Still Adventuring (John) Character

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stilladventuring
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Still Adventuring (John) Character

#1 Post by stilladventuring »

Assassin

Cearc Fhraoigh
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Race/Class/Level Assassin 1
XP 0/0 0/2000
Alignment Neutral
XP Modifier +5%
Max Level 14

== 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 16 (+2)
INT 12
WIS 12
DEX 13 (+1)
CON 7 (-1)
CHA 10

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

===Class Abilities===

*Backstab. Attacks do an extra +1d6 damage when assassin surprises a target. Damage increases as assassin gains levels.

*Climb. The character is able to automatically scale easy vertical surfaces; trees with an abundance of branches, rough rock walls, etc. A roll should only be made when climbing difficult surfaces. The character climbs at a speed of 10’ per round. 14+

*Hear Noise. The character is able to hear and discern sounds, whether trying to pick up a conversation in a crowded room or listening at a dungeon door to determine what is on the other side. 13+

*Sleight of Hand. The character can perform acts of trickery and sleight of hand. It can be used to pick pockets, to conceal or palm objects, or to attempt to misdirect a target’s attention. 14+

*Sneak. This ability combines Move Silently and Hide in Shadows. When using it the character can move no faster than 1/3 their normal speed. 14+

*Spot. This gives the character the ability to spot traps or secret passages. It requires one turn to search a 10’ x 10’ area. 13+

**At every level, including 1st, an assassin gains 2 points. They may distribute these points amongst the five abilities, as long as no more than one point is devoted to any single ability per level.

*At 1st level the assassin can select one of the combat styles described in the fighter section of this chapter. They may select another combat style at 7th level.

*Starting at 6th level the assassin’s attacks deal a minimum of 1d6 damage as per the fighter class. This increases to 1d8 points of damage at 11th level.


===Background===

Cearc had stumbled upon a long-buried secret of a powerful underworld organization. A clandestine guild, hidden in the shadows for centuries, possessing knowledge that they use to manipulate the foundations of the ruling powers behind the scenes. Driven by a thirst for truth and justice, they are searching for clues and information to reveal the hidden guild's existence to the public, bringing their nefarious activities into the light. Cearc now searches high and light in the dark corners of the land to expose them. .

===Languages===

*Common

===Knacks===

*Alertness. The character gains a +1 bonus to initiative and is only surprised on a roll of 1 in 6.

===Skills===
Select 4 slots
*Unskilled. Successful on 20+
*Proficient. Successful on 15+. Costs one slot
*Skilled. Successful on 10+. Costs two slots.
*Expert. Succussful on 5+ Costs four slots
== Combat ==
AC 6 [13]
HP 5/5
HD 1d6
Movement Rate 120' (40')
Initiative Modifier +2
Attacks
*Primary Melee Attack: Sword (1d8+2), +2 to hit (Str)
*Secondary Melee Attack:
*Primary Ranged Attack: Crossbow (1d6), +2 to hit ( +1 for dex and +1 for fighting style) , 5-80 short/81-160' medium/161-240 long, takes a round to reload
Fighting style Ranged. The character gains a +1 bonus to hit when making ranged attacks and may fire into melee with no penalty.


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

== Equipment ==
*Money: 4 gp
*Encumbrance: 394
*Readied:
**Sword (60 cn)
**Crossbow + 30 quarrels (50 cn)
**Leather armor (200 cn)

*Packed
**Backpack (80 cn, 316 of 400 cn available)
**6 torches
**Tinderbox
**1 wk iron rations
**50 rope
**2 vials holy water
**2 small sacks (0/200 cn each)

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