The Expansionist

Shandor Underbleat's page

17 posts. Alias of Malinor..


Classes/Levels

Neutral; HP 12/12; AC 16 (17 w/ Shield); D 12, R 13, H 14, B 15, S 16, MR +2;

Gender

Skills:
Alertness: 6 Listen: Search: Stalking: 6 Survival: 5 Tracking: 5

About Shandor Underbleat

Name: Shandor Underbleat:

Kindred & Class: Breggle Hunter
Background: Turnip Farmer
Alignment: Neutral
Affiliation:
Moon Sign:

Ability Scores:

Strength: 15 Mod: +1
Dexterity: 18 Mod: +3
Constitution: 18 Mod: +3
Intelligence: 15 Mod: +1
Wisdom: 16 Mod: +2
Charisma: 15 Mod: +1

Combat Stats:

Hit Points: 12 [1d8 per Level, +2 after Level 10: Rolled= ]
AC: 16 (17 with shield)
Melee Attack: +1
Ranged Attack: +4

Save Targets:

Doom: 12
Ray: 13
Hold: 14
Blast: 15
Spell: 16
Magic Resistance: +2

Movement:

Speed: 40
Exploring: 120 [Speed x3]
Overland: 8 [Speed/5 travel points]

Kindred & Class Traits:

Fur: A breggle character’s thick, woolly fur grants them +1 ACwhen unarmoured or wearing Light armour.
Gaze: Upon attaining longhorn status (from Level 4), a breggle character can use their gaze to charm humans and short-horns into obeisance.
Activating: The longhorn must gaze intently at an individual human or shorthorn.
Effect: If the target fails a Save Versus Spell, they are charmed to view the longhorn character with awe and
respect. While charmed, the target is unable to harm the longhorn, either directly or indirectly.
Duration: Until next sunrise.
Resisting: The holy spell Mantle of Protection counters a longhorn’s gaze.
Usage frequency: A longhorn may use their gaze a limited number of times per day, depending on their Level—see
the Breggle Advancement table. The gaze may be used on a specific subject at most once a day.
Horns: Can be used in place of a weapon.
Breggle Advancement
Level // Length // Damage // Gaze
1 // 1′′ // 1d4 // –
2 // 2′′ // 1d4 // –
3 // 3′′ // 1d4+1 // –
4 // 4′′ // 1d4+1 // 1 / day : Reach Longhorn status!
5 // 6′′ // 1d4+1 // 1 / day
6 // 8′′ // 1d6 // 2 / day
7 // 10′′ // 1d6 // 2 / day
8 // 12′′ // 1d6 // 3 / day
9 // 14′′ // 1d6+1 // 3 / day
10+ // 16′ // 1d6+2 // 4 / day
Animal Companion:
Hunter Skills: As they advance in Level, hunters improve their chance of success with the Survival skill. They also have three additional, specialised skills. The Hunter Skill Targets table lists the character’s Skill Targets as they advance in Level.
Alertness: If a hunter’s party is surprised, the hunter may make an Alertness Check to act normally in the Surprise Round. See Surprise, p164.
Stalking:
Hiding: A hunter may make a Stalking Check to remain undetected when the only cover available is light brush (see Hiding and Ambushes under Stealth, p154).
Sneaking: If a Surprise Roll indicates that a hunter’s party has been detected, the hunter may make a Stalking Check to remain undetected. See Surprise, p164. Wilderness only: Hunters can only use Stalking in the wilds (i.e. not in settlements, indoors, or in subterranean space).
Tracking: A successful check allows a hunter to find tracks left by creatures in a 30′ × 30′ area. The hunter knows the type of creatures that made the tracks and may follow the tracks. Time: An attempt to find tracks takes 1 Turn. Retrying: The hunter may not attempt to find tracks again in the same location. Following tracks: The hunter can follow discovered tracks until conditions worsen (see Modifiers, below). Another Tracking Check is then required. Modifiers: The Referee may specify situational modifiers depending on the conditions, for example: +1 for soft ground, –1 for hard; +1 for tracks made by a group of 10 or more creatures; –2 for active attempts to cover tracks; –1 per day since the tracks were made, –1 per hour of rain or covering snow; –1 for poor lighting. Wilderness only: Hunters can only use Tracking in the wilds (i.e. not in settlements, indoors, or in subterranean space).
Missile Attacks: Hunters gain a +1 Attack bonus with all missile weapons.
Trophies:After hunting down (i.e. tracking, ambushing, or chasing) and slaying a creature, a hunter may take a trophy from it—for example, a stag’s antlers, a wyrm’s tooth, etc. Size: Trophies must be sizeable items (weighing at least 50 coins). Boon: If a trophy is either on the hunter’s person or mounted in their home, it acts as a charm: the hunter gains a +1 bonus to Attack Rolls against other creatures of the same type and a +1 bonus to Saving Throws against their special attacks.
Wayfinding: If the Referee determines that the hunter’s party has become lost, there is a 3-in-6 chance that the hunter can find the path again.

