ACTION-TOP/SOP & Battle Sheets!

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Argennian
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ACTION-TOP/SOP & Battle Sheets!

#1 Post by Argennian »

This is where we will track standardized Marching Orders, Watch Rotations, Fighting Formations/Tactics and Battle Sheets.
(Note: These are just notated defaults and can be changed/updated at any time In Game.)


Active Player Characters

Bog Male Half-Orc Fighter5 (played by Alethan)

Emm Hildebran Female Human Druid5 (played by tkrexx)

Ulrich Rachstaad Male Dwarf Cleric5 (played by SocraticLawyer)

Lauranna Female High Elf Magic-User4/Thief5 (played by Nuke66)


Player Characters currently being NPCed

Caelvanna Female Wild Elf Fighter3 (played by dmw71)

Griffo Ostgood Male Halfling Fighter3 (played by Nyctos)

Thalion the Grey Male Wood Elf Fighter3/Thief3 (played by Thalion)


Inactive/Retired Player Characters

Hartnid Rachstaad Male Dwarf Cleric1 (played by Xaxyx)



Waiting List
1. Dizlexus
2.
3.
4.


**********************************


Marching Order

Single-File ~ per latest update: viewtopic.php?f=35&t=3130&p=307384#p307384
1. Bogdan (lead/on point)
2. Emm
3. Manoah
4. Lauranna
5. Ulrich (rearguard)



Double-File (??/default from single file)
1. Bogdan 2. Emm
3. Manoah 4. Lauranna
5. Ulrich




Fighting Formations

Offensive:
A.
B.
C.

Defensive: At entrance to watery cave versus giant crab #2:

Front Rank: Caelvanna (on left) ..... Bogdan (center) ..... Ulrich (on right)

Second Rank: ...................... Emm ................. Lauranna....................



Watch Rotation

Standard: x players on x shifts

Two Watch Shift:
Watch 1:

Watch 2:


Three Watch Shift:
Watch 1:

Watch 2:

Watch 3:


Four Watch Shift:
Watch 1:

Watch 2:

Watch 3:

Watch 4:


Standard Tactics:


Special Tactics:







Battle Sheets

This is something I got from Jamabarn's PbP over at DF and would like to try it out here. These are sheets that can be quickly referenced for combat and critical situational scenarios. As DM, this would be a great tool that I can easily reference by making a link to them, which will help me immensely for when I only have internet access on my phone! 8-)

Please create a post here for your character when finished, using the format below. If you have any questions about these, please post them in the OOC/Questions? thread or PM me.


Name:

Class/Level: /

Hit Points: (current / max)

AC: (armor+shield+dex ac)/ (no shield, if applicable) / (Base (or Rear) ac)

Saving Throws: (list any racial/magical)

Racial / Class Abilitiies & Modifiers:


Melee Weapon: To Hit / Damage

Off-Hand/Secondary/Backup Weapon: To Hit / Damage

Missile Weapon: To Hit / Damage

Missile Weapon ROF:

Memorized Spells:
1:
2:
3:

Magical Items & Charges: (Rings/Rods/Staves/Wands; Anything that has a weapon function)

Misc Magic Items: (Armor, Shields, other items with no offensive combat use.)

Misc Important Items & Gear:

Default Actions*: (something quick and simple such as prefered type of attacks, basic tactics in combat/stealth situations, primary spells cast & used for, ect. In the event you are AFK, this will give me a reference for what your PC would resort to in a default situation.)



(* ~ This isn't meant to be a a chore and need not be uber-detailed :ugeek: It can be something as simple as: "fights with bow at range, sword in melee, will take front line when can, will do this/cast that, etc.")

(You may also add gold down here as well if you wish to keep track of your own gold online.)

Xaxyx
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Re: ACTION-TOP/SOP

#2 Post by Xaxyx »

Name: Hartnid Rachstaad

Class/Level: Cleric/1

Hit Points: 9/9 (current / max)

AC: 4/4/4 (armor+shield+dex ac)/ (no shield, if applicable) / (Base( or Rear) ac)

Saving Throws: (list any racial/magical)

Image

Name: Hartnid Rachstaad
Gender/Race: Dwarf
Class: Cleric
Level: 1
XP: 550 / 1550
Alignment: Neutral Good
Languages:
Age: 251
Height: 4'4"
Weight: 167lb
Hair: Black
Eyes: Black
Distinguishing appearance/features/scars:
- Branding scar of deity’s holy symbol on inside of left forearm.

