Difference between revisions of "Arduin"

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(Created page with "=== Arduin === Half-Elf Druid Male, 00 (Month Day, City, Country) 0'0", 000lbs - Half-Elf Color Eyes, Color Hair. "Aspirant" Level 1 --- XP:0/2401 {| class="wikitable"...")
 
 
(9 intermediate revisions by the same user not shown)
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Half-Elf Druid
 
Half-Elf Druid
  
Male, 00 (Month Day, City, Country)
+
Male, 36 (May 31, 1614, Bronnoysund, Nordland)
  
0'0", 000lbs - Half-Elf
+
5'8", 122lbs - Half-Elf
  
Color Eyes, Color Hair.
+
Violet Eyes, Russet Brown Hair, Stick straight and youthful.
  
 
"Aspirant"
 
"Aspirant"
  
Level 1 --- XP:0/2401
+
Level 1 --- XP:273/2401
  
 
{| class="wikitable"
 
{| class="wikitable"
| '''HP''' || style="text-align:right;" | 28
+
| '''HP''' || style="text-align:right;" | 13
 
|-
 
|-
| ''Current'' || style="text-align:right;" | 28
+
| ''Current'' || style="text-align:right;" | 13
 
|}
 
|}
  
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! STR !! INT !! WIS !! CON !! DEX !! CHA
 
! STR !! INT !! WIS !! CON !! DEX !! CHA
 
|-
 
|-
| 18/26 || 11 || 12 || 15 || 14 || 13
+
| 15 || 11 || 17 || 9 || 16 || 16
 
|}
 
|}
  
:+1 Melee To-Hit, +3 Melee Damage
+
:+3 Save Adjustment, 2 additional 1st and 2nd level spells.
  
:+1 Hp/level, Resurrection 94%, System Shock 93%
+
:+2 Armor Class, +1 Initiative
  
:Maximum Henchmen 5
+
:Maximum Henchmen 8, Morale Adj. -2
  
 
{| class="wikitable"
 
{| class="wikitable"
| '''AC''' || style="text-align:right;" | '''3''' || ''Plate Mail''
+
| '''AC''' || style="text-align:right;" | '''6''' || ''Leather, Dexterity Bonus''
 
|}
 
|}
  
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! '''THAC0'''
 
! '''THAC0'''
 
|-
 
|-
| 17 || 16 || 15 || 14 || 13 || 12 || 11 || 10 || 9 || 8 || 7
+
| 20 || 19 || 18 || 17 || 16 || 15 || 14 || 13 || 12 || 11 || 10
 
|-
 
|-
 
| 0 || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10
 
| 0 || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10
 
|}
 
|}
  
''' Weapon Proficiencies:''' Battleaxe (Native Weapon), Handaxe, Heavy Crossbow, Spear, Dagger, Club, Longsword
+
''' Weapon Proficiencies:''' Spear, Sling, Club
  
:'''Legacy Skills:''' Teamster - Can drive a donkey, team of Oxen (4 in hand), or draft horses (2 in hand), Can play the Horn.
+
:'''Legacy Skills:''' Fuller -Has Fuller sage ability. +2 to strength checks.
  
 
====Equipment====
 
====Equipment====
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:'''Encumbrance/AP'''
 
:'''Encumbrance/AP'''
  
'''5''' - 32lb '''4''' - 65lb '''3''' - 98lb '''2''' - 130lb '''1''' - 163lb
+
'''5''' 23 - lb '''4''' 47 - lb '''3''' 71 - lb '''2''' 94 - lb '''1''' 118 - lb
  
'''Current:''' 77.06 lb or '''<3>''' AP/Round
+
'''Current:''' 45.67 lb or '''<4>''' AP/Round
  
:'''Current Monies:''' 3638 '''GP''' 30 '''SP''' 24 '''CP'''
+
:'''Current Monies:''' 8 '''GP''' 15 '''SP''' 3 '''CP'''
  
