Pandred
From The Juvenis Adventure
Pandred
Human Fighter
Female, 18 (Feb 15, Christiania, Norway)
5'8", 143lbs - Northern European
Chestnut Brown Eyes, Russet Brown Hair, luxuriant and with healthy growth.
"Swordsman"
Level 3 --- XP:5747/8001
HP | 26 |
Current | 26 |
STR | INT | WIS | CON | DEX | CHA |
---|---|---|---|---|---|
18/26 | 11 | 12 | 15 | 14 | 13 |
- +1 Melee To-Hit, +3 Melee Damage
- +1 Hp/level, Resurrection 94%, System Shock 93%
- Maximum Henchmen 5
AC | 2 | Plate Mail + Shield (small), wooden |
Weapon Proficiencies: Battleaxe (Native Weapon), Handaxe, Heavy Crossbow, Spear, Dagger, Club
- Legacy Skills: Teamster - Can drive a donkey, team of Oxen (4 in hand), or draft horses (2 in hand), Can play the Horn.
Equipment
- Encumbrance/AP
5 - 32lb 4 - 65lb 3 - 98lb 2 - 130lb 1 - 163lb
Current: 79.99 lb or <3> AP/Round
- Current Monies: 29 GP 24 SP 8 CP
Indents below indicate equipment not currently carried.
- Battleaxe - 7.5
- Handaxe - 5
- Shield, Small Wooden - 2.63
- Heavy Crossbow - 7.53
- Heavy Crossbow String - 0.33
- Quiver, Small Cowhide - 0.76
- Bolt, Heavy Crossbow (x9) - 2
- Plate Mail - 45
- Chausses, Linen - 3.99
- Hauberk, Linen - 5.99
- Helmet, Iron - 3
- Cowhide Boots, High/Hard - 2.28
- Belt, Cowhide - 0.44
- Cloak, Wool Capelet and Hood - 5.20
- Loin Cloth, Cotton - 0.53
- Shirt, Cotton - 1.05
- Coat, Rabbit - 16.67
- Backpack, Leather - 3.1
- Thong, Leather (x3) - 0.012
- Iron Bottle, Dispenses 1 Salve/Day - ?
Sage Abilities
Animal Training
- Camelback Riding - 8 . Dog Training - 7 . Falconry - 4 . Flying Mounts - 5 . Horseback Riding - 6 . Mahout - 5 . Underwater Mounts - 3
Leadership
- Judgement - 3 . Logistics - 4 . Morale - 3 . Motivation - 7
Mastery of Arms -Selected Sage Field (Study in Bold)
- Balance - 18 . Martial Discipline - 5 . Puissance - 24 . Unarmed Combat - 20
- Balance Load: increases the amount the character can carry over a long distance at the cost of immediate flexibility.
- Firm Footwork: gives the character improved dexterity checks when fighting on a precarious surface or when using a handhold.
- Leap to Feet: reduces the number of action points required when standing from a laying or seated position.
- Mariner Combat: gives the character improved attack while fighting in water environments.
- 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.
- 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
- Athletics - 7 . Empowerment - 6 . Instruction - 5