Difference between revisions of "Singetorix"

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(Stats)
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Back to [[Heartstone Codex]]
 
Back to [[Heartstone Codex]]
  
'''Singetorix, Giant (Human stats) Bard and Soldier, ?? years old, played by Julius Sleazer'''
+
'''Singetorix, Charismatic Giant (Human stats) Bard and Soldier, ?? years old, played by Julius Sleazer'''
 
*Class: Soldier 1, XP: 0
 
*Class: Soldier 1, XP: 0
 
*Action dice: 3d4
 
*Action dice: 3d4
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=Stats=
 
=Stats=
 
*STR 15 (+2) / DEX 13 (+1) / CON 14 (+2)  
 
*STR 15 (+2) / DEX 13 (+1) / CON 14 (+2)  
*INT  8 (-1) / WIS 12 (+1) / CHA 17 (+3)
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*INT  8 (-1) / WIS 12 (+1) / CHA 19 (+4)
  
 
'''Combat'''
 
'''Combat'''
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=Social, Interests & Religion=
 
=Social, Interests & Religion=
 
'''Social:'''
 
'''Social:'''
*Lifestyle: +0 (Panache x [+x Appearance; Income 0 silver]  /  Prudence 0 [15% savings])
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*Lifestyle: +0 (Panache x [+x Appearance; Income ? silver]  /  Prudence ? [15% savings])
 
*Legend: +1
 
*Legend: +1
*Reputation: 10
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*Reputation: ??
 
*Renown. Heroic: 0. Religious: 0. Temporal: 0.
 
*Renown. Heroic: 0. Religious: 0. Temporal: 0.
  
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*Ba: ''Free Hint'': 1/session Free hint from GM or bonus action die
 
*Ba: ''Free Hint'': 1/session Free hint from GM or bonus action die
 
*Ba: ''Practised Impress'': If use action die to boost Impress but fails, get it back
 
*Ba: ''Practised Impress'': If use action die to boost Impress but fails, get it back
 +
*Cha: ''Charming'': May improve Disposition of 1 non-adversary NPC by 5. 1/session.
 +
*Cha: ''Double Boost'': May spend & roll 2 action dice to boost Charisma-based skill checks.
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*Cha: ''Encouragement'': May speak to 1 teammate for 1 min. to get them a +1 morale bonus
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with saving throws until the end of the current scene. 1/scene.
  
 
*Lvl 1: ''????Shield basics:'' +4 to Bull rush + Phalanx stance
 
*Lvl 1: ''????Shield basics:'' +4 to Bull rush + Phalanx stance

Revision as of 13:10, 18 March 2010

Back to Heartstone Codex

Singetorix, Charismatic Giant (Human stats) Bard and Soldier, ?? years old, played by Julius Sleazer

  • Class: Soldier 1, XP: 0
  • Action dice: 3d4
  • Recent changes to sheet:

NB Pease don't alter the format too much; if we alter one, I want to alter all.

Stats

  • STR 15 (+2) / DEX 13 (+1) / CON 14 (+2)
  • INT 8 (-1) / WIS 12 (+1) / CHA 19 (+4)

Combat

  • Init: +2 (1 Soldier + 1 Dex)
  • BAB: +1 / Melee +3 / Ranged +2
  • Defence: 12 (10 + 1 Soldier + 1 DEX - ??? Armor DP)
  • DR: 1 (Leather Armor)
  • Fort: +3 (1 +2 Con) / Ref: +1 (0 +1 Dex) / Will: +3 (2 +1 Wis)
  • Vitality Points: 14 (=12+Con) / Wound Points: 14

Common Attacks/Defences/Actions:

  • Large Scale Glaive +3 To Hit; 1d10 + 1 Damage (+ 1 Str); 19-20; Keen 4, Reach +1; Hard 2
  • Two

Social, Interests & Religion

Social:

  • Lifestyle: +0 (Panache x [+x Appearance; Income ? silver] / Prudence ? [15% savings])
  • Legend: +1
  • Reputation: ??
  • Renown. Heroic: 0. Religious: 0. Temporal: 0.