''Indents below indicate equipment currently carried by Oddsdrakken.''
+
Sling, Cowhide 1.55 lb
 
+
Leather Armor 15 lb
* Battleaxe - 7.5
+
Helmet, Hard Leather Cap 3 lb
* Handaxe - 5
+
Sling Bullet, Lead x10 .6 lb
* Plate Mail - 45
+
Low Hard Cowhide Boot .75lb
* Chausses, Linen - 3.99
+
Backpack, Leather 3.1lb
* Hauberk, Linen - 5.99
+
Belt, Cowhide 0.44lb
* Helmet, Iron - 3
+
Moneybelt, calfskin 1.16 lb
* Cowhide Boots, High/Hard - 2.28
+
Workman's Wear (shirt, loin cloth, breeches) 5.43
* Belt, Cowhide - 0.44
+
Cloak, Woolen 5.09
* Loin Cloth, Cotton - 0.53
+
Spear 6
* Shirt, Cotton - 1.05
+
Blanket 3.59
* Shield, Small Wooden - 2.63
 
 
 
 
 
'''Oddsdrakken'''
 
:* Coat, Rabbit - 16.67
 
:* Backpack, Leather - 3.1
 
:* Thong, Leather (x3) - 0.012
 
:* Iron Bottle, Dispenses 1 Salve/Day - ?
 
:* Cloak, Wool Capelet and Hood - 5.20
 
:* Heavy Crossbow - 7.53
 
:* Heavy Crossbow String - 0.33
 
:* Quiver, Small Cowhide - 0.76
 
:* Bolt, Heavy Crossbow (x9) - 2
 
:* Healing Salve (x1) - .18
 
:* Telescope (Pocket), Brass - .42
 
 
 
Odds' Total: 36.202
 
 
 
'''Pandred's Trunk'''
 
 
 
* Chain Mail - 30
 
* Studded Leather - 20
 
* Bowl, Teak
 
* Mug, Teak
 
* Spoon, Copper
 
* Knife, Copper
 
* Tinderbox
 
* Adventurer's Wear
 
* Bull's Horn - 9.43
 
  
 
====Sage Abilities====
 
====Sage Abilities====
  
'''Animal Training'''
+
'''Animal Life'''
 
 
:Camelback Riding - 8 . Dog Training - 8 . Falconry - 7 . Flying Mounts - 6 . Horseback Riding - 8 . Mahout - 6 . Underwater Mounts - 3
 
  
'''Leadership'''
+
:Amphibians and Reptiles - 1 . Birds - 3 . Bugs and Spiders - 0 . Golems - 2 . Mammals - 0 . Sea Life - 0 . Slime Molds - 0
  
:Judgement - 5 . Logistics - 6 . Morale - 3 . Motivation - 9
+
'''Earth and Sky''' -Selected Sage Field ''(Study in Bold)''
  
'''Mastery of Arms''' -Selected Sage Field ''(Study in Bold)''
+
:Alchemy - 0 . Animal Physiology - 1 . Geography - 5 . Geology - 5 . '''Natural Astronomy''' - 12 . Oceanography - 5
  
:Balance - 25 . Martial Discipline - 11 . '''Puissance''' - 28 . Unarmed Combat - 20
+
'''Plant Life''' -Selected Sage Field ''(Study in Bold)''
  
::*[https://wiki.alexissmolensk.com/index.php/Balance_Load_(sage_ability) Balance Load]: increases the amount the character can carry over a long distance at the cost of immediate flexibility.
+
:Bushes and Shrubs - 2 . Flowers and Sprigs - 0 . Fungi - 3 . Grasses and Grains - 2 . Mosses and Ferns - 2 . Trees - 0
::*[https://wiki.alexissmolensk.com/index.php/Firm_Footwork_(sage_ability) Firm Footwork]: gives the character improved dexterity checks when fighting on a precarious surface or when using a handhold.
 
::*[https://wiki.alexissmolensk.com/index.php/Leap_to_Feet_(sage_ability) Leap to Feet]: reduces the number of action points required when standing from a laying or seated position.
 
