Difference between revisions of "WoA Pantera"

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(Equipment)
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== Equipment ==
 
== Equipment ==
 
*Gear, Armor, Weapons: 5s+5t
 
*Gear, Armor, Weapons: 5s+5t
 +
**Magic items: 3x divine power sapphire, elephant figurine
 
**Gear: Backpack, Waterskin, Tinderbox, Blanket, 2 wks iron rations, Small Steel Mirror, coin purse.
 
**Gear: Backpack, Waterskin, Tinderbox, Blanket, 2 wks iron rations, Small Steel Mirror, coin purse.
 
**Armor: Light Chain Mail, Shield
 
**Armor: Light Chain Mail, Shield
**Weapons: Spear +2, Deadly Spear (+1 h/d), Accurate Composite Bow (+1 h), 20/20 Quiver.
+
**Weapons: Spear +2, Accurate Composite Bow (+1 h), 20/20 Quiver.
  
 
== Wealth ==
 
== Wealth ==

Revision as of 07:47, 5 November 2016

The Wilderlands of Absalom

Rank

  • Human Explorer 5
  • XP: 26,316/32,000
  • Lawful
  • Henchman of Rabanus the Raffish
  • Guide

Attributes

  • STR 13 (+1)
  • INT 13 (+1)
  • WIS 10
  • DEX 12
  • CON 14 (+1)
  • CHA 13 (+1)

Skills

  • Languages
    • Common
    • Goblin
  • General Proficiencies
    • Riding
    • Navigation (+4 bonus to avoid getting lost)
    • Trapping
  • Class Proficiencies
    • Alertness (+4 to find secret doors, find without searching on 18+)
    • Combat Reflexes

Class Abilities

  • Accuracy bonus of +1 to all attack throws with missile weapons.
  • Increase their base damage roll from successful missile and melee attacks by +1 at 1st level, and by an additional +1 at 3rd, 6th, 9th, and 12th level.
  • Explorers have animal reflexes, gaining +1 bonus to initiative and a +1 bonus to surprise rolls.
  • Disappear into woods and underbrush with a proficiency throw of 3+ on 1d20.
  • In dungeons, an explorer who is motionless and quiet in cover can escape detection with a proficiency throw of 14+ on 1d20.
  • Any time the explorer’s party is in country familiar to the explorer, they get a +4 bonus on proficiency throws to avoid getting lost.
  • In any terrain except clear and grassland terrain, the explorer’s party receives a +5 bonus to proficiency throws to evade wilderness encounters.
  • A party guided by an explorer can evade wilderness encounters even when surprised on a proficiency throw of 19+.

Combat

  • AC 5
  • HP 21
  • Movement Rate 90/30/90
  • Init: +2
  • Surprise: +3
  • Attacks
    • Primary Melee Attack: Spear +2 4+, 1d6+5
    • Primary Ranged Attack: Composite Bow 5+, 1d6+2
  • Saves:
    • Petrification/Paralysis: 12
    • Poison/Death: 11
    • Blast/Breath: 13
    • Staves/Wands: 13
    • Spells: 14

Equipment

  • Gear, Armor, Weapons: 5s+5t
    • Magic items: 3x divine power sapphire, elephant figurine
    • Gear: Backpack, Waterskin, Tinderbox, Blanket, 2 wks iron rations, Small Steel Mirror, coin purse.
    • Armor: Light Chain Mail, Shield
    • Weapons: Spear +2, Accurate Composite Bow (+1 h), 20/20 Quiver.

Wealth

  • 6,259gp

Beasts

  • Star, a medium war-horse
    • Military tack & saddle
    • 2x Leather Saddlebags