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Moyuk “Yuck”
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Hobgoblin “Scout”: Ranger (Dungeon Rover) 2
 
N
 
  
 
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M'''oyuk “Yuck” Hobgoblin “Scout”''': Ranger (Dungeon Rover) 2  N <br/>
Character creation: 6#4d6k3 7 11 11 8 18 12
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Character creation: 6#4d6k3 7 11 11 8 18 12……7 -> 12 <br/>
7 -> 12
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Str 18 Dex 14 Con 14 Int 11 Wis 11 Cha 8 <br/>
 
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Languages: Common, Tusk Darkvision 60’ +4 Stealth <br/>
Str 18
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HP: 20/20 AC: 18 BAB: +2 (Cleave) <br/>
Dex 14
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Stalclub: +8, 1d10+8 (+7, 1d10+11), magic Dagger: +6, 1d4+4 (+5, 1d4+6) Dart: +4, 1d4+4<br/>
Con 14
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Fort 5 (6 vs disease) Will 0 Ref 5<br/>
Int 11
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Skills: 7/lvl Climb 2:9 (6) Craft (Traps) 1: Disable Device 2:7 (4) Handle Animal 0:1 Knowledge (Dungeoneering) 1:4 Perception 2:5 (7 vs underground hazards) Stealth 2:11 (8) Survival 2:6 Swim 2:9 (6) <br/>
Wis 11
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Feat: Power Attack -1 to hit, +2/+3 damage<br/>
Cha 8
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Combat Style Feat: Cleave - If you hit, get another attack on adjacent target. -2 AC until next turn. <br/>
 
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'''Trait: Trailblazer''' - While traversing any wilderness, you gain a +1 trait bonus on Survivalchecks, and gain a +1 trait bonus on Fortitude saving throws against diseases. <br/>
Languages: Common, Tusk
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'''Trait: Animalistic Affliction''' - You gain a +1 trait bonus on Handle Animal and wild empathy checks<br/>
Darkvision 60’
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'''Stone Scouting (Ex)''' A dungeon rover gains a +2 bonus on Perception checks to notice underground environmental hazards, including traps, potential cave-ins, and dangerous flora. A dungeon rover receives a check to notice these hazards whenever he passes within 10 feet of them, whether or not he is actively looking. <br/>
+4 Stealth
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'''Favored Enemy (Ex)''': Undead At 1st level, a ranger selects a creature type from the ranger favored enemiestable. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. <br/>
 
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'''Vermin Affinity(Ex)''' +1 A ranger can improve the initial attitude of vermin. Diplomacy check rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. Additionally, a dungeon rover can influence oozes with a –4 penalty on his vermin affinity check. <br/>
HP: 20/20
 
AC: 18
 
BAB: +2 (Cleave)
 
Stalclub: +8, 1d10+8 (+7, 1d10+11), magic
 
Dagger: +6, 1d4+4 (+5, 1d4+6)
 
Dart: +4, 1d4+4
 
 
 
Fort 5 (6 vs disease)
 
Will 0
 
Ref 5
 
 
 
Skills: 7/lvl
 
Climb 2:9 (6)
 
Craft (Traps) 1:4
 
Disable Device 2:7 (4)
 
Handle Animal 0:1
 
Knowledge (Dungeoneering) 1:4
 
Perception 2:5 (7 vs underground hazards)
 
Stealth 2:11 (8)
 
Survival 2:6
 
Swim 2:9 (6)
 
 
 
Feat: Power Attack -1 to hit, +2/+3 damage
 
Combat Style Feat: Cleave - If you hit, get another attack on adjacent target. -2 AC until next turn.
 
 
 
Trait: Trailblazer - While traversing any wilderness, you gain a +1 trait bonus on Survivalchecks, and gain a +1 trait bonus on Fortitude saving throws against diseases.
 
