Drinking & Dragons

Difference between revisions of "User:Wizardoest/t20 sheet"

From Drinking and Dragons
m
m
Line 23: Line 23:
'''Conviction:''' 3
'''Conviction:''' 3
|}
|}
== Name Namerson ==
''Name Namerson stands an average height but his bearing makes him seem a beast of a man. He is never without his well-worn hunting knife.''<br/>
[[NW:Woodsman (Role)|Woodsman]] 1<br/>
'''Virtue:''' Honest | '''Vice:''' Arrogant<br/>
'''Patron Deity:''' The Father<br/>
'''Background:''' [[NW:Character_Generation#Backgrounds|Tribesman]]


== Combat ==
== Combat ==
{| class="not-tabular-data"
| valign="top" width="50%"  |
{{T20combat
{{T20combat
|combat=0
|combat=0
Line 37: Line 32:
|combat_split2=0
|combat_split2=0
}}
}}
=== Defenses ===
{{T20defense
{{T20defense
|defensemisc=0
|defensemisc=0
Line 59: Line 53:
}}
}}


=== Attacks ===
| valign="top" width="50%"  |
 
'''Battleaxe''' {{T20attack-combat|combatmisc=0 }} (dmg {{T20damage|damage=3|damagemisc=0}} | Crit 20/+4)<br/>
'''Battleaxe''' {{T20attack-combat|combatmisc=0 }} (dmg {{T20damage|damage=3|damagemisc=0}} | Crit 20/+4)<br/>
'''Brass Knuckles''' {{T20attack-combat|combatmisc=0 }} (dmg {{T20damage|damage=1|damagemisc=0}} | Crit 20/+3
'''Brass Knuckles''' {{T20attack-combat|combatmisc=0 }} (dmg {{T20damage|damage=1|damagemisc=0}} | Crit 20/+3
Line 69: Line 62:


'''Core Ability:''' [[t20:core-ability/fearsome-presence|Fearsome Presence]]—You can spend a point of Conviction to inspire fear in his nearest foe as a standard action. The foe must make a successful Will save (Difficulty = 10 + your level + your Intimidate ranks) or be shaken. This condition lasts for one round, plus an additional round for every 5 points by which the save failed.
'''Core Ability:''' [[t20:core-ability/fearsome-presence|Fearsome Presence]]—You can spend a point of Conviction to inspire fear in his nearest foe as a standard action. The foe must make a successful Will save (Difficulty = 10 + your level + your Intimidate ranks) or be shaken. This condition lasts for one round, plus an additional round for every 5 points by which the save failed.
|}


{| class="not-tabular-data"
| valign="top" width="50%"  |
== Powers ==
== Powers ==
;[[t20power:beast-link|Beast Link]] +5
;[[t20power:beast-link|Beast Link]] +5
: You can forge a mental connection with an animal, allowing you to perceive what it perceives, using its senses. Make a power check with a Difficulty of 10, modified by familiarity. If successful, you can perceive with the animal’s senses and communicate with it mentally. The animal is not under your command, although you may be able to convince it, using your other skills and powers, to do things for you.
: <small>You can forge a mental connection with an animal, allowing you to perceive what it perceives, using its senses. Make a power check with a Difficulty of 10, modified by familiarity. If successful, you can perceive with the animal’s senses and communicate with it mentally. The animal is not under your command, although you may be able to convince it, using your other skills and powers, to do things for you.</small>


== Feats ==
== Feats ==
Line 87: Line 83:
* Thieve's Tools [Masterwork toolkit] 14 (-2 wealth, +0)
* Thieve's Tools [Masterwork toolkit] 14 (-2 wealth, +0)


| valign="top" width="50%"  |
== Skills ==
|}
__NOTOC__
__NOTOC__

Revision as of 18:18, 4 January 2011

Name Namerson

Name Namerson stands an average height but his bearing makes him seem a beast of a man. He is never without his well-worn hunting knife.
Woodsman 1
Virtue: Honest | Vice: Arrogant
Patron Deity: The Father
Background: Tribesman

Attributes

Str -1 | Dex 2 | Con 3 | Int 2 | Wis +1 | Cha -1

Initiative: +2
Speed: 30'
Conviction: 3

Combat

Defense 10 | Dodge 12 | Parry 9

Fort 4 | Reflex 3 | Will 1

Toughness + 6
(+1 feat(s), +2 armor, +0 misc, +3 Con)

Battleaxe + 2 (dmg 17 | Crit 20/+4)
Brass Knuckles + 2 (dmg 15 | Crit 20/+3

Unarmed + 2 (dmg 14 | Crit 20/+3)
Grapple + 2 (dmg 14 | Crit 20/+3)
Combat Bonus +0

Core Ability: Fearsome Presence—You can spend a point of Conviction to inspire fear in his nearest foe as a standard action. The foe must make a successful Will save (Difficulty = 10 + your level + your Intimidate ranks) or be shaken. This condition lasts for one round, plus an additional round for every 5 points by which the save failed.

Powers

Beast Link +5
You can forge a mental connection with an animal, allowing you to perceive what it perceives, using its senses. Make a power check with a Difficulty of 10, modified by familiarity. If successful, you can perceive with the animal’s senses and communicate with it mentally. The animal is not under your command, although you may be able to convince it, using your other skills and powers, to do things for you.

Feats

Skill Focus (Survival)B, TrackB, TracklessB, Tough, Weapon Training, Armor Training (Light)

Favored: Hide in Plain Sight, Tough
Favored feats may be taken at any time

Wealth

Wealth +0 (+4 to start)

  • Battleaxe 9 (-1 wealth, +3)
  • Studded Leather 13 (-1 wealth, +2)
  • Backpack 4 (+2)
  • Thieve's Tools [Masterwork toolkit] 14 (-2 wealth, +0)

Skills