Skill Targets::

Alertness: 6
Listen:
Search:
Stalking: 6
Survival: 5
Tracking: 5

Languages::
Woldish, Gaffe, Caprice

Equipment:
:
Combat Equipment:
Leather Armor (Light, AC 12) [20 gp, wt 200]
Shield (None, +1 AC) [10 gp, wt 100]
Longbow (d6; Large, Missile: 70’ / 140’ / 210’; Two Handed) [40 gp, wt 40]
40 arrows ( Quivers of 20) [10 gp, wt 40]
Longsword (d8; Medium, Melee) [10 gp, wt 30]

Adventuring Equipment:
Backpack [4 gp, wt. -]
Bedroll [2 gp, wt. -
Belt Pouch [1 gp, wt -]
Common Clothes [1 gp, wt -]
Holy Symbol [0 gp, Wt -]
Rope (50’ long) [1 gp, wt -]

Total Weight: 510

GP: 61

XP:

Total:
Next Level: 2250
Modifier: 10%

Hunter Advancement:
:
1 0 1d8 +1 12 13 14 15 16
2 2,250 +1d8 +1 12 13 14 15 16
3 4,500 +1d8 +2 11 12 13 14 15
4 9,000 +1d8 +3 10 11 12 13 14
5 18,000 +1d8 +3 10 11 12 13 14
6 36,000 +1d8 +4 9 10 11 12 13
7 72,000 +1d8 +5 8 9 10 11 12
8 144,000 +1d8 +5 8 9 10 11 12
9 290,000 +1d8 +6 7 8 9 10 11
10 420,000 +1d8 +7 6 7 8 9 10
11 550,000 +2 +7 6 7 8 9 10
12 680,000 +2 +8 5 6 7 8 9
13 810,000 +2 +9 4 5 6 7 8
14 940,000 +2 +9 4 5 6 7 8
15 1,070,000 +2 +10 3 4 5 6 7

Hunter Skill Targets::

Level Alertness Stalking Survival Tracking
1 6 6 5 5
2 6 6 4 5
3 6 6 4 4
4 6 5 4 4
5 5 5 4 4
6 5 5 3 4
7 5 5 3 3
8 5 4 3 3
9 4 4 3 3
10 4 3 3 3
11 4 3 2 3
12 4 3 2 2
13 3 3 2 2
14 3 2 2 2
15 2 2 2 2

Customizing Hunt Skills (Optional):

The Hunter Skill Targets table lists the standard skill progression, granting a balanced advancement across all skills. Players wishing to customise their character’s skill advancement may use this optional rule.
Base Skill Target: All skills begin at 6.
Expertise points: Hunters gain expertise points to improve their skills. Each point allocated to a skill lowers the Skill Target by 1.
At Level 1: At character creation, the player may allocate 2 expertise points.
Gaining Levels: At each Level gained, the player may allocate 1 expertise point. Minimum Skill Target: No Skill
Target may be lowered below 2.

Background:
Shandor Underbleat was a farmer who came from a long tradition of turnip farmers in the vale. Once a year there was a competition for the best grown items and one year Shandor was certain to win with a massive turnip. When he arrived though, Old Goat Agran had a truely massive turnip and Shandor was visibly upset by this turn of events. The night before the festival, someone or something broke into the festival grounds and ate all the prize potential turnips! Old Goat Agran blamed Shandor as he claimed that Shandor had his trained goat, Billy, jump the fence and eat all of the turnips.

Shandor declared his innocence, but the incensed breggle wouldn't listen and Shandor was forced to flee as a hated criminal of his community with only time to grab some basic gear, his weapons, his family's heirloom holy symbol and his pet goat.