::*[https://wiki.alexissmolensk.com/index.php/Mariner_Combat_(sage_ability) Mariner Combat]: gives the character improved attack while fighting in water environments.
 
::*Artillerist I: the character is able to manage a team in order to fire a ballista or a catapult.
 
::*[http://tao-dndwiki.blogspot.com/2018/03/phalanx-sage-ability.html Phalanx] : the character is trained to stand in line, to defend against one hex.
 
::*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.
 
::*[https://wiki.alexissmolensk.com/index.php/Hereditary_Weapon_I_(sage_ability) Hereditary Weapon I]: character receives a +1 bonus to-hit when using the most familiar weapon of their place of birth.
 
::*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.
 
::*Boxing: improves the effectiveness of pummelling when striking with a closed fist.
 
::*Clinch Fighting: a grappling technique used to eliminate an opponent's effective use of kicks, punches and melee weapons.
 
  
'''Training'''
+
====SPELLS====
  
:Athletics (Swimming) - 8 . Empowerment - 6 . Instruction - 5
+
1st - Entangle
 +
1st - Faerie Fire
 +
1st - Shillelagh
 +
1st - Speak with Animals
  
 
====Background Priors and Particulars====
 
====Background Priors and Particulars====
  
:*'''Childhood and Upbringing''': Raised by both parents. Eldest of two, with a brother 3 years younger.
+
:*'''Childhood and Upbringing''': Raised by both parents. Eldest of two, with a brother 2 years younger.
:*'''Physical Prowess''': Enjoys acting in strange environments: '''+1 To-Hit Male Humans/Demi-Humans'''.
+
:*'''Physical Prowess''': Cannot manage a horse greater than Light Warhorse.
:*'''Choices and Decisions''': Through long contact with a bard, Pandred can pleasantly play the horn.
+
:*'''Choices and Decisions''': Missing a toe on left foot. -2 to dexterity based balance checks.
:*'''Talents''': Pandred began play with an additional weapon proficiency.
+
:*'''Talents''': Arduin began play with an additional weapon proficiency.
:*'''Personal Relationships''': Pan is treated as a family favorite, regularly receiving gifts from home. They look forward to visits and news. Her friends will be treated well. All of her family would be glad to work as hirelings, starting with a Morale of 3.
+
:*'''Personal Relationships''': Arduin is treated as a family favorite. They look forward to visits and news. His friends will be treated well. All of his family would be glad to work as hirelings, starting with a Morale of 3.
:*'''Tendencies and Interests''': She knows the exact time of day when out of doors.
+
:*'''Tendencies and Interests''': Began with 240xp.
:*'''Health''': She saves vs. Magic at one level higher.
+
:*'''Health''': Arduin suffers from minor hemorraghing. If wounded, will suffer 2 hp damage/round; they must have their wounds bound twice to stop the bleeding, unless a spell is used. Salve will heal damage but will not close wounds.
:*'''Composition''': Highly resistant to hunger and dehydration, she reduces damage from either by 1/day.
+
:*'''Composition''': Character suffers from a low tolerance for alcohol and addictive drugs. Intoxication affects the character as though they have a 4 constitution.  
:*'''Agility''': Requires an additional round to load a shortbow or longbow.
+
:*'''Agility''': Arduin is able to pole climb as a sage ability.
:*'''Gymnastics''': Pandred can perform handwalking, roundoffs, side aerials and the splits.
+
:*'''Reflexes and Coordination''': Missile weapons cannot "Friendly Fire" if the accidental target is within 20 ft.
:*'''Reflexes and Coordination''': Sensitive to flashing lights, she will be blinded for 1d4 rounds if a dark environment (darkness to torchlight) is suddenly lit up.
+
:*'''Beauty''': Arduin has a rich, velvety voice and smells unnaturally good.  
:*'''Beauty''': Pandred has a bulbous nose, and her body gives off an intoxicating, musky odor.
+
:*'''Personal Magnetism''': In sexual situations, the character's suffers a penalty of -3 to wisdom checks.
:*'''Personal Magnetism''': She increases her odds of obtaining hirelings by 50%.
 

