Difference between revisions of "Singetorix"

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(Abilities, Feats & Proficiencies)
(Abilities, Feats & Proficiencies)
Line 54: Line 54:
 
*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.
 
*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
+
*Lvl 1: ''Knife Basics:'' Knives considered always armed. Wicked dance stance.
*Lvl 1: ''???:''
+
*Lvl 1: ''Contempt:'' +1 free attack per round vs. standard character. Times/combat = AD = 3
*Stance: ''????Phalanx stance:'' Allies have +1 Def+Ref; or +2 if I have guard +2 (i.e. shield)
+
*Stance: ''Wicked dance:'' +2 dice sneak attack dmg in melée (Note movement restricted to 5ft)
 
*Proficiencies:???? Start w. 6  Hurled weapons (forte)  /  Edged weapons (forte)  /  +2
 
*Proficiencies:???? Start w. 6  Hurled weapons (forte)  /  Edged weapons (forte)  /  +2
  

Revision as of 13:23, 16 June 2010

Back to Heartstone Codex

Singetorix, Charismatic Giant (Human stats) Bard and Soldier, fortyish, 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: +5 (Panache 5 [+2 Appearance; Income 50s] / Prudence 0 [15% savings])
  • Legend: +1
  • Reputation: ??
  • Renown. Heroic: 0. Religious: 0. Temporal: 0.

Interests:

  • Language: Sird
  • Study: Home region
  • 3
  • 4


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 =19 (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: Knife Basics: Knives considered always armed. Wicked dance stance.
  • Lvl 1: Contempt: +1 free attack per round vs. standard character. Times/combat = AD = 3
  • Stance: Wicked dance: +2 dice sneak attack dmg in melée (Note movement restricted to 5ft)
  • Proficiencies:???? Start w. 6 Hurled weapons (forte) / Edged weapons (forte) / +2

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 (4/1Dex/0)
  • Athletics +2 (0/2Str/0)
  • Bluff +5 (0/5Cha/0)
  • Crafting (?) ? (0/-1Int/0)
  • Disguise +5 (0/5Cha/0)
  • Haggle +2 (0/2Wis/0)
  • Impress +5 (0/5Cha/0)
  • Intimidate +9 (4/5Cha/0)
  • Investigate +1 (0/1Wis/0)
  • Medicine -1 (0/-1Int/0)
  • Notice +1 (0/1Wis/0)
  • Resolve +2 (0/2Con/0)
  • Ride +0 (0/0Dex/0)
  • Search -1 (0/-1Int/0)
  • Sense Motive* +10 (4/1Wis/5origin)
  • Tactics -1 (0/-1Int/0)

One asterisk = Origin skills

Gear

Loads: Light < 100 lb / Hvy 101-300 lb / Over > 301 lb

Stake 100s

  • Battle axe (2H), 1d10 lethal (19–20 AP 2) trip 12lb 30s
  • Javelin (3), 1d8 lethal (19–20) 30 ft.×3 3lb 12s
  • Sling, 1d4 subdual (20) 60 ft.×6, Load 1, 1lb 1s
  • Partial Studded leather DR2 DP–1 ACP–0 12lbs 40s
  • Blanket Cold res 4 5lb 4s
  • Canteen 1 lb 5s
  • Pouch (50 coins) 2s
  • Rations 7 uses 5lb 5s
  • Coin: 1s

History

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

Info

Notes