Difference between revisions of "Harek"

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Revision as of 20:40, 5 July 2026

Harek is a 17 year old male dwarf fighter. He is slightly below average height (3'9") but of average weight (166 lbs.) for a dwarf. <TODO>

Activity

Encumbrance
5 AP 4 AP 3 AP 2 AP 1 AP
Up to 39 40-78 79-117 118-157 158-196

Actions

Action AP
Move 1
Unsling Backpack 5
Draw Bow 3
String Bow 3
Load Bow, Aim, and Fire 1 Rd. + 2 AP
Unsling Shield 3
Strap Shield On 10
Draw club or dagger 1
Draw Sword 2
Sheath Sword 3
Attack 2
Pummel 1
Grapple 3
Leave Combat Hex 1

Pummeling

Overbearing

Grappling

Charging

Stealth Rules

Scrambling Rules

Offence

Weapon To Hit Damage Breaks on Point Blank (+1) Short Medium (-2) Long (-5)
Bastard Sword +1 2d4+3 1 in 5
Club +2 1d6+3 1 in 4
Club (thrown) +1 1d6 1 in 4 2 3-6 7-8 9-10
Dagger +1 1d4+3 1 in 6
Dagger (thrown) +0 1d4 1 in 6 2 3-6 7-10 11-14
Studded Guantlets +1 1d4+2 1 in 36 (1-4 injury)
Longbow +0 1d8 1 in 4, 1 in 12 2-3 4-22 23-44 45-66
To Hit AC 10 AC 9 AC 8 AC 7 AC 6 AC 5 AC 4 AC 3 AC 2 AC 1 AC 0
10 11 12 13 14 15 16 17 18 19 20

Hurled weapon ranges extended by Strengthened Arm sage ability

+1 to hit and +3 to damage on melee attacks (Strength)

+1 to hit with <TODO>

-2 To hit when using any non-proficient weapons.

  • Proficiencies: Hand axe, Broadsword, Shield, Short Bow, Whip

+1 Damage in grappling or hand to hand combat (Strengthened Arm)

Defence

HP 17
HP (max) 17
Injury 0

<TODO>

Base Armour (Ring Mail) 7
Shield +1
AC Total 6
AC Total (Without Shield) 7
Saves Base Modifier Remarks
Poison 15 0
Paralyse & Petrify 15 0
Polymorph 16 0
Rod, Staff, & Wand 15 0
Breath Weapon 17 0
Other Magic 15 0

Capabilities

Experience

Level XP Next Level
1 2001

Cannot gains a bonus to experience gained (Predispositions and Shortcomings)

Ability Scores

Stat Score Remarks
Strength 18/45
Intelligence 12
Wisdom 11 -1 Wisdom
Constitution 16 +1 Dwarf, +1 Constitution
Dexterity 14
Charisma 10 -1 Dwarf

Sage Abilities

Amateur

  • Close Drop: Reduces the likelihood that combatants will drop a weapon outside of the hex in which they are fighting..
  • Gain Proficiency: Character begins with one more proficiency than is otherwise normal.
  • Hereditary Weapon I: Character receives a +1 bonus to-hit when using the most familiar weapon of their place of birth. (Sailor - club, Hungary - morning star)
  • Shield as a Weapon: Enables the character to use the shield as a weapon, causing 1d4 damage per hit.
  • Strengthened Arm: The character is able to hurl weapons a greater distance than normal.

Fields & Studies

Animal Training
Camelback Riding
Dog Training
Flying Mounts
Falconry
Horseback Riding
Mahout
Underwater Mounts
Leadership
Heroism
Judgement
Logistics
Motivation
Mastery at Arms
Martial Discipline
Physical Balance
Puissance 12
Unarmed Combat
Training
Athletics (<TODO>)
Empowerment
Instruction
Military Engineering

Other

60 ft. Infravision

Equipment (Google Drive)<TODO>

Monies

GP (16 SP) 62
SP (12 CP)
CP

Magical Items

Desired Items

Background

Generated

Family

Choices Made

Talents

Interpersonal Relationships

Predispositions & Shortcomings

Progenitor

Personal History

Harek was born in <location> <TODO> (making him 17 years old as of July 1650) to <TODO: parents, Siblings, progenitor>

Notes