STR: 14 (TH: +0, DAM: +0, Enc: +20 lbs, Minor: 1-2, Major: 7%)
DEX: 8 (+0 surprise adj, 0 to missile attacks, -0 to AC)
CON: 15 (HP: +1, sys shock: 94%, res/raise: 91%)
INT: 9 (Languages: +1)
WIS: 17 (Saving Throw Bonus: +3)
CHA: 12(13) (henchmen max. 5)

Hit points level 1: [1d8] = 8
HP: 9/9 (current total/max)
AC: 4/4/4 (armor type/ac +shield+Dex bonus / without shield (if applicable)
Rear AC: 4 (no Dex/shield bonus)
THAC0: 20
Movement Rate: 90/60 (while currently encumbered / next slower or over )
Total Encumbrance: (weight carried / max move for that weight / surprise modifier)

Saving Throws:
Aimed Magic (rod, staff, wand): 14
Breath Weapons: 16
Death/Paralyzation/Poison: 10
Petrification/Polymorph: 13
Spells (other): 15
* +4 saving throws vs. poison, magic
** +3 saving throws vs. mental attacks

Racial / Class Abilities & Modifiers:
- Turn Undead
- +1 to hit vs. goblins, half-orcs, hobgoblins, orcs
- -4 to be hit by giants, ogres, ogre mages, titans, trolls
- 60' Infravision
- Detect slopes/grades (75%)
- Detect new construction (75%)
- Detect sliding/shifting rooms/walls (66%)
- Detect traps involving stonework (50%)
- Determine depth underground (50%)

Melee Weapon: To Hit / Damage
Heavy Flail +0 / (d6+1/2d4)

Off-Hand/Secondary/Backup Weapon: To Hit / Damage
N/A

Missile Weapon: To Hit / Damage
N/A

Missile Weapon ROF:
N/A

Spells
1st: Cure Light Wounds
1st: Cure Light Wounds
1st: Command

Magical Items & Charges: (Rings/Rods/Staves/Wands; Anything that has a weapon function)
N/A

Misc Magic Items: (Armor, Shields, other items with no offensive combat use.)
N/A

Misc Important Items & Gear:
N/A

Default Actions*: (something quick and simple such as preferred type of attacks, basic tactics in combat/stealth situations, primary spells cast & used for, ect. In the event you are AFK, this will give me a reference for what your PC would resort to in a default situation.)
1) Command spell against particularly dangerous opponents, such as spell casters.
2) Cure Light Wounds on grievously wounded/unconscious teammates.
3) Melee, staying with the group in a protective formation, defending those less armored or otherwise unable to defend themselves (mages, archers, etc).

Thalion
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Re: ACTION-TOP/SOP

#3 Post by Thalion »

(Currently being NPCed)

Name: Thalion the Grey

Class/Level: Fighter3/Thief3

Hit Points: 18/18 (current/total)

AC: 5/5/8 (armor+shield+dex ac)/ (no shield) / (base or rear ac)

Thac0: 18

Move: 120ft/rd (until carrying +70lbs.)

Saving Throws
Aimed Magic (rod, staff, wand): 14
Breath Weapons: 16
Death/Paralyzation/Poison: 13
Petrification/Polymorph: 12
Spells (other): 15
(90% resistant vs Sleep & Charm spells)


Racial / Class Abilitiies & Modifiers:

Class: Thief
Backstab: X2 damage +4 to hit
Climb Walls: 79%
Find Traps: 43%
Hear Noise: 21%
Hide in Shadows: 45%
Move Quietly: 40%
Open Locks: 43%
Pick Pockets: 48%
Read Languages: 10%

Racial: Elf
90% resistance to sleep and charm spells
Infravision 60'
Detect Secret Doors: 1 in 6 when passing, 2 in 6 when searching. 3 in 6 to search for concealed doors
Surprise: 4 in 6 chance to surprise when traveling in non metal armor and alone ore more than 90 ft in advance of others.

