Alinar Tathaln sun Khorvoss (PF In Progress)

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Khorv
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Alinar Tathaln sun Khorvoss (PF In Progress)

Post by Khorv »

Player Name: Calvin
Email: cmkoeller75@gmail.com
Ledger link: Link to Ledger

Character ‘True’ Name: Alinar Tathaln sun Khorvoss
Alias: Khorv
Race: Elf
O.C.C.: Psi-Mystic
Alignment: Unprincipled

XP Level: 3
XP Points: 4,201
Next Level @ XP: 8,441

Psi-Mystic
1 0 – 2,100
2 2,101 – 4,200
3 4,201 – 8,440
4 8,440 – 17,480
5 17,481 – 25,500
6 25,501 – 35,800
7 35,801 – 51,000
8 51,001 – 71,200
9 71,201 – 96,400
10 96,401 – 131,600
11 131,601 – 181,800
12 181,801 – 232,000
13 232,001 – 290,200
14 290,201 – 350,400
15 350,401 – 412,600

Sentiments/Non-humans: Dislikes evil supernatural beings, demons, and villainous creatures of magic. Tends to be prejudiced against ogres, trolls, changelings, and giants and assumes they prey on the weak, though he realizes his prejudice he can’t shake it. All others are judged on an individual basis.
Sentiments/Western Empire: A decadent wound on the world that preys on the weak and innocent. But they have made some amazing advancements in magic.
Sentiments/Dominion of Man: Better than the Western Empire, but has some issues with their Human Supremacist ideals, even if Dwarves and Elves are included as ok.

Disposition: Tends to be quiet and close. Slow to trust and is more likely to scan the room for danger than engage in chit chat. Will always step in to assist and defend those he feels are weaker.
Insanity: TO BE DETERMINED VIA CHAT WITH THE GAME MASTER ONCE PC SHEET IS COMPLETED

ATTRIBUTES
I.Q.: 23
M.E.: 13
M.A.: 6
P.S.: 15
P.P.: 14
P.E.: 15
P.B.: 13
Speed: 15

PHYSICAL DATA
P.P.E.: 81
I.S.P.: 83
H.P.: 23
S.D.C.: 20
Age: 32
Sex: Male
Height: 6’ 7” (2.0 Meters)
Weight: 217 lbs (98.4 KG)
Description: Khorv is heavy set for an Elf after years of training with the brothel guards. You will always find at least one, usually two daggers on him. His black hair is short with a slight red cast and his emerald eyes are constantly watching.

Racial Abilities
Nightvision 60’


Natural Abilities
Perception Bonus: 21% (3%)
Charm/Impress: 20%
Invoke Trust/Intimidate: 0%
Max. Encumbrance: 65.1 lbs
Max. Carrying Weight: 150 lbs
Max. Lifting Weight: 300 lbs
Max. Jumping Ability: 7.5 ft Long 3.75 ft high (Tumbling would be 7', 5' - Do I add the extra 2' & .5' from rules?)

Special Abilities

Rest or sleep: 5 PPE/hour
Meditation: 10 PPE/hour



Rest or sleep: 2 PPE/hour
Meditation: 6 PPE/hour




Psionics
Master Psionic
Healing

I.S.P.: 6, Range: Self, Duration: Permanent, Saving Throw: None.
The ability to mentally heal oneself of disease, poison, or physical damage. Unfortunately, this ability is limited to the healing of oneself and cannot help others. The process requires one full minute of concentration, meaning the psychic cannot use any other psionic power during that time. Bio-regeneration does not restore missing limbs, but does restore 2D6 hit points, or 3D6 S.D.C. points per melee round. In addition, when cuts and scrapes are healed through bio-regeneration, there is NO scarring. The psionic can regenerate as often as once every other minute.


