Cris came up with a supplement to be used with the D20 Modern rules. In order to use them you create a character through the tradition methods, excluding equipment, then add the Space Marine class on top. Don't bother with using the standard wealth system or equipment package since Cris wrote better stuff for you. Let us know what you think.
Here are the Classes:
Classes.docx
And Equipment:
General Equipment.docx
Here is the dumping ground for all the for all of our home-made concoctions. If you are lucky you just might find a hidden gem amongst the rubbish.
Friday, February 22, 2013
Saturday, February 16, 2013
No One Gets Out of Here Alive- A Survival Horror RPG by Cris
Character Creation
The Three Main statistics
of every character are Brains, Brawn, and Will.
Brains is a measure of smarts and
know how, Brawn is physical power and general all around body athletics, and
Will is inner strength and willpower.
The Character begins with 10 points divided between the three. Points can go from 1, very poor, to 6,
exceptional. Example: John has Brains 4,
Brawn 2, and Will 4. Now choose an
upbringing and three associated skills to go with it. Players upbringing will help determine the
skills. Skills can be anything within
reason. The Player gets 10 points to
allot to these skills. Skills again can
range from 1 to 6. Example: John grew up
on a farm so the skills he chooses are Operate Farm Equipment 2, Horse Riding
5, Animal First Aid 3.
Next, the Player chooses
an Occupation and Five corresponding skills.
The occupation is what the player has devoted his time to; it need not
necessarily be a career. The Player gets
to allot 20 points to these skills.
Example: John moved to the big city and became a Reporter for a local
underground Anarchist newspaper. His
skills are: Research 6, Breaking and Entering 3, Writing (English) 3, Computer
Operation 4, and Interview 4.
The Player then Chooses
two skills for hobbies, these can be anything within the characters
ability. Allot 6 Points to these skills,
again ranging from 1-6. John chooses
Antiques 2 and Swimming 4
After that the characters
Toughness, the amount of punishment he can take, which is derived from adding
Brawn and Will together. John has a
Toughness of 6. The last step is to
derive Health, which is equal to Brawn, so John has a Health of 2.
Fear, Hopelessness, and Mental Stability
Every character has these
three negative aspects, which start at zero and increase over time. Each aspect it tied to Main Statistic;
Fear-Brawn, Hopelessness-Will, and Mental Stability-Brains. Any time a Negative aspect is more than a
Main statistic the character is consumed by it.
So if John has a Will of 4 and a Hopelessness of 5 he becomes hopeless
about the future. The player can role
play this any way he wishes within reason.
All Negative aspects when dominant cause self-destructive behavior and
actions.
Dominant Negative Statistics and Traits
Fear-
Character flees or cowers away from what he is afraid of and will not take
risks to help anyone but themselves.
Survival is the top priority
Hopelessness-
Character does not care about his own safety and becomes fatalistic and
uncaring. He will not care if people die
and may refuse to help in crisis situations.
Mental Stability- Character becomes unstable and dangerous. A player might attack others, eat glue,
attempt to hug the evil out of a monster, or just plain babble nonsense.
So Let us look at John:
Main Stats Skills
Brain 4 Operate Farm Equipment 2
Brawn 2 Horse Ridding 5
Will 4 Animal First Aid 3
Toughness 6 Research 6
Health 2 Writing 3
Breaking and Entering 3
Computer Operation 4
Computer Operation 4
Fear 0 Interview 4
Hopelessness 0 Antiques 2
Mental Stability 0 Swimming 4
Making Checks
The only dice you will
need are a bunch of d6’s. The object of
a check is to roll doubles with the amount of d6’s you have. When the GM calls for a check roll a
corresponding skill or if no skill is relevant roll to the closest Main
Statistic. The Skill number or Main
Statistic Number is equivalent to how many D6’s a character rolls. Example: John is going to Jump a ravine, he
has no relevant skill so he will roll on Brawn.
John has a Brawn of 2 so he rolls 2d6.
He rolls a 4 and a 2, no doubles, he fall down the ravine.
The two types of checks
are opposed and unopposed. Opposed
checks are where two people are engaged in some sort of contest with a winner
and loser. Both players roll for corresponding
skills or Main Statistics, if the skill is not available, and the person with
the highest double wins. If no doubles
are present the highest number wins.
