Difference between revisions of "Saxx Avendaar"

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(Skills and Proficiencies)
(Saving Throws)
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===Saving Throws===
 
===Saving Throws===
 
*Strength +1
 
*Strength +1
*Dexterity +2
+
*Dexterity +7
*Constitution +6
+
*Constitution +1
*Intelligence +6
+
*Intelligence +2
 
*Wisdom +2
 
*Wisdom +2
*Charisma -1
+
*Charisma +2
  
 
===Skills===
 
===Skills===

Revision as of 17:20, 30 August 2022

Saxx Avendaar

AKA, Saxx the 'Wandering Master.' Yes, he gave himself this name.

Appearance

“Red & Black Fauxhawk”
“Short Chinstrap Beard”
“Orc-scaped & Chiseled”
“Boisterous & Competitive”
“AmBOWdextrous”

New Stats

Attributes

  • STR: 10 +2 Yryc = 12 (+1)
  • DEX: 15 +1 Yryc, +2 Lv 4 = 18 (+4)
  • CON: 12 = 12 (+1)
  • INT: 8 = 8 (-1)
  • WIS: 13 +1 Free = 14 (+2)
  • CHA: 14 = 14 (+2)

Class Details

  • Race: Yryc
  • Class: Rogue (Scout) lvl 4, Fighter lvl 1
  • Alignment: Chaotic Good
  • Hit Dice: 1d8
  • Hit Points: 8 + 5 x 5 + 5 + 6 + (+1 Con x 5) = 34
  • AC: 12 (armor) +2 (Shield) +2 (Dex) = 16
  • Initiative: +2 (Dex) +5 (Alert) = +7
  • Proficiency Bonus: +3
  • Speed 30'
  • Culture: Trakken (Survival)


Skills and Proficiencies

Saving Throw Proficiencies: Dexterity, Intelligence
Armor Proficiencies: Light
Weapon Proficiencies: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tool Proficiencies: thieves tools, dice set
Languages: Common, Yryc
Feat: Sharpshooter

Saving Throws

  • Strength +1
  • Dexterity +7
  • Constitution +1
  • Intelligence +2
  • Wisdom +2
  • Charisma +2

Skills

Animal Handling +5
Arcana +6
Medicine +5
Nature +6
Perception +2
Passive Perception 12
Survival +5

Special Qualities

  • Infuse Item
  • Magical Tinkering
  • The Right Tool for the Job
  • Experimental Elixir
  • Alchemical Savant

Background: Folk Hero

  • Defining Event: I trained the peasantry to use farm implements as weapons.
  • Feature: Rustic Hospitality
  • Personality trait: I am confident in my own abilities and do what I can to instill confidence in others.
  • Ideal: Destiny. Nothing and no one can steer me away from my higher calling.
  • Bond: My tools are symbols of my past life, and I carry them so I will never forget my roots.
  • Flaw: I'm convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
  • Skills: Animal Handling, Nature
  • Tool Proficiencies: Cook's Utensils, Vehicles (land)


Equipment

Magic Items
1 Uncommon: Broom of Flying
2 Common: Orb of Direction, Armor of Gleaming

35 gp
Iron/Wood Composite Short Bow +1
Hunting Knife
3 quivers (1 enclosed, 1 flashy, 1 normal)
Arrows (high-quality competition arrows, practice arrows, hunting arrows)
Riding Horse
Saddle and kit
Saddle Bags
Stylish traveling clothes
Flashy competition clothes
travel gear (bedroll, flint/steel, whetstone, cooking items)

Tools
Cook's Utensils 8 lb
Alchemist's Supplies 8 lb
Herbalism Kit 3 lb
Tinker's Tools 10 lb
thieves’ tools, 1 lb

Total weight:

Background

Notes

Old Stats

Orc
Stronger: - increase base weight by 50 kg.
Low Light Vision; Negate up to -3 Circumstance Penalty if there is any light within 120’.

Descriptive Attributes
“Red & Black Fauxhawk”
“Short Chinstrap Beard”
“Orc-scaped & Chiseled”
“Boisterous & Competitive”
“AmBOWdextrous”

Persona Attributes:
People: “Orc”
Culture “Anlat”
Background: “Hunter of Beast & Man”
Bonus “Nomadic”
Profession “Competition Rider & Archer"

Characteristic Attributes
Might 3
Perception 4
Agility '3
Stamina 3
Presence 4
Will 2

Abilities
Acrobatics 2
Animal Handling 6
Athletics 4
Awareness 2
Bureaucracy
Crafting 2
Deceive 2
Disguise
Empathy 3
Herbalism
Intimidate 2
Melee Weapons 2
Oratory
Performance
Persuasion 3
Ranged Weapons 6
Scholarship
Seduction
Sleight of Hand
Social Circles 4
Ships
Stealth 4
Survival 3
Teamster
Thrown Weapons
Unarmed Fighting 3

Advantages:
Friends in Low Places: +1 social circles
Fairly famous: +1 Persuasion
Fledgling Fletcher: +1 to Crafting when making or repairing bows and arrows.
Thread the needle: +3 to hit a specific target in a crowd
Survival instincts: +2 to Acrobatics when actively Dodging.

Adversities: Highly Competetive: +2 to opponent's provocation if challenging archery or riding skills.

Weapon Familiarities: short swords, daggers, short bows, and javelins.

Wound Threshold – 2
Base Weight – 100 kg.
Movement – 8 meters
Bruises OOOO
Wounds OOO
Conditions OOO

Advances: 15 – 15 = 0

Gear:
Iron/Wood Composite Short Bow +1
Hunting Knife
3 quivers (1 enclosed, 1 flashy, 1 normal)
Arrows (high-quality competition arrows, practice arrows, hunting arrows)
Riding Horse
Saddle and kit
Saddle Bags
Stylish traveling clothes
Flashy competition clothes
travel gear (bedroll, flint/steel, whetstone, cooking items)