I.S.P.: 10, Range: Immediate area; touch or within 8’ (2.4m), Duration: Instant, if successful, Length of Trance: 30 minutes of preparation and 6D6 minutes with the possessed person or animal. Note: Can only exorcise the living.
Exorcism Success: 42% (7%)
Banishment Success: 35% (7%)
The healer can perform a rite of exorcism that uses psychic energy to expel the loathsome possessing entity, spirit or evil being from its mortal, host body. A completely successful exorcism will free the victim of the supernatural force that controls him and send it back to its own non-earthly world. A partially successful exorcism will drive the evil force out of the possessed person or animal, but does not send the damnable thing back to its own dimension. Thus, it can try to possess the healer or flee to wander the world in search of new victims. An exorcism can only be used on living persons or animals whose bodies are inhabited by a supernatural entity or creature.
Roll to determine success for an exorcism at the end of the time period. First, roll to see if the being has been expelled from its victim's body. Success ratio: 28%+7% per each additional level of the psychic's experience.
Second, roll to see if the thing is forced back into its own dimension. Success Ratio: 21%+7% per each additional level of the psychic's experience. A failed roll means the creature can remain in our dimension, but it must leave the area and can not possess the same individual for at least six months. Note: The chance of a successful exorcism against some of the more powerful supernatural beings, like a god, godling or demon lord, is half the usual success rate.
During the exorcism, the possessing force can use whatever powers it may have, as well as physical attacks or any special psychic abilities of its host body. Fortunately, the rite of exorcism weakens the creature, reducing its number of attacks per melee by half. It is wise to always have one or more assistants to help defend against the being's attacks and actions. Sedating the physical host body will immobilize it, but will not prevent the possessing creature from using psychic attacks or its natural powers. Too many assistants or spectators can be a liability, for the creature may attempt to flee by possessing one of them. An exorcism can be attempted on the same individual as often as the psychic desires.


Physical

I.S.P.: 2, Range: Self, Duration: 1 hour per level, Saving Throw: None.
A truly unique power that many psychic investigators claim is impossible or does not exist. The power enables the psychic to manipulate his physical energy in such a way that it changes his aura. The altered aura will send the wrong message to those who can see auras. Alterations include:
• General level of experience can be made to seem much lower (level 1 or 2) or much higher (2D4 levels higher) than it really is.
• Conceal the presence of psychic powers.
• Conceal level of base P.P.E. (made to seem much lower).
• Conceal the presence of magic.
• Conceal fatigue, sickness, or injury (looks fresh and healthy).


I.S.P.: 10, Range: Self, Duration: 2 minutes per level, Saving Throw: None.
When a psychic uses this ability, he greatly enhances his mind-body connection, hand-eye coordination, and reaction time. This power allows the psychic to be more agile and aware of his body. For the duration that this power is in use, the psychic gains the following bonuses: +1 attack per melee, +3 on initiative, +1 to strike, +2 to parry and dodge. +2 to P.P. (adding further bonuses to strike/parry/dodge if boosted to 16 or higher), and +15% to all Physical skills that rely on coordination or balance.


I.S.P.: 4, Range: Self, Duration: 10 minutes per level, Saving Throw: None.
This is the ability to completely close or block oneself from all psychic/mental emanations. When intentionally closed to supernatural or psychic forces, the character cannot sense anything, cannot use psychic abilities, nor be influenced by others. A mind block will prevent penetration of telepathy, empathy, hypnotic suggestion, empathic transfer, and induced nightmares. It can be an invaluable protective mask when dealing with malevolent psychic forces.
Adds a bonus of +1 to save vs all psychic and mental attacks.


I.S.P.: 10, Range: 50’ per level, Duration: Immediate, Saving Throw: None.
This is the ability to cause physical matter to disappear and reappear at a different location. Such teleportation is limited by the level of the psychic. A psionic character can teleport one pound per level of experience a distance of 50 feet (15.2 m) per level of experience. This is one way teleportation; once sent away, the psychic cannot call it back. It is also helpful to know where one is teleporting the object.
• Teleporting small objects to any place in one's clothes (pocket, purse, sack, backpack, saddlebags) is automatically successful.
• Teleporting it into somebody else's pocket, sack, etc., who is within clear line of sight has an 80% likelihood of success. If in a thick crowd, there is a -20% penalty and a failed roll means it could have been teleported into anybody's pocket!
• Teleporting the object to any open location (not inside a trunk or pocket) that the psychic can see clearly, like to another table, the corner of the room, one of the ceiling rafters overhead, etc., is 88%.
• Teleporting the object to a familiar place (a place well known to the character) is also 88%.
• Teleporting the object to an unfamiliar place (has been there only a few times or never paid much attention to the place) has a 60% chance of success.
• Teleporting the object to a completely unknown place (outside the room, down the hall, into the adjoining room, to the surface, etc.) has a 45% chance of success.
A failed success roll means the teleporter has no idea where the object is — and it could be within a radius anywhere within the character's range.


