Class & Race Abilities
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(Ftr.) Damage Bonus +3
(Ftr.) Base Attack 7+
(Ftr.) Battlefield Prowess (+1 to Henchmen & Merc. morale)
(Special) Ultravision (from crown)
(Extra1) Smart Pet (Osgar)
(Extra5) Squire |
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Proficiencies
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(Gen.) Adventuring
(Gen.) Survival - auto forage for self or roll @+4 for up to 1d6 others. Target is 18+
(Gen.) Healing I
(Ftr.) Fighting Style (Weapon & Shield)
(Ftr.) Weapon Focus (Swords)
(Gen.) Bargaining (10 better prices when buying/selling) |
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Actions
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Open Door -- 16+
Detect Secret Door -- 18+
Hear Noise -- 18+
Find Traps -- 17+
Move Silently* -- 17+
Climb* -- 16+
Swim* -- 16+
* : -1 per ENC. level above 1 |
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Misc. Notes & Information
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Chest Contents (Travelling Man):
Shield, Morning Star, Short Bow, Quiver with 20 Arrows, Thieves Tools, Sack
pp: 0
gp: 0
sp: 0
Almaric is a fully paid-up member of the Adventurer's Guild, registered at Dolmvay. His ID chit is on a leather thong around his neck. He has 802gp and 3sp banked with them.
Information:
Hugo Barsh - Owner, Travelling Man Inn
Kel Biggins - Helper of Hugo
Mindassa Oakes - Serving girl @ Travelling Man Inn
Delen Whyte - Serving girl @ Travelling Man Inn
Seb - Ex-Bandit
Shennan (called), Rhann and Crydor - Ghost Soldiers
Har-Assad - Foreign wizard
Tar-Gallin - Thief(Assassin?) and partner(concubine/slave?) to Har-Assad
Tiolth - Ancient Green Dragon
Tangentalus - Magician and travelling companion
Hatchet - Dwarven Warrior and guide
Currently in saddle bags: journal, inkpot, quill, 6 days rations, 2 torches, 2 healing salves, 1 healing poultice, hooded cloak, 1 large sack
The Bluesteel Legion Badge he is wearing means Almaric gains 2 temporary Hit Points as well as +1 AC.
The Dwarven Mail is AC 6 but only encumbers as if AC4. It also reduces any incoming physical damage by 1.
The Elven Cloak of Longevity gives immunity to Poison & Diseases. It also fully restores all HP and ability damage if worn while taking a full night's rest.
Quick Draw allows 1 extra free shot at the start of combat or when a fresh wave of enemies arrive.
Elven Quiver w/Lightning Rune & Elven Broadhead arrows allows up to 2 Lightning Strikes per combat/wave. Deals +2d6 electrical damage to target and up to 6 others within 20'radius. Save vs. Blast for half damage. Fired arrows return to quiver.
Lady's Grace effect causes fear in Brood Mother and her creatures. Also weapons with the effect deal an extra 3 damage vs. her and her creations.
Almaric has been bonded with the Elven Queen's crown. This has altered him (+1 STR, DEX & CON, heightened senses, including Ultravision) and he has grown another 2' in stature.
Death Grip: This heavy, metal gauntlet is arguably a weapon in its own right, allowing you to do 1d6 points of damage in Battle even without holding a weapon at all! Two-handed melee weapons can be wielded single-handed with this gauntlet, plus any melee attack made with this gauntlet does an additional +5 points of damage from its giant-like strength. This bonus is for damage only, not to-hit or Strength tests, and does not stack with any existing damage bonus that you get from your own Strength. Due to the bulky nature of this item, you cannot use bows or crossbows while wearing it.
Shieldwall Gauntlet: This left-handed metal gauntlet covers the entire forearm with a guard that extends past the elbow. When used with any shield the guard can be detached, leaving the shield floating in mid air as if you were still hanging onto it, giving you full shield protection while freeing up your hand. Any extra bonuses granted by a shield will still be applied to you as long as the Shieldwall Gauntlet is worn. This gauntlet also makes any shield incredibly light and manoeuvrable, allowing you to defend yourself against one extra opponent without penalty.
Rune Blade 'Deliverance' (1d10): The Rune Blade is a +3 Greatsword which is so deadly that it is capable of a critical hit on a natural roll of 18, 19 or 20. Whenever a critical hit is rolled in combat, that overcomes your opponent’s AC, you have a choice of two attacks; either double the damage you would normally deliver against one opponent or deliver normal damage to all foes that are currently attacking you in melee combat.
The Rune Blade also has two sacrificial attacks that you may use at any time; Slay and Sunder. During combat you may sacrifice one hit point and use the Slay attack on a successful hit which can have one of two effects; automatically kill a single opponent (unless stated otherwise by the GM), or deliver double damage to all foes that are currently attacking you in melee combat. This hit point can be regained normally from healing aids or rest. The Sunder attack is activated by permanently sacrificing one point of Strength, Constitution or hit points (equivalent to current CON modifier - if no modifier, then HPs cannot be sacrificed). This attack automatically kills all beings around you, friend or foe, and the point of Strength, Constitution or hit points that was sacrificed is gone forever and cannot be restored by any means. |
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Hit Points Rolled:
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Level 1: (8) + CON (2) = 10
Level 2: (6) + CON (2) = 8
Level 3: (4) + CON (2) = 6
Level 4: (7) + CON (2) = 9
Level 5: (8) + CON (2) = 10
Level 6: (4) + CON (2) = 6 |
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Companions:
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Osgar (Medium Horse): AC 2(3), Move 180’(60’), HD 3, HP 16, AT 1 or 2 (hooves), Dmg 1d6/1d6, SV F2, ML +1, AL N. Wearing leather barding.
Spike (Hunting Dog): AC 2, Move 180’(60’), HD 1+1, HP (6)8, AT 1 (bite), Dmg 1d4, SV F1, ML 0, AL N
Griffon: AC 4, Move 120’(40’)/Fly 360'(120'), HD 7, HP 50, AT 3 (2 talons, bite), Dmg 1d4/1d4/2d8, SV F4, ML +1, AL N. |
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