Melee Weapon: specialized Longsword +1 To Hit / +2 Damage ; 3 attacks/2 rounds)

Off-Hand/Secondary/Backup Weapon: Offhand Dagger (-1 To Hit / +1 Damage

Missile Weapon: Short Bow +3 To Hit / - Damage

Missile Weapon ROF:
Short bow/dagger: 2/1

Magical Items & Charges: n/a

Misc Magic Items:
- Shanny's home-brewed Healing Elixirs (1 dose, 1d8+1)
- Billy's "Break-in-Emergency" Locator Crystals (clear, @ 2"L x 1"W)
- Magical cloth charm bracelets (woven blue, green & red threads)

Misc Important Items & Gear:
(see character sheet)

Default Actions*: Depending on cover and/or lighting, will initially try to hide and then attempt to move into a position where he can backstab a target. Otherwise, will try to keep at range, using bow (the curse of the low hit point rolls). Fight with two weapons (longsword/dagger) when pressed into melee. Definitely not averse to running to fight another day.
Last edited by Thalion on Sun Oct 28, 2012 10:36 pm, edited 1 time in total.

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SocraticLawyer
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Re: ACTION-TOP/SOP

#4 Post by SocraticLawyer »

Last Edited: 6/20/17

Name: Ulrich Rachstaad

Class/Level: Cleric/5

Hit Points: 28/28 (current / max)

AC: 1/2/4 (banded mail+shield+dex ac)/ (no shield) / (base or rear ac)

Thac0: 18

Move: 120ft/rd (Boots of Springing & Striding)

Saving Throws:
Aimed Magic (rod, staff, wand): 13
Breath Weapons: 15
Death/Paralyzation/Poison: 9
Petrification/Polymorph: 12
Spells (other): 14
(+4 vs poison/magic)
(+2 mental save)


Racial / Class Abilitiies & Modifiers:
- Turn Undead
- +1 to hit vs. goblins, half-orcs, hobgoblins, orcs
- -4 to be hit by giants, ogres, ogre mages, titans, trolls
- 60' Infravision
- Detect slopes/grades (75%)
- Detect new construction (75%)
- Detect sliding/shifting rooms/walls (66%)
- Detect traps involving stonework (50%)
- Determine depth underground (50%)
- +10% XP

Melee Weapon: To Hit / Damage
Staff (1-6/1-6) no bonus to hit/damage
Mace +1 (1d4+2/1d4+2)

Off-Hand/Secondary/Backup Weapon: To Hit / Damage
N/A

Spells
1st level: CLW x3, Command, Protection from Evil
2nd level: Hold Person x2, Slow Poison, Silence 15' Radius, Resist Fire
3rd level: Dispel Magic


Magical Items & Charges: (Rings/Rods/Staves/Wands; Anything that has a weapon function)
Mace +1

Misc Magic Items: (Armor, Shields, other items with no offensive combat use.)
Boots of Striding and Springing
Continual Light-enchanted copper piece
Scroll: CSW, PfE 10' Radius, Remove Fear
Stone Salve (1 dose)
2 Shanny's home-brewed Healing Elixirs (1 dose, 1d8+1)
Billy's "Break-in-Emergency" Locator Crystals (clear, @ 2"L x 1"W)
Magical cloth charm bracelets (woven blue, green & red threads)

Misc Important Items & Gear:
8 2 vials holy water 6 given out
Prayer beads
Incense sticks
12 cloves garlic
12 sprigs belladonna
6 sprigs wolfsbane


Animal Companions/Pets:
l'il Pickles - tiny half-lizard, half-turtle hatchling (was in the egg the party found in the bluff cave)

Default Actions*:
Last edited by SocraticLawyer on Sun Jun 04, 2017 4:48 pm, edited 22 times in total.
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Alethan
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Re: ACTION-TOP/SOP

#5 Post by Alethan »

Bogdan ("Bog")
Half-Orc Swashbuckler (Level 5)


Hit Points: 38/38
AC: 2/4/4
THAC0: 16
Move: 90ft/rd

Saving Throws:
Death/Paralyzation/Poison: 11
Petrification/Polymorph: 12
Aimed Magic (rod, staff, wand): 13
Breath Weapons: 13
Spells (other): 14


Racial / Class Abilities & Modifiers:
- Infravision 60'
- 1 attack/level when fighting unskilled
- Attacks first/last in a round when he has multiple attacks
- Weapon Double Specialization: AR=3/2, +3 To Hit, +3 Damage
- Max Movement 120'

Melee Weapon:
Karagonian Longsword (3/2 AR, +3 To Hit, 1D8+6/1D12+6 Dmg)
Karagonian Spear (3/2 AR, +2 To Hit, 1D6+4/1D8+4 Dmg)

Off-Hand/Secondary/Backup Weapon:
Karagonian Dagger (-2 To Hit, 1D4+2/1D3+2 Dmg)