Sensitive

I.S.P.: -0-, Range: Self, Duration: Varies, Saving Throw: None.
This psychic sensitive ability is automatically available to all master psionics. It is a simple self-hypnotic trance which allows the psychic to completely relax. During such trances the psychic regains six I.S.P. per hour (the Mind Mage gets 12!).


I.S.P.: 6, Range: 60’, Duration: 2 Melees (30 Seconds), Saving Throw: None, but a Mind Block will hide the presence of psychic abilities, the amount of PPE, and possession by a supernatural force.
All things, organic and inorganic, have an aura. The aura has many distinctions and can be used to see or sense things invisible to the human eye. Seeing an aura will indicate the following:
• Estimate the general level of experience. Low (1-3), medium (4-7), high (8th and up).
• The presence of magic (no indication of what or power level).
• The presence of psychic abilities.
• High or low base P.P.E.
• Healthy or sick.
• The presence of a possessing entity.
• The presence of an unusual aberration which indicates a serious illness, nonhuman, mutant, or supernatural being in disguise, but does not specify which.
Note: Cannot tell one's alignment from see aura.


I.S.P.: 2, Range: 140’ (42.7m) radius., Duration: 2 minutes per level, Saving Throw: None.
This psi-power is a much more refined ability to feel the presence of evil. All supernatural creatures radiate their alignment, good or evil. A psychic sensitive will automatically feel supernatural evil without spending a single I.S.P. However, to get a clearer picture of the evil force(s), the character must open himself and use the sense evil ability.
The sense evil psi-power will indicate the general number of supernatural evil: one, a few (2-6), several (7-14), or many (15 or more). It can also register the intensity of the evil and pinpoint the general location of the source(s) to a particular room(s), possessed object or person. It can also indicate distance; i.e. very near (within 15 ft/4.5 m), near (within 50 ft/15.2 m), or far (60 to 140 ft/18.2 to 42.7 m). The character can track the source of supernatural evil, like a bloodhound, by sensing how close it is to him; the stronger the sensation, the closer the creature.
Evil emanations from human beings are much less distinct and cannot be felt unless the source/person has an immediate evil intention, is incredibly evil, is psychotic, or possesses psychic powers (the latter amplifies the evil aura). A mind block will prevent sensing an evil alignment and mask evil intentions.


I.S.P.: 3, Range: 140’ (42.7m) area, Duration: 2 minutes per level, Saving Throw: None.
Base Skill: 25%+3% per level of experience
A power similar to the Psi-Stalker's, this enables the psychic to sense and track supernatural creatures. Although the range is greatly lower than a Psi-Stalker's, this can still be a very useful ability. While using this power, the psychic will sense the presence of any type of supernatural creature, including demons, Deevils, Elementals, dragons, and even Entities. Tracking the supernatural using this power is done at a skill of 25% +3% per level of experience.


I.S.P.: 2, Range: 90’ (27.4m) radius., Duration: Until the danger passes or happens, Saving Throw: None.
This power gives the psychic a precognitive flash of imminent danger to himself or somebody near him (within 90 ft/27.4 m). The character will not know what the danger is or where it will come from, nor who it will be directed at when in a group. All he will know is that something life threatening will happen within the next 60 seconds (4 melees)! The sixth sense is triggered automatically, without the consent of the psychic, whenever his life is in great peril, or the life of somebody he greatly cares about (friend, loved one, etc.). The sixth sense is only triggered by an unexpected, life threatening event which is already set into motion and will happen any second. The power cannot be called upon at will to sense for traps or ambush. Instead, it works like an automatic reflex. If the character has used all his I.S.P., the sixth sense is temporarily rendered inoperative.
Bonuses:
The sudden flash of insight provides the following bonuses. All bonuses apply only to the initial melee round when the attack occurs.
+6 on initiative roll
+2 to parry
+3 to dodge
The character cannot be surprised by a sneak attack from behind.


Spell Knowledge

All magic spells levels 1-5 take 1 action to cast.
All magic spells levels 6-10 take 2 actions to cast.
All magic spells levels 11-15 & spells of legend take 3 actions to cast.
All normal rules regarding rituals apply (they're time-consuming).


