Editing Vertaginous Karembeuleau

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 2: Line 2:
  
 
== Rank ==
 
== Rank ==
*Human Bard Level 6
+
*Human Bard Level 5
*XP: 51,103
+
*XP: 40,000
 
*Alignment Neutral
 
*Alignment Neutral
 
*PC
 
*PC
Line 29: Line 29:
  
 
*  Deception
 
*  Deception
** Gambling:8
+
** Disguise:9
** Sense Motive:8
+
** Gambling:7
 +
** Sense Motive:3
  
 
*  Survival-
 
*  Survival-
 +
** Navigation:5
 
** Tracking: 8
 
** Tracking: 8
 
** Wilderness Survival:8
 
** Wilderness Survival:8
  
*  Bargain: 14
+
*  Bargain: 9
 
   
 
   
 
*Class Abilities
 
*Class Abilities
 
** Bardic Inspiration x2 per day: Bards have the ability to grant boons to their allies and banes to their enemies. At 1st level they may do this once per day to a creature within 30’ of them. They may do this as a free action during a round – whenever the creature’s place in initiative comes up – unless the bard is casting a spell. By using inspiration the target creature rerolls either an attack roll or saving throw, taking either the better (if a boon) or the worse (if a bane).
 
** Bardic Inspiration x2 per day: Bards have the ability to grant boons to their allies and banes to their enemies. At 1st level they may do this once per day to a creature within 30’ of them. They may do this as a free action during a round – whenever the creature’s place in initiative comes up – unless the bard is casting a spell. By using inspiration the target creature rerolls either an attack roll or saving throw, taking either the better (if a boon) or the worse (if a bane).
  
*  Lore on 12+ - As the character adventures they hear, remember, and, most importantly, assimilate various bits of information and trivia.
+
*  Lore on 13+ - As the character adventures they hear, remember, and, most importantly, assimilate various bits of information and trivia.
  
 
*  Bards may wear leather or chain but may not use shields. They can use any weapons except for large, two-handed melee weapons (those with the slow, two-handed quality).
 
*  Bards may wear leather or chain but may not use shields. They can use any weapons except for large, two-handed melee weapons (those with the slow, two-handed quality).
  
 
*Knacks
 
*Knacks
** Thievery
+
** Skilled
*** Climb 12
 
*** Hear Noise 14
 
*** Sneak 11
 
*** Spot 13
 
 
** Silver Tongue: When a reaction roll is made and the bard is the primary negotiator they may roll twice, taking the better result. This applies to all forms of reaction rolls and morale checks that their followers/retainers make, provided the thief is present.
 
** Silver Tongue: When a reaction roll is made and the bard is the primary negotiator they may roll twice, taking the better result. This applies to all forms of reaction rolls and morale checks that their followers/retainers make, provided the thief is present.
  
 
== Combat ==
 
== Combat ==
 
*AC: 6
 
*AC: 6
*HP 17
+
*HP 16
 
*Movement Rate: 120/40
 
*Movement Rate: 120/40
 
*Initiative Modifier +1
 
*Initiative Modifier +1
 
*Attacks (For the below, write in what it is. Like, "Two-Handed Sword: Stats."
 
*Attacks (For the below, write in what it is. Like, "Two-Handed Sword: Stats."
** Sword THAC0 17, 1d8
+
* Sword THAC0 17, 1d8
  
*Primary Ranged Attack:
+
**Primary Ranged Attack:
 
** Crossbow THAC0 16, 1d6 (5’–80’ / 81’–160’ / 161’–240’)
 
** Crossbow THAC0 16, 1d6 (5’–80’ / 81’–160’ / 161’–240’)
  
Line 85: Line 83:
 
== Equipment ==
 
== Equipment ==
 
*Gear, Armor, Weapons: Total Encumbrance.
 
*Gear, Armor, Weapons: Total Encumbrance.
** Rebec  
+
** Rebec ??
 
** Leather +1, Wt 200
 
** Leather +1, Wt 200
 
** Crossbow Bolts: 60 (20gp)
 
** Crossbow Bolts: 60 (20gp)
Line 102: Line 100:
 
** Crowbar: 10gp   
 
** Crowbar: 10gp   
 
** Share of the Company: 1000gp
 
** Share of the Company: 1000gp
** Potion of Heroism:
+
** Potion of Heroism
    Normal humans and characters of a combat-focused, non-magic using class (e.g. dwarf, fighter, halfling) who drink a potion of heroism temporarily gain additional levels. The number of levels gained depends on the character’s normal experience level:
+
** Amulet of Protection Against Scrying  
    Normal human: Gain the abilities of a 4th level fighter.
 
    1st–3rd level: Gain 3 levels.
 
    4th–7th level: Gain 2 levels.
 
    8th–10th level: Gain 1 level.
 
    11th level+: No effect.
 
 
 
    Effects: All abilities of the additional levels are gained, including extra hit points.
 
    Damage: Damage suffered while under the effects of this potion is first deducted from the pool of additional hit points
 
    granted.
 
*   Amulet of Protection Against Scrying:
 
    An amulet that provides protection from remote viewing and mind-reading.
 
 
    Crystal balls: The person wearing this amulet cannot be viewed in a crystal ball.
 
 
    ESP: The wearer is immune to all forms of ESP.
 
 
 
Encumbrance: 390 - Includes basic encumbrance of 80 coins for miscellaneous items.
 
  
 +
**Encumbrance: 390 - Includes basic encumbrance of 80 coins for miscellaneous items.
 
3819 GP
 
3819 GP
 
792GP on board the ship.
 
 
3569GP banked in Deepwater
 

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)