Latest revision as of 10:47, 28 May 2021

Arduin

Half-Elf Druid

Male, 36 (May 31, 1614, Bronnoysund, Nordland)

5'8", 122lbs - Half-Elf

Violet Eyes, Russet Brown Hair, Stick straight and youthful.

"Aspirant"

Level 1 --- XP:273/2401

HP 13
Current 13
STR INT WIS CON DEX CHA
15 11 17 9 16 16
+3 Save Adjustment, 2 additional 1st and 2nd level spells.
+2 Armor Class, +1 Initiative
Maximum Henchmen 8, Morale Adj. -2
AC 6 Leather, Dexterity Bonus
THAC0
20 19 18 17 16 15 14 13 12 11 10
0 1 2 3 4 5 6 7 8 9 10

Weapon Proficiencies: Spear, Sling, Club

Legacy Skills: Fuller -Has Fuller sage ability. +2 to strength checks.

Equipment

Encumbrance/AP

5 23 - lb 4 47 - lb 3 71 - lb 2 94 - lb 1 118 - lb

Current: 45.67 lb or <4> AP/Round

Current Monies: 8 GP 15 SP 3 CP

Sling, Cowhide 1.55 lb Leather Armor 15 lb Helmet, Hard Leather Cap 3 lb Sling Bullet, Lead x10 .6 lb Low Hard Cowhide Boot .75lb Backpack, Leather 3.1lb Belt, Cowhide 0.44lb Moneybelt, calfskin 1.16 lb Workman's Wear (shirt, loin cloth, breeches) 5.43 Cloak, Woolen 5.09 Spear 6 Blanket 3.59

Sage Abilities

Animal Life

Amphibians and Reptiles - 1 . Birds - 3 . Bugs and Spiders - 0 . Golems - 2 . Mammals - 0 . Sea Life - 0 . Slime Molds - 0

Earth and Sky -Selected Sage Field (Study in Bold)

Alchemy - 0 . Animal Physiology - 1 . Geography - 5 . Geology - 5 . Natural Astronomy - 12 . Oceanography - 5

Plant Life -Selected Sage Field (Study in Bold)

Bushes and Shrubs - 2 . Flowers and Sprigs - 0 . Fungi - 3 . Grasses and Grains - 2 . Mosses and Ferns - 2 . Trees - 0

SPELLS

1st - Entangle 1st - Faerie Fire 1st - Shillelagh 1st - Speak with Animals

Background Priors and Particulars

  • Childhood and Upbringing: Raised by both parents. Eldest of two, with a brother 2 years younger.
  • Physical Prowess: Cannot manage a horse greater than Light Warhorse.
  • Choices and Decisions: Missing a toe on left foot. -2 to dexterity based balance checks.
  • Talents: Arduin began play with an additional weapon proficiency.
  • Personal Relationships: Arduin is treated as a family favorite. They look forward to visits and news. His friends will be treated well. All of his family would be glad to work as hirelings, starting with a Morale of 3.
  • Tendencies and Interests: Began with 240xp.
  • Health: Arduin suffers from minor hemorraghing. If wounded, will suffer 2 hp damage/round; they must have their wounds bound twice to stop the bleeding, unless a spell is used. Salve will heal damage but will not close wounds.
  • Composition: Character suffers from a low tolerance for alcohol and addictive drugs. Intoxication affects the character as though they have a 4 constitution.
  • Agility: Arduin is able to pole climb as a sage ability.
  • Reflexes and Coordination: Missile weapons cannot "Friendly Fire" if the accidental target is within 20 ft.
  • Beauty: Arduin has a rich, velvety voice and smells unnaturally good.
  • Personal Magnetism: In sexual situations, the character's suffers a penalty of -3 to wisdom checks.