 
 
Trait: Animalistic Affliction - You gain a +1 trait bonus on Handle Animal and wild empathy checks
 
 
 
Stone Scouting (Ex)
 
A dungeon rover gains a +2 bonus on Perception checks to notice underground environmental hazards, including traps, potential cave-ins, and dangerous flora. A dungeon rover receives a check to notice these hazards whenever he passes within 10 feet of them, whether or not he is actively looking.
 
Favored Enemy (Ex): Undead
 
At 1st level, a ranger selects a creature type from the ranger favored enemiestable. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
 
 
 
 
 
Vermin Affinity(Ex) +1
 
A ranger can improve the initial attitude of vermin. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result.
 
To use wild empathy, the ranger and the vermin must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
 
Additionally, a dungeon rover can influence oozes with a –4 penalty on his vermin affinity check.
 
 
 
 
 
Equipment: 250
 
Masterwork Breastplate 200
 
+2 Stalclub (“Cave-In”) 5
 
Dagger 2
 
Dart x4 2
 
Ranger’s kit: This includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin. 9
 
Grappling hook 1/250
 
Thieves tools 30
 
1 gp
 
 
 
-a finely made pirate lute: Lute of marvellous playing: +2 to perform, can self-play tunes it becomes familiar with. Cursed?
 
-a bandoleer containing jagged throwing blades: 12 throwing knives, 6 are +1, one is +2 and returning, all 12 are masterwork. Claimed
 
- a posey of sweet smelling fruits
 
 
 
Background: Moyuk wasn’t cut out to be a marauding slaver, like most Tuskers. He was undisciplined, he liked playing with bugs, and then there was the stench. Oh my gods, the stench! Even among other unwashed brutes, he was a pariah. Eventually he was kicked out of the tribe, which suited him just fine.
 
He fell into dungeon roving, working alone to find lost valuables. When the other PC’s came across him, it took some effort to convince them that he wasn’t just a wandering monster. His brute strength, and his experience with traps, made him an invaluable addition to the party. One of them called him “Yuck” for short, and the name stuck like yesterday’s breakfast.
 

Revision as of 07:34, 16 February 2019

Bold text

Moyuk “Yuck” Hobgoblin “Scout”: Ranger (Dungeon Rover) 2 N
Character creation: 6#4d6k3 7 11 11 8 18 12……7 -> 12
Str 18 Dex 14 Con 14 Int 11 Wis 11 Cha 8
Languages: Common, Tusk Darkvision 60’ +4 Stealth
HP: 20/20 AC: 18 BAB: +2 (Cleave)
Stalclub: +8, 1d10+8 (+7, 1d10+11), magic Dagger: +6, 1d4+4 (+5, 1d4+6) Dart: +4, 1d4+4
Fort 5 (6 vs disease) Will 0 Ref 5
Skills: 7/lvl Climb 2:9 (6) Craft (Traps) 1: Disable Device 2:7 (4) Handle Animal 0:1 Knowledge (Dungeoneering) 1:4 Perception 2:5 (7 vs underground hazards) Stealth 2:11 (8) Survival 2:6 Swim 2:9 (6)
Feat: Power Attack -1 to hit, +2/+3 damage
Combat Style Feat: Cleave - If you hit, get another attack on adjacent target. -2 AC until next turn.
Trait: Trailblazer - While traversing any wilderness, you gain a +1 trait bonus on Survivalchecks, and gain a +1 trait bonus on Fortitude saving throws against diseases.
Trait: Animalistic Affliction - You gain a +1 trait bonus on Handle Animal and wild empathy checks
Stone Scouting (Ex) A dungeon rover gains a +2 bonus on Perception checks to notice underground environmental hazards, including traps, potential cave-ins, and dangerous flora. A dungeon rover receives a check to notice these hazards whenever he passes within 10 feet of them, whether or not he is actively looking.
Favored Enemy (Ex): Undead At 1st level, a ranger selects a creature type from the ranger favored enemiestable. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Vermin Affinity(Ex) +1 A ranger can improve the initial attitude of vermin. Diplomacy check rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. Additionally, a dungeon rover can influence oozes with a –4 penalty on his vermin affinity check.