10 gp
 +
*worn jewelry: 50 gp ring, 150 gp ring, 250 gp necklace
 +
*stored on ship: 642.09 gp
 +
*stored with Mrs Foot: 8,130 gp and one 1000 gp share in the Deepwater Trading and Adventure Company
  
== 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.
+
Expenditures:
**Then list
+
-1000 share in DTAC
**Those things
+
-110 gp Adventuring gear
**Individually
+
-124 weapons & armor
 +
- 76 storage

Latest revision as of 09:20, 30 October 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[edit]

  • Human Assassin L6
  • XP: 52,214/64,000 (10%)
  • Alignment: Neutral
  • Full PC
  • (mansions, ships, and harems, indubitably, back in Rhea's Ford)

Attributes[edit]

  • 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[edit]

*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
  • Athletics
    • Acrobatics/Skilled 8+ (Dex)
    • Jumping/Proficient 13+ (Str)
    • Swimming/Proficient 13+ (Str)
  • Bargain/Skilled 10+: alter the price of a good I am either buying or selling
  • Knowledge
    • Etiquette/Expert 4+ (Int)
  • Survival
    • Naturalist/Skilled 9+ (Int): Identify and harvest plants for edible and medicinal purposes
    • Tracking/Skilled 9+ (Int): I follow tracks left by individuals. Modifiers will apply based on terrain, age of tracks, size of group being followed, 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[edit]

  • AC 5 (Leather + Dex) or 3 (Chain + Dex)
  • HP 25
  • Movement Rate: 120' (leather) or 90' (chain)
  • 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[edit]

*Total Encumbrance: 400 (leather) or 600 (chain). Generally wears leather onboard the Treader.
  • Gear: 80 cn
  • Armor: 200 cn
  • Weapons: 110 cn
  • Personal coin: 10 cn
*Equipment worn and carried
  • Leather armor (200)
  • Sword (60)
  • Dagger x2 (20)
  • Longbow (30) and quiver of 20 arrows
  • Broom of flying: The broom flies at 240’ (80’). An additional passenger may be carried. When carrying two people, the broom’s speed is 180’ (60’).
  • Backpack (80)
    • thieves' tools
    • wineskin
    • tinderbox
    • large sacks x3
    • 50' rope & grappling hook
    • hammer & iron spikes x12
    • iron rations, 1 week
    • oil flask x4
    • lantern
    • bedroll & winter blanket
*Storage on Horizon Treader
  • Chain mail (400)
  • quiver of arrows x2
  • dagger x3
  • iron rations, 3 weeks
  • wineskin
  • bottle of wine x2
  • oil flask x6
  • coinpurse w/100 gp
*Total Coin: 9,232.09 gp
  • coinpurse: 10 gp
  • worn jewelry: 50 gp ring, 150 gp ring, 250 gp necklace
  • stored on ship: 642.09 gp
  • stored with Mrs Foot: 8,130 gp and one 1000 gp share in the Deepwater Trading and Adventure Company


Expenditures: -1000 share in DTAC -110 gp Adventuring gear -124 weapons & armor - 76 storage