Interests:

  • Language: Donlar (the native tongue of Old Lil, though he speaks the archaic form)
  • Study: Stone
  • Study: History of the First Empire
  • Study: Unborn
  • Alignment: For Kel Donlar! (Paths from Beauty, Earth, Knowledge & Strength)

Religion:

Abilities, Feats & Proficiencies

  • SolC: Accurate: When spend 1 action dice on attack, roll two dice (i.e. 2d4 instead of 1d4)
  • So1: Fight On: +1 Basic, Melee, Ranged, or Unarmed Combat feat, or 2 additional proficiencies.
  • Ba: Well-rounded: +5 ranks in any one skill at chargen
  • Ba: Beguiling: When taunt standard character, can change standard result for fixation for rounds =15 (Cha). Dmg interrupts
  • Ba: Encouragement: 1/scene Talk to teammate 1 min +1 morale saves
  • Ba: Free Hint: 1/session Free hint from GM or bonus action die
  • Ba: Practised Impress: If use action die to boost Impress but fails, get it back
  • Cha: Charming: May improve Disposition of 1 non-adversary NPC by 5. 1/session.
  • Cha: Double Boost: May spend & roll 2 action dice to boost Charisma-based skill checks.
  • Cha: Encouragement: May speak to 1 teammate for 1 min. to get them a +1 morale bonus

with saving throws until the end of the current scene. 1/scene.

  • Lvl 1: ????Shield basics: +4 to Bull rush + Phalanx stance
  • Stance: Phalanx stance: Allies have +1 Def+Ref; or +2 if I have guard +2 (i.e. shield)
  • Proficiencies: Start w. 6 Hurled weapons / Edged weapons (forte) / Blunt weapons (forte)


Skills (ranks/stat/misc)

(4-Int 1 = 3/lvl) Max 4 Total (4x3)=12

Class skills: Athletics, Crafting, Intimidate, Notice, Resolve, Search, Survival, Tactics

  • Acrobatics** 5 (5/0Dex/0)
  • Athletics** 5 (5/0Str/0)
  • Bluff* 5 (3/2Cha/0)
  • Crafting (Masonry) 6 (4/2Int/0)
  • Disguise 2 (0/2Cha/0)
  • Haggle 5 (3/2Wis/0)
  • Impress** 7 (5/2Cha/0)
  • Intimidate** 7 (5/2Cha/0)
  • Investigate 7 (5/2Wis/0)
  • Medicine 5 (3/2Int/0)
  • Notice 3 (1/2Wis/0)
  • Resolve* 5 (3/2Con/0)
  • Ride 0 (0/0Dex/0)
  • Search 3 (1/2Int/0)
  • Sense Motive 7 (5/2Wis/0)
  • Tactics 2 (0/2Int/0)

One asterisk = Origin skills / Two = Bonus Sage class skills (gain 2 ranks)


Gear

Loads (as Huge so Str 20): Light < 200 lb / Hvy 201-600 lb / Over > 601 lb

Stake 200s

  • Padded moderate armour, giant, crude [/I] DR1 Cold 5 +2 resistances12lb 25s
  • Shield, tower[/I] 1d6 subdual (-) Giant, Guard +3 12lb 60s (p.177)
  • Throwing spear, Giant, Guard[/I] 1d10 lethal (19-20/16-20 vs. M) hurl, reach +1 20lb 35s

= 120s

  • Iron Hawk Standard +2 Intimidate or Impress 12 lb 40s

=40s

  • Blanket Cold res 4 5lb 4s
  • Canteen 1 lb 5s
  • Pouch (50 coins) 2s
  • 100ft hemp rope 20 lb 12s
  • Stonecutter’s kit 10 lb 15s
  • Doctor’s bag 2lb 20s
  • Oil, 2 pints 2 lb 2s
  • Torches 5 3 lb 2s
  • Bandages 10 uses ½ lb 3s
  • Rations 7 uses 5lb 5s

= 70s!

  • Coin: 10s


History

Born: Xth day of the month of **** and ****, Yth month of 475

Info

Notes