Difference between revisions of "Vertaginous Karembeuleau"

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** 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 13+ - As the character adventures they hear, remember, and, most importantly, assimilate various bits of information and trivia.
+
*  Lore on 12+ - 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).
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== Combat ==
 
== Combat ==
 
*AC: 6
 
*AC: 6
*HP 16
+
*HP 17
 
*Movement Rate: 120/40
 
*Movement Rate: 120/40
 
*Initiative Modifier +1
 
*Initiative Modifier +1

Latest revision as of 08:29, 23 November 2020

Sailing_the_Silver_Seas

Rank[edit]

  • Human Bard Level 6
  • XP: 51,103
  • Alignment Neutral
  • PC

Attributes[edit]

  • STR 11
  • INT 10
  • WIS 17
  • DEX 14
  • CON 10
  • CHA 15

Skills[edit]

  • Languages
    • Common
  • General Skills
    • (please give a very short summary of what your skills do, if they have mechanical effects, if it's not too much effort. Elsewise, a page number is nice.)
  • Perform: Rebec 9
  • Athletics -
    • Acrobatics: 9
    • Swimming: 10
  • Deception
    • Gambling:8
    • Sense Motive:8
  • Survival-
    • Tracking: 8
    • Wilderness Survival:8
  • Bargain: 14
  • 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).
  • Lore on 12+ - 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).
  • Knacks
    • Thievery
      • 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.

Combat[edit]

  • AC: 6
  • HP 17
  • Movement Rate: 120/40
  • Initiative Modifier +1
  • Attacks (For the below, write in what it is. Like, "Two-Handed Sword: Stats."
    • Sword THAC0 17, 1d8
  • Primary Ranged Attack:
    • Crossbow THAC0 16, 1d6 (5’–80’ / 81’–160’ / 161’–240’)
  • Saves:
    • Petrification & Paralysis 12
    • Poison & Death 12
    • Blast & Breath 15
    • Staves & Wands 11
    • Spells 11

Spells Prepared[edit]

  • First Level: 2
    • Sleep
    • Charm Person
  • Second Level: 1
    • Invisibility

Spells Known[edit]

  • First Level. auditory illusion^, charm person, dancing lights^, detect danger`, detect magic, Light (darkness), read languages, sleep
  • Second Level. cure light wounds*, ESP, glamour^, invisibility, knock, locate Object, magic missile, mirror image, obscuring mist`, phantasmal force^

Equipment[edit]

  • Gear, Armor, Weapons: Total Encumbrance.
    • Rebec
    • Leather +1, Wt 200
    • Crossbow Bolts: 60 (20gp)
    • Crossbow (30GP), Wt 50
    • Sword 1d8 Wt 60 (10gp)
    • Grappling Hook (25gp)
    • Rope 100' (2gp)
    • Waterskin (1 gp)
    • Wine 10 pints (5 gp)
    • Lantern 10 (10 gp)
    • Oil 5 flasks (10gp)
    • Mirror 5
    • Rations Iron (21 days) (45 gp)
    • Tinder Box:3 gp
    • Backpack 5gp
    • Crowbar: 10gp
    • Share of the Company: 1000gp
    • 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:
    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.

3819 GP

792GP on board the ship.

3569GP banked in Deepwater