Yszal Bronze-skin

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The Wilderlands of Absalom

Rank

  • Kobold Warrenguard 1
  • XP: 251/2450 (+5% bonus)
  • Neutral
  • Henchman of Ishka Bronze-skin, who is a henchman of Karag Two-Blades
  • Yszal is a genuinely cheerful kobold. (inform | happiness)
  • He takes pride in informing others that justice has been served. (proclaim | justice)
  • Yszal is always up on local customs and makes sure his comrades are aware of them. (relate | the law)

Attributes

  • STR 15 (+1)
  • INT 06 (-1)
  • WIS 09
  • DEX 08 (-1)
  • CON 07 (-1)
  • CHA 09

Skills

  • Languages
    • Common
    • Undertongue
  • General Proficiencies
    • Manual of Arms
  • Class Proficiencies
    • Dungeon Bashing The character is hardened to the heavy lifting and physical labor involved in dungeon exploration. The character receives a +4 bonus on throws to open doors and similar acts of brute strength.
  • Racial Proficiencies
    • 90' infravision
    • Acrobatics The character is trained to jump, tumble, somersault, and free-run around obstacles. The character gains +2 to saving throws where agility would help avoid the situation, such as tilting floors and pit traps. In lieu of moving during a round, the character may attempt a proficiency throw of 19+ to tumble behind an opponent in melee. If successful, the character is behind his opponent. The opponent gains no benefit from his shield. Thieves and others eligible to backstab an opponent gain their usual +4 on the attack throw and bonus to damage. Characters with an encumbrance of 6 stone or more may not tumble.
    • Accuracy The character gains an accuracy bonus of +1 to all attack throws with missile weapons.
    • Combat Trickery (overrun) Succeeds on a melee attack with -2 penalty. Opponent makes a save vs Paralysis with a -2 penalty.
    • Thief Abilities
      • backstab x2
      • Hide in Shadows 19+
      • Move Silently 17+
    • Drawback: Sensitivity to Light (-1 penalty to surprise, initiative and attack rolls during daylight, unless special tinted glasses are worn)

Combat

  • AC
  • HP 1
  • Movement Rate
  • Initiative Modifier -1
  • Attacks
    • Primary Melee Attack: shortsword 9+, 1d6+2
    • Primary Ranged Attack: crossbow 10+, 1d6+2
  • Saves:
    • Petrification & Paralysis 15+
    • Poison & Death 14+
    • Blast & Breath 16+
    • Staves & Wands 16+
    • Spells 17+

Equipment

  • Gear, Armor, Weapons: Total Encumbrance. Don't list party treasure here. That's what the ape is for on the front page. This is to keep track of those things that are relatively permanently staying with your character.
    • Then list
    • Those things
    • 30 gp

Class Construction

  • Strength Prime Requisite
  • HD 1d6 (1 build point, 500 XP)
  • Fighting Value as Fighter (2 build points, 1000 XP)
    • Narrow armor. Because of their size kobolds do not fit into armor made for humans or larger. Armor must be custom made for them. +2 custom powers, +150 XP
    • Narrow weapons. Because of their size any weapons the kobold wields are one category down from human sized: a dagger is used as a short sword, a short sword as a long sword and a normal sword as a 2-handed sword. +3 custom powers. +150 XP
  • Thievery Value of 1 (200 XP): Move Silently, Hide in Shadows, Backstab.
  • Total of 5 custom powers.
    • 90' infravision (2.5 custom powers)
    • Acrobatics as skill (1 custom power)
    • Accuracy as skill (1 custom power)
    • Combat Trickery (overrun) as skill
    • Drawback: Sensitivity to light as Sneak.
  • Save as Fighter, gains class proficiencies as fighter.
  • XP to reach 2nd: 2,450