Mathezic

Vaneirin's page

8 posts. Alias of Oceanshieldwolf.


Race

HP 10/10| AC: 7 (6 w/shield) |PP 14 RSW 16 PP15 BW 17 Spell 17| Move: 10

Gender

Male Human Fighter 1|

Strength 14
Dexterity 13
Constitution 13
Intelligence 17
Wisdom 4
Charisma 8

About Vaneirin

Fighter:

Ability Requirements: Str 9
Race: Any
Prime Requisite: Str 16+
Alignment: Any
Weapons: All
Armor: All + shields

Combat Skill Aptitude: When choosing combat skills, a single class fighter is at a distinct advantage over all others. They alone are able to specialize with specific weapons and unarmed combat methods, as well as become skilled in more than one combat
method (Refer to Combat Skills).

Lord: At 9th level, a fighter becomes a “Lord” or gains some other special title. A lord’s reputation is enough that they’re enti- tled to land or the right to build a stronghold. With a stronghold, a lord attracts a small army of men-at-arms as well as an elite guard that enforce his rule. While the loyalty of these troops is greater than the average hireling, the lord is still expected to pay their wages and treat them fairly.
The GM is in charge of assigning the lord’s men. A good rule of thumb is one leader half the lord’s level, eighty 0-level soldiers (pike men, archers, and mace men), and an elite guard of twelve 1st level knights.

Combat Skill Points: 4

Non Combat Skills: 9 (3 Warrior, +6 Int)

Combat Skills:
Single Weapon (Bastard Sword, Shortbow): The character becomes skilled with a single weapon in exchange for 1 CSP and totally negates the unskilled penalty associated with that weapon and partially negates the penalties for related weapons (Refer to Unskilled Penalty).

Weaponry Specialization (Bastard Sword, Short Bow) (Fighter only): Weaponry specialization requires devout focus; therefore only single class fighters can specialize. Paladins, rangers and multi-class fighters can never specialize with a weapon. A fighter may specialize with any particular melee weapon, bow or crossbow that he is otherwise skilled with its use. Specializing with a melee weapon (effectively mastering its use) requires that a character exchange one additional Combat Skill Point (CSP) for skill with that weapon, and specializing in a bow or crossbow requires exchanging 2 additional CSPs.

The fighter is only allowed to specialize in one weapon at 1st level, but is able to specialize in other weapons as he gains additional CSPs (Refer to Combat Skills).

A fighter specialized with a melee weapon gains a +1 bonus to attack rolls and a +2 bonus to damage with that weapon.

A fighter specialized with the bow or crossbow gains a +2 bonus to attack when wielding a bow within 6 to 30 feet of his target or when wielding a crossbow within 6 to 60 feet. In addition, specialization with a bow or crossbow allows the fighter to fire the weapon before initiative is rolled, so long as the weapon has been previously nocked and trained on a visible target.

Further- more, specialization gives the fighter extra attacks, as shown on the table below:

Bastard Sword 3/2
Shortbow 3/2

Non Combat Skills:

Blind-Fight (Rogue/Warrior, 2 skill points) A character trained in this skill isn’t hindered by poor lighting. They suffer no AC penalty in dark conditions and the attack penalties for dim and no lighting are reduced by half (−1 and −2 respectively). The penalty to attack invisible creatures is reduced to −2 (although the character cannot pinpoint their exact location) and characters move at one-half speed in total darkness vice one-third.
These benefits only apply to melee combat. Penalties are not reduced for ranged attacks and the −4 AC penalty still applies to ranged attacks. A character with blind-fight cannot actually see in complete darkness, they can just compensate for poor lighting better than most. A character can only be trained in this skill: further proficiency doesn’t give any extra benefits.

Climbing 14 (General, Strength, +0, 1 skill point, Untrained)
An untrained character’s base climb chance is 40%. A proficient climber gains a +10% bonus for each skill point spent (up to +30% for mastery). Thieves do not gain a bonus for their thief skill to climb walls: this special thief ability is used when climbing without equipment.

Read and Write Common

Knowledge: Engineering 17
Engineers are trained in the design of complex mechanical things from simple machines like bridges and catapults to large buildings such as dams. This skill only allows the design, not the actual construction of such machines although engineers can supervise their construction. Engineers can operate complex machinery, plan sieges, and detect flaws in building structures.

Knowledge: Gaming 8
Knowledge of games of chance common and obscure. The character has Rogue/Warrior, Charisma, deep knowledge of probabilities, tricks, and techniques. The character can +0, 1 skill point make a proficiency check to cheat but a roll of 17–20, regardless of success, indicates the character is caught. Characters on a winning streak may be
banned outright or accused of cheating even if it’s not true.

Knowledge: Navigation 15
This skill encompasses navigating via the wind, stars, and currents and the proper use of navigation equipment such as sextants and gyroscopes. The chance of getting lost on land is reduced by −5% and −20% at sea.

Riding 13 (General, Dexterity, +0, 1 skill point, Untrained) A trained rider can handle piloting a mounted creature. Most ac- tions don’t require a check unless the action is dangerous and failure could result in injury. It’s assumed a mount is fitted with saddle and reigns. Riding barebacked is difficult and gives a −2 penalty to all checks and any actions that would normally happen without a check must succeed on a skill check.

This skill assumes normal, four legged land-based mounts are ridden (horses, camels, donkeys, etc.). Exotic mounts, such as monstrous creatures, flying creatures, and underwater creatures all impose a −2 penalty to ride checks due to their difficulty.

