Difference between revisions of "Saxx Avendaar"

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(Background: Outlander)
(Saxx Avendaar)
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= Saxx Avendaar =
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= Bio =
  
 
AKA, '''Saxx the 'Wandering Master.'''' Yes, he gave himself this name. <br>
 
AKA, '''Saxx the 'Wandering Master.'''' Yes, he gave himself this name. <br>

Revision as of 18:16, 30 August 2022

Bio

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

Acrobatics (Dex) +7 (Rogue) Animal Handling (Wis) +8 (Anlat, Expertise) Deception (Cha) +5 (Rogue) Intimidation (Cha) +5 (Yryc) Nature (Int) +5 (Scout, Expertise) Perception (Wis) +5 (Anlat) Persuasion (Cha) +5 (Rogue) Stealth (Dex) +10 (Rogue, Expertise) Survival (Wis) +8 (Scout, Expertise)

Special Qualities

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

Background: Outlander

Origin: Saxx grew up with a nomadic tribe of Anlat.
Defining Event: I won my first horse race and awoke the spark of competition.
Feature: Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Personality trait: I am driven by a competiive urge that has lead me a way from home.
Ideal: Glory. Saxx seeks out competitions and challenges to overcome to earn honor for himself. And his clan... but mostly himself.
Bond: It is my duty to provide children to sustain my clan. A duty I have been working hard at fulfilling... from a certain point of view.
Flaw: I am enamored by the comforts city living has to offer. Soft beds, expensive drinks, and attractive women.

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)