Missile Weapon:
Spear (+1 To Hit, 1D6+4/1D8+4 Dmg)
Heavy Crossbow (not proficient) (-1 To Hit, 1D6+1/1d6+1 Dmg)

Missile Weapon ROF:
1/1

Currently Equipped With:
Banded Mail (from ship)
Large Wooden Shield (from ship)
3 Karagonian Spears (from ship)
Boots (low, soft) (from ship)
Karagonian Masterwork Long Sword
Karagonian Masterwork Dagger
Backpack (and contents)
All magical items

Magical Items & Charges: (Rings/Rods/Staves/Wands; Anything that has a weapon function)
Ring of Free Action - Unaffected by Slow, Hold Person, Paralysis, or bad terrain or water
(2) Axes of Hurling +2

Misc Magic Items: (Armor, Shields, other items with no offensive combat use.)
Medium Metal Shield +1
Ioun Stone, clear, spindle
- sustains person without food or water
Potion of Slow Poison
Potion of Water Breathing
- three (3) doses left
Potion of Healing - [1d8+1]
Emergency Crystal
Colorful Band Of Barrier Passage



Default Actions:
In the open, spear used as missile attack and then close into melee with long sword.
If we're in ranks (2x formation in a corridor, for example), Bog would prefer to attack with spear from the second rank (in order to give us more attacks in a round).
Fine with whatever time for night watch rotation.

Counting Coins:
(You may also add gold down here as well if you wish to keep track of your own gold online.)

Leveling Rolls:
Bog's Level 2 HP roll - Hit Dice Roll For New Level [1d10+2] = 5+2 = 7
Bog's Level 3 HP roll - Hit Dice Roll For New Level [1d10+2] = 10+2 = 12
Bog's Level 4 HP roll - Hit Dice Roll For New Level [1d10+2] = 4+2 = 6
Bog's Level 5 HP roll - Level 5 HP [1d10+2] = 2+2 = 4
Dragon foot. Bamboo pole. Little mouse. Tiny boy.

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tkrexx
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Re: ACTION-TOP/SOP

#6 Post by tkrexx »

Name: Emm Hildebran

Class/Level: Druid / 5

Hit Points: 20/20 (current / max)

AC: 5/6 (armor+shield ac) / (no shield) / (base/rear ac)

Thac0: 18

Move: 120ft/rd

Saving Throws
Aimed Magic (rod, staff, wand): 12*
Breath Weapons: 14*
Death/Paralyzation/Poison: 8*
Petrification/Polymorph: 11*
Spells (other): 13*
(* includes +1 Ring of Protection)
+2 vs fire & lightning


Racial / Class Abilities & Modifiers
+2 saves vs fire & lightning
Druid’s Knowledge (3rd): At third level and higher, a druid can identify plant and animal types, and can determine when water is pure and safe to drink.
Wilderness Movement (3rd): At third level and higher, a druid can move through any natural undergrowth leaving no trace of his or her passage, and may do so with no reduction in his or her normal movement speed.

Melee Weapon: To Hit / Damage
1st row fighting: scimitar 1-8/1-8
2nd row fighting: spear 1-6/1-8

Off-Hand/Secondary/Backup Weapon: To Hit / Damage
Club: 1-4/1-3

Missile Weapon: To Hit / Damage
spear 1-6/1-8
Missile Weapon ROF: 1

Spells memorized:
1st:
Detect Magic, Speak With Animals x2, Faerie Fire, Entangle, Shillelagh

2nd:
Charm Person/Mammal, Cure Light Wounds x3, Heat Metal

3rd:
Protection From Fire x3

Magical Items & Charges: (Rings/Rods/Staves/Wands; Anything that has a weapon function)
+1 Ring of Protection
Ring of Swimming
Necklace of Missiles

Misc Magic Items: (Armor, Shields, other items with no offensive combat use.)
+2 Leather Armor
Small vial, white anti slow poison toxin (1 dose)
Stone Salve (1 dose)
Shanny's Healing Brew (1d8+1)
Billy's "Break if Trouble" Crystal
Band of Barrier Bubble Passage


Misc Important Items & Gear:
Knapsack:
Greater mistletoe: 26/7
Oak leaves: 40/35
2 wax candles
small wooden holy symbol (a miniature summer oak tree).
3 days iron rations (almost sour)
Small Black Whistle

Default Actions*: (something quick and simple such as prefered type of attacks, basic tactics in combat/stealth situations, primary spells cast & used for, ect. In the event you are AFK, this will give me a reference for what your PC would resort to in a default situation.)