Three of a kind always beat any double and four of a kind always beat
any three of a kind; so three 4’s will beat a pair of 6’s. If there is a tie then reroll. John is in a contest to wrestle a knife out a
cultists hands, he rolls 2d6 for Brawn, having no applicable skill, while the
cultist rolls 4d6 for his skill of Knife Fighting. John ends up with a 1 and a 6 while the
Cultist gets a pair of 3’s. The knife is
now in the Cultists hands and he moves in for the attack.
Unopposed rolls are where
there is no opposed action. Shooting
someone who is not aware of you or Sneaking are Unopposed rolls. The GM then decides how difficult the action
is and assigns it a Challenge number 1-6.
The player has to roll doubles at or above that number to succeed. The Challenge Rate is as Follows:
1
Moderately
Difficult Jumping a ravine with 50 ft
running start
2
Difficult Jumping a ravine with
20ft running start
3
Hard Jumping a
ravine with 10ft running start
4
Very
Hard Jumping a
ravine with 5ft running start
5
Exceptionally
Hard Jumping a ravine at the edge at
rest
6
Unlikely
to succeed Jumping a ravine at the edge…,
backwards
Three, four, and five 6’s may be used
but those things are near impossible to accomplish and only by the highest
trained and the luckiest.
Fear,
Hopelessness, and Mental Stability checks are all unopposed rolls and
correspond to the previous chart. Having
a pet die would be a 1 on the hopelessness scale, the player would have to roll
a double of 1 or higher to succeed.
Entering a Nazi concentration camp and seeing all the inhumane suffering
would be a 6, the player would have to roll a pair of 6’s or higher to
succeed. Any time a character fails a
check on any of the Negative Statistics then the score goes up by 1.
Death, Healing, and Removing Negative Statistics
Characters
when hurt subtract from Toughness first and then Health. When a characters Toughness and Health are
both at 0 they are dead. A Characters
Toughness naturally heals at 1 Point per hour, and Health heals naturally at 1 point per day. The GM may allow for a higher healing rate if the characters have access to supplies, perform a relevant skill check such as first aid, or both. A player can lose points in Negative
Statistics by doing specific actions.
For Fear a player must be removed from what frightened him or her and
spend at least an hour relaxing without any further fright, then the Fear can
be reduced by 1. Trapped in a closet
while a beast is waiting outside to eat you is not relaxing. For Hopelessness a character needs to be
inspired by others significant successful actions or the characters actions
themselves, then Hopelessness can be reduced by one. Escaping from a monster of some sort would
warrant a loss of 1 Hopelessness. Mental
Stability can be recovered usually by three ways; therapy of some sort, Mental
Reconditioning (Hypnosis, Meditation, Extensive Self Study), and Drugs. A character who participates in such things
for an appropriate amount of time can reduce their Mental Stability by 1.
Weapons and Equipment
Weapon Damage
Small Knife 1 Point
Large Knife 2 Points
Club, Axe, Sword 3 Points
Small Gun 2 Points
Large Gun 4 Points
Shotgun 5 Points
Explosives 6 Points or Death
Any
Equipment the players have with them that help them in a skill, a first aid kit
to bandage some ones wounds or a grappling hook for climbing, should give them
an extra 1-3 d6’s depending on how relevant to the situation and skill.
Tanks! Tanks! Tanks! - By Nemo
Tanks is a pen and paper RPG that requires the use of a single D10.
This game requires a standard square battle mat, and tokens taken up a 2x1 section on that map. The token must have a way of identifying the front and rear. (A small toy car or tank will work well.)
Each character player is in charge of one tank unit. Each player will utilize four different skills: Repair, Shoot, Defense, and Move.
Each player can make 1 action per turn. Turn order is decided by the best movement roll.
The more points you put into a skill the more that effects the range for a successful roll. A successful roll is determined based on the number of points in that skill, however it is different based on each action.
Repair success is determined directly on how many points the person has in that skill. If the roll result is equal to or lower than the number of skill points it is considered a successful roll.
Shoot success has two stages, complete success and partial success. A complete is determined on the character's shooting skill - the targeted players defense skill. (Player 1's Shoot skill is 7 Player 2's defense is 5, 5 - 7 = 2 so the player successfully does complete damage on a 1 or 2. A partial success is anything equal to or lower than the the shooter's skill regardless of the targets defense, however this does only half damage.
Defense rolls are only used for determined a successful ambush, (see ambush section for details) this roll is determined the same as Shoot.
Move success is determined based on the number of points allotted to that skill. As long as the result is equal to or less than the roll result, the tank can make as many moves as the die result. In an unsuccessful roll, the tank moves at half the result rounded down, or 1. No matter the result, no tank can make more moves per turn than it has points in the move skill. (even though a 10 divided by 2 is 5, a tank with 3 points in Move still only moves 3.)