Spell Strength: 12

Level 1

PPE: 2
Range: 30’ (9.1m)
Duration: 3 minutes per level
Saving Throw: None
Description: A small globe or sphere of true daylight is magically created. The light is bright enough to illuminate a 12 foot (3.6 m) area per each level of its creator's experience. Since it is daylight, it can keep vampires at bay just beyond the edge of the light and may frighten subterranean or nocturnal animals. The creator of the globe can mentally move it along with himself, or send it up to 30 feet (9.1 m) ahead. The maximum speed at which the globe can travel is equal to a speed attribute of 12.


PPE: 2
Range: 90’ (27.4m)
Duration: 1 minute per level
Saving Throw: None
Description: This magic enables the arcanist to create a cloud of dense, black smoke (30x30x30 foot maximum size) up to ninety feet (27.4 m) away. Victims caught in the cloud will be unable to see anything beyond it, and their vision is impaired; they can see no more than three feet (0.9 m) in front of them (and those images are only blurry shapes unless within one foot/0.3 m). While in the cloud, victims will be -5 to strike, and -9 to parry and dodge.


PPE: 4
Range: 200’ (61m)
Duration: 1 minute per level
Saving Throw: None
Description: The character can see forces, objects and creatures which can turn invisible or are naturally invisible. Even if the creature has no form per se, the mystic will be able to discern the vaporous image or energy sphere which is the being. This include: ghosts, entities, elementals and the astral body.


PPE: 4
Range: 120’ (36.6m)
Duration: 2 minutes per level
Saving Throw: None
Description: This magic ability enables the character to sense or feel the presence of magic. Like a geiger counter, the individual can tell if he is near (within 20 feet/6 m) or far (toward the limit of the range). The ability can also indicate whether a person or object is enchanted/under a magic spell, is in the process of invoking magic, or if magic is being used in the range area. Note: To practitioners of magic, most supernatural beings do not register as magic except when actually casting a spell/using magic. Psychic powers and manipulation cannot be detected with this spell.


Level 2

PPE: 6
Range: 100’ (30.5m)
Duration: 2 minutes per level
Saving Throw: Standard
Description: An enchantment that temporarily causes its victim to become confused and disoriented. Concentration and reactions are impaired. Those affected are -2 to strike, parry and dodge; attacks per melee are reduced by half and all skills suffer a penalty of -20%. Each invocation affects only one person each time it is cast. A successful save vs magic means the intended victim suffers no impairment whatsoever.


PPE: 6
Range: 10’ (3m)
Duration: Instant
Saving Throw: None
Description: This is a simple but useful spell designed to remove dirt and grime from the body of a living being and the clothes he wears. Magic energy flows over the person and magically removes dirt, grime, stains, and just about anything that the spell caster considers "unclean." The recipient of this magic instantly becomes spotless, from head to toe. The hair and body look as if right out of the shower (only dry) and the clothes as if freshly washed and dried. The spell cannot be used on body armor, buildings, wagons/vehicles, streets, or anything else, only living creatures and clothes/fabric. One pile of clothes weighing no more than 25 pounds (11.25 kg; no living person) can also be washed in place of a specific character's clothes. Note: This spell only cleans off the surface of the targets and will not rid them of diseases or poison, although it will kill most surface parasites, such as ticks and fleas.


PPE: 3
Range: 40’ (12.2m)
Duration: 5 minutes per level
Saving Throw: None
Description: A spell that enables the enchanted person to climb with exceptional, almost inhuman, skill, speed and agility. Skill level is 98% for normal, rough, climbable surfaces; speed is equal to speed attribute. Smooth, presumably unclimbable or extremely difficult surfaces to climb can be scaled with a skill level of 60% and at 80% of one's normal speed. Rappelling is included.


PPE: 5
Range: 200’ (61 m)+100’ (30.5 m) per level of experience. Self only.
Damage: 1D6SD+1SD per level of experience
Duration: 30 seconds (2 melee rounds)
Saving Throw: Dodge
Description: This spell enables the caster to draw upon the earth to magically make a hardball-sized, circular stone appear in his hand per each of his melee actions. The stone can then be magically hurled with surprising accuracy and distance. The magical stone hits with the force of a cannonball, and is temporarily a Mega-Damage structure and weapon. The spell caster chooses the target, then throws the magical stone as he would a ball, but with a +2 bonus to strike (P.P. attribute and targeting bonuses are also applicable). The target may attempt to dodge the attack, but the stones are thrown too fast for most normal beings to parry (-4). After the stone hits, it crumbles into dirt. Creating and throwing count as one melee attack/action.