Spear as default weapon & as 2nd rank fighter, will try to switch to scimitar if in 1st rank. If personally attacked, will attempt to use the spear as missle weapon & draw scimitar. If the 1st rank looks weakening, will cast Faerie Fire on opponents & step to the front, hopefully allowing someone to be healed (and then return to the 1st rank, HURRY!).

Coin:
PP:
GP: 23
EP:
SP: 5
CP: 4
Last edited by tkrexx on Tue Jun 06, 2017 2:40 am, edited 54 times in total.

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dmw71
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Caelvanna SOP

#7 Post by dmw71 »

Name: Caelvanna

Class/Level: Fighter / 3

Hit Points: 32 / 32 (current / max)

AC: 5 / 5 / 8 (armor+shield+dex ac) / (no shield) / (base/rear ac)

Saving Throws
Aimed Magic (rod, staff, wand): 15
Breath Weapons: 16
Death/Paralyzation/Poison: 13
Petrification/Polymorph: 14
Spells (other): 16 (90% resistance to sleep and charm spells)

Racial / Class Abilitiies & Modifiers
- Weapon Specialization: AR=3/2, +1 To Hit, +2 Damage
- Infravision: 60'
- 90% resistance to sleep and charm spells
- Any pulled bow: +1 to hit
- Long or short sword: +1 to hit
- Detect Secret Doors: 1 in 6 when passing, 2 in 6 when searching
- Detect Concealed Doors: 3 in 6
- Surprise: 4 in 6 chance to surprise when traveling in nonmetal armor and alone (or with other elves or halflings), or more than 90 feet in advance of others (if a door must be opened (or some similar task), the chance of surprise drops to 2 in 6).

Melee Weapon: To Hit / Damage
Short sword +1 to hit, 1d6+1/1d8+1 damage (Damage Bonus(es): +1 strength)

Off-Hand/Secondary/Backup Weapon: To Hit / Damage
None

Missile Weapon: To Hit / Damage
Short bow ROF: 2/1, +4 to hit, 1d6+2 damage (To Hit Bonus(es): +1 elf, +1 specialization, +2 dexterity)

Missile Weapon ROF:
2 shots / 1 round (#Attacks: 3/2)

Magical Items & Charges: (Rings/Rods/Staves/Wands; Anything that has a weapon function)
None

Misc Magic Items: (Armor, Shields, other items with no offensive combat use.)
- Shanny's home-brewed Healing Elixirs (1 dose, 1d8+1)
- Billy's "Break-in-Emergency" Locator Crystals (clear, @ 2"L x 1"W)
- Magical cloth charm bracelets (woven blue, green & red threads)

Misc Important Items & Gear:
Masterwork elven short sword
Silver broach that has the heraldry of her house and honorable military service

Default Actions
Caelvanna prefers to scout well ahead of the rest of the party when traveling outdoors. Indoors or underground, where she does not feel the same level of comfort, she is still more than willing to lead, but will be equally fine falling into one of the rear ranks of the parties marching order. While she is skilled with her short sword, she tends to avoid melee conflict and relies almost exclusively on her short bow.

Money
PP: 17
GP: 5
EP: 0
SP: 10
CP: 6
Gems: Small gem (50gp)
Jewels:
Other:
Last edited by dmw71 on Sun Apr 29, 2012 10:32 pm, edited 1 time in total.
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Nuke66
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Re: ACTION-TOP/SOP

#8 Post by Nuke66 »

Name: Lauranna

Class/Level: Thief 5/Magic-User 4

Hit Points: 12/12 (16/16) with familiar

AC: 6 (no armor; -4 dex bonus only) / 10 (back/rear ac)

Thac0: 19

Move: 120ft/rd

Saving Throws:
Aimed Magic (rod, staff, wand): 11
Breath Weapons: 15
Death/Paralyzation/Poison: 13
Petrification/Polymorph: 12
Spells (other): 12

Mage's Familiar: Weasel
Size: Small
Move: 150 feet
AC7
Hit Dice: 1d3+1
Hit Points: 3 / 3 (current / total)
No of Attacks: 1
Damage: 1d3
Magic Resistance: Standard
Intelligence: Animal
Alignment: Neutral
Note: When the familiar is within 120 feet of the magic-user, the magic-user gains additional hit points equal to the familiar's. However, if the familiar is ever killed, the magic-user permanently loses twice the familiar's hit points.