Each player begins with a Base: 1 in each skill, and has 12 additional points to put into each category.
Movement: Each movement earned from your roll gives you 1 space to move forward. Turning in place takes 2 moves, or you may incorporate a turn while moving for only 1 additional move. So moving 3 spaces and turning 90 degrees only costs you 4 movement. You cannot move over obstacles or other player's vehicles
Shoot: A vehicle can only shoot an enemy in a front facing direction, This area includes all spaces 3 squares wide center on the front of the vehicle. There is no maximum to the distance that a tank can Shoot. A vehicle shooting over cover from more than 1 space away incurs a -2 penalty. You cannot shoot through a wall. A wall can be destroyed by Shooting it for 5 damage. A destroyed wall turns into cover. Cover that is shot is automatically destroyed.
Combat:
This game requires a standard square battle mat, and tokens taken up a 2x1 section on that map. The token must have a way of identifying the front and rear. (A small toy car or tank will work well.)
Each character player is in charge of one tank unit. Each player will utilize four different skills: Repair, Shoot, Defense, and Move.
Each player can make 1 action per turn. Turn order is decided by the best movement roll.
The more points you put into a skill the more that effects the range for a successful roll. A successful roll is determined based on the number of points in that skill, however it is different based on each action.
Repair success is determined directly on how many points the person has in that skill. If the roll result is equal to or lower than the number of skill points it is considered a successful roll.
Shoot success has two stages, complete success and partial success. A complete is determined on the character's shooting skill - the targeted players defense skill. (Player 1's Shoot skill is 7 Player 2's defense is 5, 5 - 7 = 2 so the player successfully does complete damage on a 1 or 2. A partial success is anything equal to or lower than the the shooter's skill regardless of the targets defense, however this does only half damage.
Defense rolls are only used for determined a successful ambush, (see ambush section for details) this roll is determined the same as Shoot.
Move success is determined based on the number of points allotted to that skill. As long as the result is equal to or less than the roll result, the tank can make as many moves as the die result. In an unsuccessful roll, the tank moves at half the result rounded down, or 1. No matter the result, no tank can make more moves per turn than it has points in the move skill. (even though a 10 divided by 2 is 5, a tank with 3 points in Move still only moves 3.)
Each player begins with a Base: 1 in each skill, and has 12 additional points to put into each category.
Movement: Each movement earned from your roll gives you 1 space to move forward. Turning in place takes 2 moves, or you may incorporate a turn while moving for only 1 additional move. So moving 3 spaces and turning 90 degrees only costs you 4 movement. You cannot move over obstacles or other player's vehicles
Shoot: A vehicle can only shoot an enemy in a front facing direction, This area includes all spaces 3 squares wide center on the front of the vehicle. There is no maximum to the distance that a tank can Shoot. A vehicle shooting over cover from more than 1 space away incurs a -2 penalty. You cannot shoot through a wall. A wall can be destroyed by Shooting it for 5 damage. A destroyed wall turns into cover. Cover that is shot is automatically destroyed.
Combat:
- Damage: Each successful shot deals 1D10 damage. Each tank starts with 20 Hit points, and receives +2 for each point in Defense above 5.
- A vehicle below 5 HP is considered disabled and cannot move.
Repair a successful roll allows the player to repair 1D10 HP.
Defense can be used to attack another player if the defending player does not use any actions during a turn. If before the next turn another player's tank moves in front the defending player, that player can immediately attack using his Defense skill instead of the Shoot skill.
This module is designed for an arena type play, or possibly players can team up against NPC vehicles.
Create Your Own RPG System- A We Hate Bards Challenge
Let It Begin!
The Challenge- To create your own RPG, pen and paper, system from the ground up. We want to see original content, not just some window dressing on an old system.
Requirements
To submit your own contribution and earn your chance at fame email us at wehatebards@gmail.com
The Challenge- To create your own RPG, pen and paper, system from the ground up. We want to see original content, not just some window dressing on an old system.
Requirements
- Original Content Only
- No More than Five Pages Single Spaced
- Can Be Anything, Go Wild!
To submit your own contribution and earn your chance at fame email us at wehatebards@gmail.com
Monday, February 11, 2013
Adventure Starters- The Ornate Necklace
Adventure Starters begins with a hook to get your players involved and
then offers four different directions to take the campaign.