Level 3

PPE: 10
Range: Touch
Duration: 1 minute per level
Saving Throw: None
AR: 18
SDC: 100+10 per level of experience.
Description: This powerful spell instantly creates an invisible, weightless, noiseless, full suit of mystic armor on the spell caster. Named after the magic armor of the dwarf king Ithan, this mystic armor has an A.R. of 18 and 100 S.D.C. plus 10 S.D.C. per level of experience. Furthermore, magic fire, lightning, and cold do half damage. The armor can be instantly created upon anyone, as long as the spell caster invokes the spell while touching the intended recipient.


PPE: 5
Range: 150’ (45.7 m)
Duration: Instant
Saving Throw: Dodge of 18+
[/u]Damage[/u]: 4D6 SD
Description: The incantation creates an energy bolt that the mage can mentally direct by simply looking at his intended target. The bolt may appear to fire from a hand, finger or the eyes, but needs no physical gesture, such as pointing. S.D.C. damage is normally four six-sided dice (4D6), but is increased to 6D6 under the influence of a ley line and 8D6 at a ley line nexus; P.P.E. cost is still only five despite the increased damage capability. One energy bolt can be fired at one target per each spell invocation.


O.C.C. Skills
Language: Elf – 107%
Language: Eastern – 69% (5%)
Language: Northern – 69% (5%)
Dowsing – 49% (5%)
Land Navigation – 61% (4%)
Math: Basic – 89% (5%)
WP – Knife
WP - Targeting

O.C.C. Related Skills
Literacy: Elf – 64% (5%)
First Aid – 54% (5%)
Juggling – 59% (5%)
Streetwise – 41% (4%)
HTH: Expert (2 Selections)
[Lvl 3]Horsemanship: General 49%/34% (5%)

Secondary Skills
Pick Pockets – 49% (5%)
Pick Locks – 54% (5%)
Prowl – 49% (5%)
Palming – 49% (5%)

Combat Data
HTH Type: Expert
Number of Attacks: 4
Initiative Bonus: 1
Strike Bonus: 2
Parry Bonus: 3
Dodge Bonus: 3
HTH Damage Bonus:
Bonus to Roll w/Punch: 2
Bonus to Pull a Punch: 2
Bonus to Disarm:
Other:

HTH Type: Horsemanship: General
Number of Attacks: 4
Initiative Bonus: 1
Strike Bonus: 2
Parry Bonus: 4
Dodge Bonus: 4
HTH Damage Bonus:
Bonus to Roll w/Punch: 2
Bonus to Pull a Punch: 2
Bonus to Disarm:
Other:


Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

WP Knife: +1 Strike, +2 Parry, +2 Throw
WP Targeting: +2 Strike

Saving Throw Bonuses
Coma/Death: 5%
Magic (varies): 1
Lethal Poison (14+): 1
Non-Lethal Poison (16+): 1
Insanity (12+):
Psionics (10+):
Possession: 4
Horror Factor: 2
Mind Controlling Drugs, Potions, & Magic Charms: 2
Last edited by Khorv on Fri Nov 22, 2024 5:18 am, edited 9 times in total.
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Khorv
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Re: Alinar Tathaln sun Khorvoss (PF In Progress)

Post by Khorv »

Equipment

When it comes time for you to make out your wish lists please also answer the following questions.
:arrow: On a scale of 1 to 3, with 1 being most important, please assign a value to each wish list category for this PC.
:arrow: Also, would you sacrifice an entire category to have a better selection in another?
:arrow: If so, which would you sacrifice and which would you improve?

Wish List Categories
Category Preference:
1) Primary Weapon
2) Armor
3) Secondary Weapon

Standard Categories
  • Transportation - Not requested for Secondary Weapon.
    super-duper mount/vehicle (book/page reference)
    fine mount/vehicle (book/page reference)
    crappy mount/vehicle(book/page reference)

    Primary Weapons
    super-duper weapon: Magic Dagger, Indestructible & Eternally Sharp (Main Book/249)
    fine weapon: Dwarven Dagger. +2 Parry +2 Strike (Main Book/271)
    crappy weapon: Silver Dagger (Main Book/268)

    Secondary Weapons
    super-duper weapon: Magic Dagger, Indestructible & Eternally Sharp (Main Book/249)
    fine weapon: Dwarven Dagger. +2 Parry +2 Strike (Main Book/271)
    crappy weapon: Silver Dagger (Main Book/268)


    Armor/Protection
    super-duper armor: Studded Leather of Iron enhanced with Invisibility (Main Book/249)
    fine armor: Studded Leather of Iron (Main book/249)
    crappy armor: Studded Leather (Main Book/270)

    Vehicles/Mounts are listed first.