Racial / Class Abilities & Modifiers: Elf
+1 to hit with sword and bow
90% resistance to sleep and charm spells
Infravision 60'
Detect Secret Doors: 1 in 6 when passing, 2 in 6 when searching. 3 in 6 to search for concealed doors
Surprise: 4 in 6 chance to surprise when traveling in non metal armor and alone or more than 90 ft in advance of others.

Thief: (5th level, elf, 19 dex)
Backstab: X2 damage +4 to hit
Climb Walls: 83%
Find Traps: 61%
Hear Noise: 22%
Hide in Shadows: 65%
Move Quietly: 60%
Open Locks: 61%
Pick Pockets: 71%
Read Languages: 20%


Melee Weapon: (To Hit / Damage)
Short Sword (+1 to hit - 1d6/1d8)

Off-Hand/Secondary/Backup Weapon:
Dagger (1d4/1d3 melee, +3 to Hit, 1d4/1d4 thrown)
Dagger, +1/+2 vs small creatures/10' light on command
+1 Dagger of Venom
+1/+3 Jewel-handled eastern throwing knife


Missile Weapon: (thrown)
Dagger (1d4/1d3; +3 to hit / +0 Damage)
10 Throwing daggers/knives (1d3/1d2; +3 to hit)
Missile Weapon ROF: 2/1

Spells
1st level
Read Magic
Sleep x2
Detect Magic
Enlarge
Magic Missile

2nd level
Levitate
Invisibility x2
Web

Magic Items
+1 Dagger of Venom
+1/+2 (vs small creatures) Dagger, 10' magical light on command
+1/+3 (when thrown) Jewel-handled eastern throwing knife (d3/d2 damage)
- Gentleman Billy's Wand of Detecting Traps & Secret Doors (telepathic trigger, 15 charges) on loan
- Ziffiris's old Wand Of Magic Missile (3 charges remaining)
- Ring of Wizardry
- Ring of Spell Turning
- 2 M-U spell scrolls: #1 (2 spells): Floating Disk, Unseen Servant & #2 Scroll of Warding - Elementals
- Shanny's home-brewed Healing Elixirs (1 dose, 1d8+1)
- Billy's "Break-in-Emergency" Locator Crystals (clear, @ 2"L x 1"W)
- Magical cloth charm bracelets (woven blue, green & red threads)

Default Actions:
Defense first, she avoids being a target. Backstabs and daggers thrown at casters is the primary action, magic use is typically an afterthought
Last edited by Nuke66 on Fri Oct 17, 2014 11:35 pm, edited 9 times in total.

Nyctos
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Re: ACTION-TOP/SOP

#9 Post by Nyctos »

(Currently being NPCed)


Name: Griffo Ostgood

Class/Level: Fighter 3

Hit Points: 34/34 (current/total)

AC: -1/0 Splint Mail & M-Shield/3 AC/ -1 with Dex (armor type/ac +shield+Dex bonus / without shield (if applicable)

Thac0: 18

Move: 30(60)ft/rd

Saving Throws:
Aimed Magic* (rod, staff, wand):11
Breath Weapons:16
Death/Paralyzation/Poison*:13/9
Petrification/Polymorph:14
Spells* (other):12
(* +4 verses poison and magic via high CON)

Racial / Class Abilitiies & Modifiers:
-Infravision 60 ft
- 1 attack/level when fighting unskilled
- Attacks first/last in a round when he has multiple attacks
- Weapon Specialization: AR=3/2, +1 To Hit, +2 Damage

Melee Weapon: (no bonus To Hit / Damage)
Long Sword: 1d8/1d12

Off-Hand/Secondary/Backup Weapon: no penalty To Hit / Damage
Dagger (1d4/1d3) ( -2 to hit (non proficient))

Missile Weapon: (+7 To Hit (+3 racial,+3 Dex,+1 Spec)/ +2 Damage)
specialized superior halfling short bow 1d6+2/1d6+2

Missile Weapon ROF:
- 3/round


Magical Items & Charges: n/a

Misc Magic Items:
- Shanny's home-brewed Healing Elixirs (1 dose, 1d8+1)
- Billy's "Break-in-Emergency" Locator Crystals (clear, @ 2"L x 1"W)
- Magical cloth charm bracelets (woven blue, green & red threads)


Misc Important Items & Gear:
superior halfling short bow
24-arrow quiver inlaid with silver etching

Default Actions*:
1)Will use short bow when possible in combat
2)If engaged in melee will use long sword and med shield

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