Time Period- Modern
The Hook: A friend of the Players purchased an ornate
necklace from an estate sale a few days prior.
The Players were with the Friend and remembered that he was rather
anxious about the purchase. He is not
answering the phone or shown up at his place of employment.
The Alternate Life: The Friend is not who he appears
to be. A whole other seedy side emerges
that he owes a substantial amount to a local underworld figure or group. He figures that the necklace is worth a large
sum, but it is only high quality costume jewelry. The size of the debt warrants a violent
reaction thus the Friend has gone into hiding.
Can the group find a way to negate the debt and save their Friend?
The Portal: The necklace when worn transports the person
to another world. A fantastical place
where magic is commonplace and technology is at a pre-industrial level. This place is, and has been for a very long
time, under the strict control of a tyrannical ruler who proclaims himself to
be god. The people live under constant
toil and oppression hoping for the fulfillment of a prophecy. A Prophecy that a group of hero’s from a far
away land would come, bring justice, and put an end to the tyrannical powers of
this world. Can the group live up to the
people’s high hopes and divine calling?
The Curse: The necklace contains a terrible secret. Anyone wearing the necklace at night during
the full moon is cursed, and changes into a terrible monster. This monster will feel compelled to feed on
the flesh of those he kills. Having
succumbed to its power, and unable to remove it, the Friend flees to a remote
house in the woods; thinking that having no one around will equate with a low
fatality rate. Is there a way for the
necklaces curse to be broken or are the Players going to be the Friends next
victims.
It's a Trap!
Traps, from a simple covered pit to a Gygax inspired inescapable killing rooms, are a staple of any Dungeons and Dragons game. As a GM thinking of ingenious ways to bring about the doom of party of would be do-gooders is always a fun endeavor. In this installment of It’s a Trap! we’ll discuss a real nasty one, a trap meant to lay waste to the entire party of adventurers. It all starts with a sword.
The Trap: The Best Sword Ever!
This trap works best in a dungeon or somewhere confining like the underdark. The party will find a sword, the more mysterious the better. The GMs job here is to make one of the party physically pick it up, preferably the squishiest member. Now the fun begins.
The Sword +4 Fireburst Longsword
Name: Intransigent
Alignment: LG (Very Very Very LG)
Ego Score: 36
Stats: Int 10, Wis 14, Char 26
Abilities: Speech, Telepathy, Darkvision 120ft, Blindsense, Read Magic, Read all
Languages
Powers: Detect Evil (At-Will, Always Active)
Bull Strength 1/day wielder only
Cure Critical Wounds 3/day
Dominate Person 3/day (Empower metamagic, Repeat Metamagic)
Raise Dead 3/day
True Resurrection 1/week (Wielder only)
Zone of Truth 3/day
Special
Purpose: Defeat Chaotic Evil
Dedicated
Power: +2 Luck Bonus to Saves, Attacks, Skill Checks
Save DC: Save versus powers is 18+Spell Level
Immediately the Player who holds the sword will be thinking himself nigh invincible and swooning over its powers. Let the player use the sword on various occasions to chop enemies to pieces to build his confidence. The player will probably not think too much of that Will Save he failed that gave the sword dominance over him. The party will eventually enter a room, cavern, or any other large contained space. Inside there will be four enormous black pillars, one at each of the corners or evenly spaced against the walls. The pillars will detect as magic, strong abjuration. On the far wall is a raised throne with a crystal ball on the right side. The throne detects as evil and magic, enchantment school. Anyone sitting on the throne who is evil will be blessed as the spell. A good character sitting on the throne will be cursed as the bane spell. The Crystal Ball will detect as both magic and evil, both overwhelming. The school is also abjuration. The Crystal Ball is the focal point of the trap. It has no powers that a normal Crystal Ball has; its only function is to keep the four nasty creatures trapped in the pillars. It is also brittle and easily broken, hardness 2 HP 5. Once the sword detects the overwhelming evil on the Crystal Ball it will smash the thing without hesitation. The Pillars will immediately dissolve revealing…… (Drum Roll Please)
Pillar 1: A Balor- Angry and wanting to cause some destruction after being
locked in a pillar for a very long time.
Pillar 2: Beholders- Two of them, enough said.
Pillar 3: Zombie- Colossal in size.
Pillar 4: A Mature Adult Red Dragon- Burn Everyone!
Intransigent will attack immediately and force the wielder to fight to the death, if any of the other players try and flee the sword will cast Dominate Person on them to force them to stay and fight as well. Goodnight party of do-gooder adventurers, we barely knew ye.
