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Jul 30th, 2015
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  1. HP 10
  2.  
  3. ATTRIBUTES
  4. Finesse 1
  5. Strength 1
  6. Toughness -1
  7. Mind 0
  8. Social 1
  9.  
  10. SKILLS
  11. Athletics 0
  12. Deception 0
  13. History 1
  14. Insight 0
  15. Intimidation 1
  16. Geography 1
  17. Medicine 1
  18. Nature 0
  19. Perception 1 (Perception and geography = geology?)
  20. Perform 0
  21. Manipulation 0
  22. Stealth 0
  23. Melee 1
  24. Ranged 0
  25. Brawl 2
  26. Defense(finesse) 1
  27. Mysteries(choose a subfield)
  28. Knowledge/occupation(choose a subfield) 3 Metallurgy requesting exemption on 2-starting limit due to background? I'm assuming a 5 is godly (like being able to come up with a new alloy on demand to match needed specifications off the top of their head without extensive experimentation), and 4 is uncommonly talented, so 3 would be reasonable for a life's occupation?
  29.  
  30. Spending one special to be non-human (halfling)
  31.  
  32. May his other special be construction/engineering?
  33.  
  34. BIFT
  35. Bond: his family and friends, but especially his grandchildren (particuliarly his daughter's children)
  36. Ideal: He wants a Vinland of halflings, a land of plenty with no fear.
  37. Flaw: I haven't given him enough flaws already? Ok. Well, he's going out alone on what should be something that would benefit all halflings around and could potentially be easy to find support for. Why is this?
  38. Trait: I'm not sure what this one is asking for?
  39.  
  40. EQUIPMENT
  41. -A real and high quality retrofitted vibranium sword, family heirloom.
  42. -retrofitted armor(counts as a chain shirt)
  43. -Bedroll
  44. -Provisions
  45. -Maps
  46.  
  47.  
  48.  
  49. As a halfling you gain a +1 to all your defense rolls. You have -2 hit points. You gain advantage on stealth rolls and can reroll damage when using slings or attacking enemies larger than you. One handed weapons count as two handed weapons for you.
  50.  
  51. You have advantage on rolls concerning construction, metallurgy, noticing secret doors and traps. You always know what level of depth you're moving in and what direction you're moving in. You always know your general location when inside a building or underground.
  52.  
  53. Sword +2 1d6+2(if you want a two handed weapon it's 1d8+3 damage, if you wield your one handed weapon in two hands you have an extra +1 to damage)
  54. Armor DR 4 armor penalty 2(reduced to 1 from strength)
  55. Defense(finesse) 1(reduced from 2 to 1 from armor)
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