Kalstone's character

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kalstone
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Joined: Sun Apr 05, 2015 9:49 pm
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Kalstone's character

#1 Post by kalstone »

Strigi Seer (owl-folk)

Tiarsus
Race/Class/Level Strigi Seer 1
XP 1313/1960
Alignment Neutral
XP Modifier +5%
Max Level 13

== Attributes == Attibute modifiers are as follows: 3 -3, 4-5 -2, 6-8 -1, 9-12 0, 13-15 +1, 16-17 +2, 18 +3
STR 8 (-1)
INT 9
WIS 13 (+1)
DEX 14 (+1)
CON 14 (+1)
CHA 10

==Class abilities/ Background/Languages/Knacks/Skills ==

===Class Abilities===

They have the same basic racial abilities as normal
owl-folk:
*Nightvision. As long as there is even the faintest light source, the owl-folk can see in the dark as if it were daylight.

*Alertness. Strigi have an almost preternatural awareness of the world around them. They are only surprised on a roll of 1 in 6.

*Keen Eyesight. Strigi can spot secret doors as elves do, on a roll of 1-2 in 6.

*Difficult to Spot. Owl-folk are masters of hiding in a natural environment and can disappear into the undergrowth on a roll of 1-4 in 6. While indoors they can hide successfully in shadows on a roll of 1-2 in 6. Both assume the strigi remain still.

*Resistant to Illusion. Owl-folk, with their preternatural senses and their proclivity toward prophecy, are less inclined to believe illusions and phantasms than other races. When rolling to disbelieve illusions roll twice,
taking the better of the two results.

*Echoes of the Future. Once per day the strigi can automatically succeed on one saving throw or attack roll.

*Hardy. Strigi gain a +2 bonus to saves against poison. This is already included in their saving throw chart.

*Climb/Hear Noise. Strigi can climb sheer surfaces and hear noises as a thief of the same level. Seers attack and make saving throws as magic-users of the same level.

In addition to the standard strigi racial benefits seers possess the following abilities:

*Precognition. At the beginning of each day roll 1d20 and record the result. This result can be used to replace the result of one attack roll or saving throw made by the character or some other creature (including allies and enemies) within 15'. At 7th level the seer may do this twice per day and the range increases to 30'.

*Spells. Strigi seers cast spells as druids, drawing from a custom pool of spells including magic-user, clerical and druidic spells.

*Potion Mastery. Seers are masters of the alchemical arts. If using the skill rules presented in Hex 17.23 they are automatically Proficient in Alchemy at 1st level.


===Background===

No more than 100 words, please.

===Languages===

Common

===Knacks===

Lay on Hands. The seer may heal a number of points of damage per day equal to their Hit Dice x 2. These can be spread out amongst multiple targets, and divided as they see fit, but the seer must be able to physically touch the target in order to heal the damage. It takes an action to use this ability for each target touched.

===Skills===


== Combat ==
AC 11
HP 5/5
HD 1d4
Movement Rate 120' (40')
Initiative Modifier
Attacks
*Primary Melee Attack: Dagger (1d4-1), -1 to hit
*Secondary Melee Attack:
*Primary Ranged Attack: Crossbow (1d6) +1 to hit, 5’–80’ / 81’–160’ / 161’–240’
*Secondary Ranged Attack: Dagger (1d4-1), +1 to hit, 5’–10’ / 11’–20’ / 21’–30’

Spells:

Saves:
*Poison 11
*Wands 14
*Paralysis 13
*Breath 16
*Spells 15

== Equipment ==
*Money: 44 gp
*Encumbrance: 124
*Readied:
**3 daggers
**Crossbow with 29 quarrels (50 cn)

*Packed
**Backpack (370 of 400 available)
**Lantern
**3 flasks of oil
**1 flask holy water
**Tinderbox
**1 wk iron rations
Last edited by kalstone on Tue Apr 23, 2024 9:36 pm, edited 12 times in total.

User avatar
kalstone
Ranger Knight
Ranger Knight
Posts: 1318
Joined: Sun Apr 05, 2015 9:49 pm
Location: Virginia

Re: Kalstone's character

#2 Post by kalstone »

Goblin

== Name == Mogor
Race/Class/Level Goblin 1
XP 0/0 0/870
Alignment Neutral
XP Modifier +10%
Max Level 9

== Attributes == Attibute modifiers are as follows: 3 -3, 4-5 -2, 6-8 -1, 9-12 0, 13-15 +1, 16-17 +2, 18 +3
STR 9
INT 10
WIS 10
DEX 13 (+1)
CON 16 (+2)
CHA 10

==Class abilities/ Background/Languages/Knacks/Skills ==

===Class Abilities===

➢ Goblins have infra-vision to 90’ and suffer a –1 penalty to attack rolls when above ground or exposed to bright lights (as a light spell or brighter) At 2nd level this vulnerability goes away, although they still dislike bright light.
➢ They are decent miners and can spot new or unusual stone construction – including traps or secret doors made of stone – on a roll of 1-3 in 8.
➢ 1st-level goblins are small of stature, and unable to wield large weapons (effectively, they are limited to weapons dealing 1d6 points of damage or less).

At 2nd level they gain the following abilities:
*+1 to damage
*Can Cleave as clerics (one Cleave attack at every even level).

===Background===

No more than 100 words, please.

===Languages===

*Common

===Knacks===

Faery Heritage, spellcraft. The goblin gains a single spell slot they can use to cast one of the following spells. They gain an additional spell slot at levels 3, 5, 7, and 9, and have a caster level equal to half their level
(rounding up).
➢ dancing lights (1 slot)
➢ glamour (1 slot)
➢ animal friendship (2 slots)
➢ blur (2 slots)
➢ charm person (2 slots)
➢ invisibility (3 slots)
This Knack can only be selected once.

===Skills===

== Combat ==
AC 18
HP 5/5
HD 1d6
Movement Rate 60' (20')
Initiative Modifier +1
Attacks
*Primary Melee Attack: Sword (1d8)
*Secondary Melee Attack:
*Primary Ranged Attack: Crossbow (1d6) +1 to hit

Saves:
*Poison 12
*Wands 13
*Paralysis 14
*Breath 15
*Spells 16

== Equipment ==
*Money: 2 gp
*Encumbrance: 792 of 800
*Readied:
**plate armor (500 cn)
**Shield (100 cn)
**Sword (60 cn)
**Crossbow with 29 quarrels (50 cn)


*Packed
**Backpack (318 cn of 400 available)
**6 torches
**tinderbox
**waterskin
**1 wk iron rations
**1 small sack (capacity 200 cn)
Last edited by kalstone on Tue Apr 23, 2024 9:36 pm, edited 2 times in total.

User avatar
kalstone
Ranger Knight
Ranger Knight
Posts: 1318
Joined: Sun Apr 05, 2015 9:49 pm
Location: Virginia

Re: Kalstone's character

#3 Post by kalstone »

Spell List:

1st level: animal friendship(#), augury($), cure light wounds*, detect magic*, detect invisible, featherfall($), predict weather(#), preserve($), slow poison(#), speak with animals(#)

2nd level: barkskin(#), charm person, dancing lights(~), locate plant or animal(#), locate object, obscuring mist(#), snake charm*

3rd level: clairvoyance, cure disease*, dispel magic, divination($), growth of nature(#), hallucinatory terrain(~), protection from poison(#), tree shape(#)

4th level: call lightning(#), cure serious wounds*, invisibility, protection from fire and lightning(#), speak with plants(#), summon animals(#)

5th level: commune*, commune with nature(#), insect plague*, looking glass(~), pass plant(#), polymorph self, true seeing, wizard eye

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