Kobolds and the Cube- A Dungeons and Dragons Mini Adventure
System: Dungeons and Dragons 3.0/3.5
Number of Players: 3-6 (Including GM)
Resources Used: Players Handbook, Monster Manual, Dungeon Masters Guide
The Backstory: Players take the role of a group of Kobolds deep underground mining for gems and precious metals. The tunnel floor gives out and the group falls into a narrow passageway with well-worn stairs leading down. The passage back up is blocked thus the only way to proceed is down the stairs.
The Scene: The stairs lead 1000 feet down and end in 5x5x5 opening. Through the opening, which is 20 feet off the ground, there is a 100x100x100 ft room. On the opposite wall, there is a set of 5ft wide stairs that ascend to an altar. The altar is encrusted with gems that glimmer when exposed to light. They have a total value of 2,500 gp. Two large unlit torches flank either side.
The Action: This altar room is part of a temple complex dedicated to Juiblex the god of Slimes, Oozes, and Puddings. Though abandoned long ago the temple priest installed a guardian of sorts to kill intruders. The sentinel of the temple is a cursed Mind Flayer who is now an intelligent Gelatinous Cube. The Cube retains some of its Pscionic powers and is hostile to the players. The two torches are trapped and go off if any player touches the altar.
GM Notes
Torch Trap: CR 2; magic device; proximity trigger (alarm); automatic reset; spell effect (burning hands, 1st-level wizard, 2d4 fire, 15ft Burst, DC 11 Reflex Save half damage); Search DC 26; Disable Device DC 26.
Intelligent Gelatinous Cube/Former Mind Flayer:
Size/Type: Huge Large Ooze
Hit Dice: 4d10+32 (54 hp)
Initiative: –5
Speed: 15 ft. (3 squares)
Armor Class: 4 (-1 size, –5 Dex), touch 4, flat-footed 4
Base Attack/Grapple: +3/ +7
Attack: Slam +2 melee (1d6 plus 1d6 acid)
Full Attack: Slam +2 melee (1d6 plus 1d6 acid)
Space/Reach: 15 ft./10 ft.
Special Attacks: Acid, engulf, paralysis, Detect Thoughts DC 10 At-Will, Suggestion DC 11 At-Will, Levitate At-Will
Special Qualities: Blindsight 60 ft., immunity to electricity, ooze traits, transparent
Saves: Fort +9, Ref –4, Will –4
Abilities: Str 10, Dex 1, Con 26, Int 10, Wis 1, Cha 1
Skills: —
Feats: —
Environment: Underground
Organization: Solitary
Challenge Rating: 4
Treasure: 245 Gp, 80 sp, 20 cp
Alignment: Chaotic Evil
The nearly transparent gelatinous cube travels slowly along dungeon corridors and cave floors, absorbing carrion, creatures, and trash. Inorganic material remains trapped and visible inside the cube’s body.
A typical gelatinous cube is 10 feet on a side and weighs about 50,000 15,000 pounds.
COMBAT
Acid (Ex): A gelatinous cube’s acid does not harm metal or stone.
Engulf (Ex): Although it moves slowly, a gelatinous cube can simply mow down Large or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The gelatinous cube merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the slime; however, they will then not be entitled to a saving throw against being engulfed. Those who do not attempt attacks of opportunity must succeed on a DC 13 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the cube moves forward. Engulfed creatures are subject to the cube’s paralysis and acid, and are considered to be grappled and trapped within its body. The save DC is Strength-based and includes a +1 racial bonus.
Paralysis (Ex): A gelatinous cube secretes an anesthetizing slime. A target hit by a cube’s melee or engulf attack must succeed on a DC 20 Fortitude save or be paralyzed for 3d6 rounds. The cube can automatically engulf a paralyzed opponent. The save DC is Constitution-based.
Transparent (Ex): Gelatinous cubes are hard to see, even under ideal conditions, and it takes a DC 15 Spot check to notice one. Creatures who fail to notice a cube and walk into it are automatically engulfed.