Saddle Vault: A trained rider can mount the saddle of a station- ary creature as part of their movement. A skill check is necessary to instantly mount a creature without a saddle, to get the creature to move in the same round it was mounted, or to mount a moving creature.

Jump: A trained rider can make a mounted creature jump small obstacles or gaps. With a running start, a four legged creature with a rider can easily leap obstacles no more than half their height or gaps that are less than twice their height in distance. A successful check can make the creature double its jumping height and triple its jumping length. A failed check causes the mount to rear and the rider must make another check to remain in the saddle.

Spur: On a successful check a rider may increase their mount’s speed by 6. This speed can be maintained for up to four rounds but a successful check is required to maintain it. If a check fails on a subsequent round the mount’s speed is reduced by half for one turn. A mount’s speed is reduced by 6 or half (whichever is less) for one turn after being spurred on.

Guide with Knees: A trained rider can automatically guide a mount with their knees, freeing both hands. A check is needed to stay in the saddle if the rider suffers from damage. If the rider has at least one hand on the reigns they don’t have to make a check if injured.

Shield: A trained rider can drop down the side of their mount, using its body as a shield. The rider cannot attack in the same round while using this action. The character’s armor class is improved by 6 and any attacks that would hit them will hit the mount instead. No check is required to use this maneuver unless the character is armored or encumbered: a penalty of −1 is imposed for every 1 point of AC for the rider’s armor and a −4 penalty if their movement is reduced by carried weight.

Leap from Saddle: A trained rider can leap from their saddle and attack one creature within 10 feet. The rider can jump at any point during the mount’s movement on a successful check at a −4 penalty. A failed check causes the rider to fall, suffering 1d3 points of damage. Only one melee attack can be used in a round where the rider leaps from the saddle.

Survival 4 (General, Wisdom, +0, 1 skill point, Untrained) Sur- vival is the basic ability to survive in hostile terrain. A survivalist reduces the chance of being lost by 5% per skill point (only the highest trained character counts).

Forage: A survivalist can forage for food and water, finding enough resources to sustain a number of human-sized characters equal to their margin of success. Foraging requires an hour and a successful skill check. The terrain affects the difficulty of forag- ing. For example, it’s very easy to find food and water in a forest (+4 bonus) but nearly impossible in the desert (−4 penalty). Sometimes it’s easier to find food than water or vice versa; for ex- ample, you can always find fresh snow to melt in a frozen tundra but finding food is more difficult.

Fire-Building: A trained survivalist can automatically build a fire in 2d10 minutes without a tinderbox. If wet tinder is provided, the time is increased to 3d10 minutes and a successful skill check must be made.

Sense Direction: The character must concentrate for 1d6 rounds. On a successful skill check they know their relative direction. On a failed check they misread their direction by 90 degrees east or west and an automatic failure makes them believe they’re headed in the opposite direction. Add a +2 bonus if the sun or moon is visible, +2 if a large landmark is visible (mountain or river), −1 at night, and −2 in fog or reduced visibility. Determining direction underground is nearly impossible for most creatures (flat −4 penalty) although dwarves automatically know their direction underground. A character always believes their reading is correct (GM rolls in secret). Further checks cannot be made until conditions change such as a new landmark appearing or the sun/moon becoming visible.

Weather Sense: With a successful check the character can accurately predict weather conditions (humidity, wind, and temperature spikes) for the next 6 hours. A failed check gives a false reading. Only one check can be made every 6 hours. For every 6 hours of observation, a character gains a +1 bonus to their next skill check as they’re able to predict weather patterns. Sleep or other distracting activities negate this bonus.

starting Gold: 120 gp
Equipment

WEAPONS
bastard sword, 25 gp, 10 lb, 1d8/2d4 dmg CS 7
dagger, 2 gp, 1 lb, 1d4 dmg CS 2

shortbow, 30 gp, 2 lb, 1d6 dmg, CS 7 150/300/510
arrows, flight, 24, 6 sp, 2.4 lb

57 gp. 6 sp, 15.4 lbs

ARMOR
studded leather, 20 gp, 25 lb, AC 7
medium shield, 7 gp, 10 lbs, -1 AC vs 3 att
cap, 4 gp, 2 lbs

31 gp; 37 lbs

MISCELLANEOUS
backpack, 2 gp, 2 lbs

boots soft 1 gp
breeches 2 gp
hose 2 gp
surcoat 6 sp
tunic 8 sp
vest 6 sp

{5 lbs for clothing}

belt 3 sp
belt pouch large 1 gp, 1 lb
belt pouch small x3, 21 sp, 0.5 lb
chalk, 1 cp, 0.2 lb
flint and steel, 5 sp, 0.1 lb
iron pot, 5 sp, 2 lb
hooded lantern, 7 gp, 2 lb
piton x6, 18 cp, 3 lb
quiver, 8 sp, 1 lb
rope, hemp, 1 gp, 20 lb
sack, large x2, 4 sp, 1 lb
sewing needle, 5 sp, 0.01 lb
whetstone, 2 cp, 1 lb
wineskin, 8 sp, 1 sp
winter blanket, 5 sp, 0.1 lb

24 gp, 6 sp, 1 cp; 23.901 lbs.

Total:
113 gp, 2sp, 1 cp; 81.301 lbs.

Lightly encumbered 3/4