Ruins of Adventure
Mak'kar
Self-styled "Baron of the Twilight Swamp".
Bio:
Race: Human
Homeland: Tethyr
Class: Fighter
Kit: Settler
Alignment: Lawful, Non-Good
Religion: Kelemvor
Level: 9th
Experience: 300,000
Next Level: 500,000
Max Level: Unlimited
Ability Scores:
Stamina | 15 | |
Muscle | 14 | 23% Feat of Strength |
Aim | 12 | |
Balance | 15 | +1 AC |
Health | 10 | 70% System Shock |
Fitness | 16 | +2hp / level |
Reason | 14 | |
Knowledge | 14 | +4 Proficiencies |
Intuition | 8 | |
Willpower | 11 | |
Leadership | 16 | 8 Henchmen; +4 Loyalty |
Appearance | 13 | +1 NPC Reactions |
Reactions:
- Initiative: +0
- Surprise: +0 (only on 1 or 2)
- NPC Reaction: +1
- Movement: 9
Combat Statistics:
Hit Points: 71
Armor Class: 19 (plate armor)
Base Attack Bonus: +8
Saves: Half-damage from Fire
- Paralyzation/Poison/Death: 8
- Rod/Staff/Wand: 10
- Petrification/Polymorph: 9
- Breath Weapon: 9
- Spells: 11
Weapons | # Att | Att Bonus | Dmg | Dmg (L) | Speed | Range | Special |
Ringblade | 2 / round | +9 | 1d8+2 | 1d12+2 | 4 | melee | Magic. Negate magic rings. |
Shortsword | 3 / 2 rounds | +6 | 1d6 | 1d8 | 3 | melee | Off-hand. |
Dagger | 3 / 2 rounds | +6 | 1d4 | 1d3 | 2 | melee | Off-hand. |
Longbow | 3 / round | +9 | 1d8 | 1d8 | 8 | 50 / 100 / 170 |
Non-Weapon Proficiencies: Craft, Pastoral, Martial
Modern Languages (Common) | 14 | Two-Weapon Style | — |
Modern Languages (Thorass) | 14 | Climbing | 6 (in armor) |
Modern Langauges (Tharian) | 14 | Teaching | 15 |
Literacy | 15 | Haggling | 11 |
Agriculture | 14 | Land-based Riding | 14 |
Carpentry | 15 | Offensive Tactics | 13 |
Cartwright | 14 | Battle Command | 13 |
Boating | 16 |
Weapon Proficiencies:
Blades Broad Group
Woodsman’s Axe, Specialized
Longsword, Specialized
Longbow, Specialized
Special Powers:
- The settler gains a +1 bonus to attack and damage when defending his homestead (once established). In addition, he gains a +2 bonus on all proficiency checks when in a village or homestead that he has established.
- When fighting to defend his or her family, the settler gains a +2 bonus to attack and damage rolls. To gain this bonus the attacker must be in a position to physically harm the settler’s kin.
- Once the settler establishes a homestead and a village, the locals of that village respect the settler highly and provide him with information about happenings in the area. He receives a +2 reaction bonus from people and domestic animals in the village. In addition, an established village effectively guarantees that the settler will be supported in a middle-class lifestyle (so long as he sticks around and doesn’t set off to establish a new settlement).
- The high state of caution and alertness common in a Tethyrian makes them surprised only on a 1 or 2 on a d10.
- Any Tethyrian with the Literacy proficiency may attempt to use both Wizardly and Priestly magical scrolls by making a successful Literacy check. On a failed check, the scroll backfires in some way.
- Tethyrians attract men-at-arms and followers when they reach 7th level, regardless of when their class would normally grant them. This only occurs when the Tethyrian has cleared out a parcel of land and built a stronghold upon it.
- All warriors gain the ability to make more than one melee attack per round as they rise in level. At 7th level, they can make 3 attacks every 2 rounds.
- When engaged with large numbers of weak enemies (less than 1 HD each), the warrior gains double his normal number of attacks per round (including doubling attacks with off-hand weapons).
- A fighter can teach weapon proficiencies when he reaches 3rd level and can train students in the use of any weapon in which he is specialized.
- A fighter can operate heavy war machines when he reaches 4th level.
- A fighter can supervise the construction of defenses when he reaches 6th level.
- A fighter can command large numbers of troops when he reaches 7th level. In role-playing terms, the fighter has mastered the skills and techniques to take charge of 100 soldiers per level.
Penalties:
- When meeting an NPC for the first time, the Tethyrian suffers a -4 penalty on reactions. In subsequent encounters with the same NPC, for example an innkeeper who is met at supper time, then seen again the following day after a good night’s sleep, the penalty is reduced to -2.
- Land is held in such high regard that if the Tethyrian’s tract of land is attacked and his stronghold is destroyed or the land is ravaged, he is in complete and utter social disgrace. In order to redeem himself, he must rebuild his stronghold, restore the land, and go on a heroic quest to restore his name. Usually, this quest involves getting back at the forces that inflicted this indignity on him.
- Once a settler has established a village, he doesn’t have a lot of free time. Locals ask him for help with all their problems, ranging from bandit raids to a child lost in the woods. In addition, the settler, as the village founder, must spend at least one day each week attending to village matters: listening to grievances, mediating disputes, finding lost livestock, tending animals, offering advice on crops, etc. If he misses a week, his reaction bonus drops by 1 point (minimum 0) and his income declines a step (from middle class to poor to squalid) as people become less willing to deal with him.
Advancement Notes
- Gain new stands of followers every level beyond 7th. Treated as 3 levels higher for determining what followers are attracted.
Equipment:
- Tunic, Breeches, Armor Lining, Stockings, Hard Boots
- Longbow (3 lbs)
- Shortsword (3 lbs)
- Dagger (1 lb)
- Quiver w/ 20 Sheaf Arrows (3 lbs)
Encumbrance:
Base Speed: 12
Total Weight of Gear: 84 lbs. (Light)
Unencumbered | Light | Moderate | Heavy | Severe | Max | |
Weight | 0 – 65 lbs. | 66-91 lbs. | 92-118 lbs. | 119-144 lbs. | 145-169 lbs. | 170 lbs |
Movement | 12 | 9 | 6 | 5 | 2 | 1 |