Sir Harn, the Red Knight of Tisbury

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The Wilderlands of Absalom

Rank

  • Human Fighter 7
  • XP: 71,697/130,000
  • XP Bonus: 5%
  • Lawful
  • Age 23 (22 + one year from Potion of Speed)
  • PC, three henchman (Brother Hanston, Anbet the Younger, and Jeffed Ka)
  • Despite his fancy title, Sir Harn's family is destitute, he has no land to his name, and will inherit nothing when his father dies.

Attributes

  • 14 STR (+1, +3 w/Gauntlets of Ogre Power)
  • 16 INT (+2)
  • 11 WIS
  • 11 DEX
  • 14 CON (+1)
  • 12 CHA

Skills

  • Languages
    • Common
    • Bestial
    • Goblin
  • General Proficiencies
    • Adventuring
    • Leadership II (+2 max hench, +2 base morale to any domain I rule)
    • Manual of Arms (Can train light infantry and light cavalry)
    • Riding x2 (see wiki)
    • Siege Engineering (Can construct and place temp defensive works, can operate heavy war machines)
  • Class Proficiencies
    • Added Damage (+3 base damage from melee and missile attacks)
    • Battlefield Prowess (Henchmen and mercs get +1 to morale when I personally lead them)
    • Command (Henchmen and mercs get +2 to morale)
    • Fighting Style, Weapon & Shield (+1 AC when fighting with 1H weapon and shield)

Combat

  • AC 10 (6 without shield)
  • HP 43
  • Movement Rate 90/30/90
  • Initiative Modifier 0
  • Attacks
    • Unmodified Attack Throw 6+
    • Primary Melee Attack: Flame Tongue 2+, 1d6+7 dmg (add add'l +1 vs regen or avian, +2 vs undead or plant)
    • Secondary Melee Attack: Crimson 2+, 1d6+7 dmg
    • Mounted Melee Attack: Lance 3+, 1d10+4 dmg (double damage when charging but -1 to initiative)
    • Primary Ranged Attack: Longbow 6+, 1d6+3 dmg
  • Saves:
    • 11 Petrification & Paralysis
    • 10 Poison & Death
    • 12 Blast & Breath
    • 12 Staves & Wands
    • 13 Spells
  • +1 WIS bonus to saves caused by spells or magic items

Equipment

Gear, Armor, Weapons: 5 stone, 0 items

  • Banded Plate +1 (3 stone)
  • Shield +2
  • Flame Tongue sword +1 (1 stone)
  • Boots, leather, high
  • Cloak, fur-lined
  • Gloves
  • Belt, leather
    • Dagger (1 item)
    • Pouch
  • Backpack (5 items)
    • Hammer, small
    • Iron spikes x12
    • Tinder box
    • Waterskin
    • Crowbar
  • Not Carried
    • Plate Armor (6 stone)
    • Shield, Masterwork (2 items)
    • Sword, masterwork Crimson (1 stone)

Mount

Medium Warhorse (Cynric)

  • Saddle and tack, military (1 stone)
  • Lance (spare, strapped to saddle, 1 stone)
  • Shield (spare, strapped to saddle, 1 item)
  • Saddlebags (2 stone, 1 item)
    • Longbow
    • Quiver w arrows x20
    • Blanket, wool

Magic Items

  • Crimson, masterwork sword (+1 to hit, +1 damage)
  • Sword, Flame Tongue +1 (It is old, forged in the ancient city of Choyli across the Silver Sea, and made of an alloy of steel and harbenite. The blade is named sa siga sa kalayo -- the breath of flame -- and can, upon command, ignite with a puissant flame that is deadly against certain types of creatures.)
  • Banded Plate +1, Dispeller (The armor is of a greyish-green hue that seems to shimmer like a drop of oil when examined closely. It is old, forged in the ancient city of Choyli across the Silver Sea, and made of an alloy of steel and harbenite. In addition, the owner may use it to cast one of the following: Dispel Magic, Remove Curse, Neutralize Poison or Cure Disease, upon himself no more than three times, total, targeting a single spell or spell-like effect that is subject to the relevant spell. The character must have been wearing the armor at the time the spell is cast, and the spell is treated as being cast by a 12th level magic-user. The character must be aware of the effect in order to use this ability.)
  • Shield +2 (the same color as the Banded Plate)
  • Gauntlets of Ogre Power (grants the wearer 18 STR, punches with the gloves do 1d4 dmg, wearer can carry an extra 10 stone.)

A shield bearing the crest of a rampant lion before a crescent moon. The shield is beaten from some unknown metal that reflects light like mother-of-pearl and are exquisitely balanced, making it seem as if the bearer has almost no added weight upon his arm. The shield is masterwork and only counts as 2 items instead of a single stone.

Money & Treasure

  • 575 gp in storage with Mr. Hand
  • Six 100 gp gems (in a small bag hanging around his neck)
  • 54 gp
  • 8 sp

Experience

  • Owlbears 42 xp
  • Carcass Scavenger 72 xp
  • Ogres 109 xp
  • River Trolls 128 xp
  • River Trolls II 422 xp
  • Stirges 19 xp
  • Ogres II 119 xp
  • Coin from Expedition I 1,829 xp
  • Hippogriffs 32 xp
  • Chimera 124 xp
  • Wizard's Tower 105 xp
  • Hobgoblin Warband 95 xp
  • Flies, Apes, Gnolls 149 xp
  • Coin from Expedition II 3,227 xp
  • Meteorite Goblins 210 xp
  • Coin from Meteorite and Apes 288 xp
  • Coin from partial payment of troll reward 105 xp
  • Coin from Meteorite Goblins plus potion and spellbook 546 xp
  • Boat project 252 xp
  • Hill Giants 132 xp
  • Coin from final payment of troll reward 480 xp
  • Phase tigers, wild boar 167 xp
  • Carnivorous Flies II 25 xp
  • Coin from Venture III 1,909 xp
  • Cockatrices 110 xp
  • Ogre Warband 280 xp
  • Ogre Warband II 457 xp
  • Rhagodessa 46 xp
  • Coin from Venture IV 3,949 xp
  • Ogre Warband III 1,155 xp
  • Mummies 310 XP
  • Capturing oliphant 264 xp
  • Coin from Venture V 1,636 xp
  • Ogres from Candle 833 xp
  • Coin from Venture VI 4,774 xp
  • Bandit fight plus Ruined Keep I-III 1,294 xp
  • Pevin Blacksmith stash 525 xp
  • Trade Goods I 975 xp
  • Trade Goods II 3,129 xp
  • Batrachians 151 xp
  • Necromantic scrolls 1,400 xp
  • Vengeance Patrol 732 xp
  • Hob Hijinx 4,565 xp
  • Return of Vengeance Patrol and Treasure 9,514 xp
  • Wolf Keep completion bonus 5,000 xp