    Carried/In Hand

    Worn on Person
    Clothing including vest
    Leather belt & Leather boots
    Hooded Cloak
    Gold Pouch (In vest): 30g
    Wolfen gold (on leather around neck): 30g

    Utility Belt
    • Attachment: Decoy Gold Pouch: 5g in Silver
    • Attachment: Waterskin
    • Attachment: Flint & Steel
    • Attachment: Lockpicks
    • Attachment: Sling
    • Attachment: Pouch (20 Sling Bullets)


    Backpack
    • Attachment: 0.5 Gallon Water Skin
    • Space: Leather Jacket
    • Space: Blanket
    • Space: 2 Medium Sacks
    • Space: 2 Small Sacks
    • Space: Pocket Mirror
    • Space: Tinder Box
    • Space: Hair Comb
    • Space: Set of clothing (Socks, Pants, Shirt)
    • Space: Pouch w/ 20 Sling Bullets
    • Space: Lock Picks

    Matron’s house in Llorn
    20 Eastern Gold Crowns

    Gear Stats


    Range: 80’
    Damage: 1D6 SD
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Re: Alinar Tathaln sun Khorvoss (PF In Progress)

Post by Khorv »

Background Story
Alinar sun Khorvoss (Khorv) was born to a “courtesan” in an upper level nightclub & brothel (think Moulin Rouge) in Llorn. With a client list of higher ranked NCO’s, officers, and lower nobility the brothel could afford to protect its workers, hire guards, and pay decently. The brothel matron, Airey, had her own experiences to enforce this, but that is another story.

His mother, blessed with some healing magic, could also make extra coin treating those who could not afford an actual healer. This allowed Khorv to be raised in relative luxury, off the streets. When he got older he realized his status, regardless of wealth or bearing. Because of this he swore to never look down on anyone because of status, birth, or wealth.

As a child he a host of mothers to teach and spoil him and fathers (guards) to teach him to fight. He also explored and discovered much of Llorn with a group of children his mother did not approve of. It was no surprise when his psionics began to manifest, but he and his mother did not expect the magic. She did her best to train him while keeping it quiet.

For 31 years, until his mother died of an illness they couldn’t cure, Khorv trained and worked at the brothel as a bouncer, information broker, and sometimes petty thief. When his mother died he decided to see the world beyond Llorn. On the day he left his “mothers”, “Fathers”, and the Matron herself made sure he knew that he would always have a room and home in Llorn.

Ironically, after seeing the way men treated the women he cared for as a trinket or fun for the night, Khorv has not known the pleasure of a woman. He refuses to use a woman only for his pleasure as those men did.

For the past 6 months, since leaving Llorn, Khorv has travelled the lands. He earns his coin as a caravan guard or, if work is scarce, making what coin he can juggling and tumbling.
Last edited by Khorv on Fri Nov 29, 2024 2:14 pm, edited 1 time in total.
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Re: Alinar Tathaln sun Khorvoss (PF In Progress)

Post by Khorv »

ATTRIBUTES
Rolling one extra, dropping the lowest
IQ (4D6+1): 4d6-l+1: [6, 6, 6, 4] = 22
ME (3d6): 4d6-l: [4, 6, 3, 3] = 16
MA (2D6): 3d6-l: [4, 2, 1] = 7
PS (3D6): 4d6-l: [5, 6, 1, 4] = 16
PP (4D6): 5d6-l: [6, 2, 2, 4, 2] = 16
PE (3D6): 4d6-l: [6, 4, 2, 5] = 17
PB (5D6): 6d6-l: [4, 1, 1, 3, 3, 2] = 14
SPD (3D6): 4d6-l: [6, 3, 6, 3] = 18

PHYSICAL DATA
PPE (PE+1D6*10): 1d6*10: [4]*10 = 40
‘- PPE level up (2D6/lvl): 6d6: [6, 6, 5, 4, 4, 1] = 26
ISP (ME+2D4*10): 2d4*10: [3, 2]*10 = 50
HP (1D6/lvl): 3d6: [1, 5, 2] = 8
SDC (3D6+10): 3d6+10: [6, 3, 1]+10 = 20
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