Players
Kerlak (2cd-Level Warrior)
HP: 16
Initiative: +1
Speed: 30ft
Armor Class: 16 (+1 size, +1 Dex, +1 Natural, +2 Leather, +1 Small Wood Shield) Touch 12, Flat-footed 14
BAB/Grapple: +2/-2
Attack: Spear +2 melee (1d6/x3), Dagger +2 melee (1d3/19-20x2)
Space/Reach: 5ft/5ft
Special Qualities: Darkvision, Light Sensitivity
Saves: Fort +4, Ref +1, Will -1
Abilities: Str 10, Dex 12, Con 12, Int 8, Wis 8, Char 9
Skills: Climb +4, Craft (trapmaking) +3, Hide +4, Listen +1, Spot +2, Swim +1
Equipment: Backpack, Bedroll, Flask, Miner’s Pick, Rope 30ft, Torch x2, Dagger x4
Gurkar (3rd-Level Adept)
HP: 14
Initiative: +0
Speed: 30ft
Armor Class: 13 (+1 size, +1 Padded, +1 Natural) Touch 11, Flat-footed 13
BAB/Grapple: +1/-3
Attack: , Dagger +1 melee (1d3/19-20x2)
Space/Reach: 5ft/5ft
Special Qualities: Darkvision, Light Sensitivity
Saves: Fort +1, Ref +1, Will +4
Abilities: Str 10, Dex 10, Con 11, Int 12, Wis 12, Char 8
Skills: Concentration +4, Craft (trapmaking) +2, Hide +4, Heal +4, Knowledge Religion +4, Listen +1, Spellcraft +1, Spot +5
Spells Per Day: 3/3, Save DC 11 +Spell Level
Spells: 0-Detect Magic, Create Water, Cure Minor Wounds. 1-Burning Hands, Cure Light Wounds, Obscuring Mist
Equipment: Backpack, Bedroll, Flask, Miner’s Pick, Spell Pouch, Alchemist Fire x1, Acid Flask x1, Holy water x1, Scroll-Cure Light Wounds,
Tarvic (2cd-Level Expert)
HP: 11
Initiative: +1
Speed: 30ft
Armor Class: 13 (+1 size, -1 Dex, +1 Natural, +2 Leather) Touch 10, Flat-footed 13
BAB/Grapple: +1/-3
Attack: Crossbow +0 Ranged (1d6/19-20x2), Dagger +2 melee (1d3/19-20x2)
Space/Reach: 5ft/5ft
Special Qualities: Darkvision, Light Sensitivity
Saves: Fort +0, Ref -1, Will +2
Abilities: Str 12, Dex 9, Con 10, Int 12, Wis 8, Char 7
Skills: Craft (trapmaking) +6, Disable Device +5 Hide +6, Knowledge Dungeoneering +4, Listen +3, Search +6, Spot +5
Equipment: Backpack, Bedroll, Crowbar, Flask x2, Miner’s Pick, Rope 15ft, Torch, Lamp Common, Lamp Oil x3, Potion-Enlarge Person, Potion-Jump, Oil-Magic Weapon
Rak (2cd-Level Warrior)
HP: 22
Initiative: +0
Speed: 30ft
Armor Class: 15 (+1 size, +1 Natural, +2 Leather, +1 Small Wood Shield) Touch 11, Flat-footed 15
BAB/Grapple: +2/-2
Attack: Longsword +3 melee (1d6/19-20x2), Dagger +3 melee (1d3/19-20x2)
Space/Reach: 5ft/5ft
Special Qualities: Darkvision, Light Sensitivity
Saves: Fort +6, Ref +0, Will +0
Abilities: Str 12, Dex 10, Con 16, Int 6, Wis 11, Char 4
Skills: Climb +5, Craft (trapmaking) +1, Hide +2, Listen +1, Spot +1, Swim +1
Equipment: Backpack, Bedroll, Miner’s Pick, Torch x2, Dagger x2, Salted Gnome Meat
Murtav (2cd-Level Commoner/1st-Level Warrior)
HP: 15
Initiative: +1
Speed: 30ft
Armor Class: 13 (+1 size, +1 Dex, +1 Natural) Touch 13, Flat-footed 12
BAB/Grapple: +2/-2
Attack: Shortbow +3 ranged (1d4/19-20x2), Dagger +2 melee (1d3/19-20x2)
Space/Reach: 5ft/5ft
Special Qualities: Darkvision, Light Sensitivity
Saves: Fort +4, Ref +1, Will +2
Abilities: Str 10, Dex 13, Con 14, Int 8, Wis 14, Char 7
Skills: Climb +2, Craft (trapmaking) +1, Hide +7, Listen +3, Spot +2
Equipment: Backpack, Bedroll, 5 foot pole x2, Miner’s Pick, Rope 20ft, Torch x1, Dagger x2, Chain 10ft, Hammer, Jug, Grappling Hook, Arrows x15
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