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Reading Room - Archived Games (data may be deleted) => Chronicles of the North [LotR CODA] => Topic started by: tomcat on Jan 24, 2013, 09:31 PM

Title: CHARACTER SHEETS/STATS and PRIOR CHAPTERS
Post by: tomcat on Jan 24, 2013, 09:31 PM
Here you will find the the links to your character sheets and the prior chapters of our ongoing chronicle:

CHARACTERS
Celdrahil (http://rpg.avioc.org/profiles/view.php?id=603)
Dirnhael (http://rpg.avioc.org/profiles/view.php?id=23)
Durgil (http://rpg.avioc.org/profiles/view.php?id=16)
Edrahil (http://rpg.avioc.org/profiles/view.php?id=31)
Fengel (http://rpg.avioc.org/profiles/view.php?id=30)
Nain (http://rpg.avioc.org/profiles/view.php?id=25)

To print out hard copies of your profiler character sheet:
You now should have a neat 3 page print out of your character. If you experience any difficulties, let me know.

If you want to maintain a written copy of your character sheet, feel free to download this PDF; understand that I will be going by your online sheets. - LotR Character Sheet (blank) (http://rpg.avioc.org/LOTRForm.pdf)




PRIOR CHAPTERS
Chapter 1: A Cold Trek North (http://rpg.avioc.org/COTN_01.pdf)
Chapter 2: The Road to Rivendell (http://rpg.avioc.org/COTN_02.pdf)
Chapter 3: To Find Ephanial (http://rpg.avioc.org/COTN_03.pdf)
Chapter 4: Noble's Need (http://rpg.avioc.org/COTN_04.pdf)
Chapter 5: A Promise Kept (http://rpg.avioc.org/COTN_05.pdf)
Chapter 6: Nan Angmar! (http://rpg.avioc.org/COTN_06.pdf)
Chapter 7: The Trail Home (http://rpg.avioc.org/COTN_07.pdf)
Chapter 8: Home Fires Burning! (http://rpg.avioc.org/COTN_08.pdf)
Chapter 9: Mountain Passage to Wilderland (http://rpg.avioc.org/COTN_09.pdf)
Chapter 10: Vengeance! (http://rpg.avioc.org/COTN_10.pdf)
Chapter 11: Unwanted (http://rpg.avioc.org/COTN_11.pdf)
Title: Celdrahil
Post by: tomcat on Jan 24, 2013, 09:31 PM
CELDRAHIL                 Adv8    

Medium Dúnadan Warrior 8
Courage 6; Current 0/6; Renown 1; Corruption 0
Init +9; Observe +7
Languages Westron, Elven (Sindarin)
---------------------------------------------------------------------------------
Defence 13 (18 v ranged with shield); Armor 5 (chainmail, no hauberk, no nimbleness penalty); Shield (Large) +5 PB, -5 RAM
Health 12; Current 0/72; Wound Level Healthy (no penalty), Hardy [-2 to all wound level penalties – Core p.147] Lion-hearted [may spend a courage to reduce damage by 1d6+vitality mod – Core p.149]
Weariness hale (no penalty)
---------------------------------------------------------------------------------
Stamina +3*; v weariness +3
Swiftness +6; dodge +6, evasion [roll 3d6 on Dodge, pick best 2 – Core p.103]; initiative +9, wary [+3 bonus to Initiative - Core p.152]
Willpower +1; magic +1; v intimidation +5, valour [+4 to Willpower tests versus Fear - Core p.152]; v torture +1; v corruption +1
Wisdom +1; v deception +1
---------------------------------------------------------------------------------
Speed 6 yards
Melee unarmed +2 (1d6+5); Block +2
Armed blades (longsword)  +18 (2d6+10); Parry +19 (+24 with shield)
Armed polearms (spear)  +9 (2d6+6); Parry +9 (+14 with shield)
Ranged bows (longbow) +12 (2d6+2)
Actions 3, swift strike (1) [+1 combat action per round – Core p.103]; Grp +2
Atk Options Armed combat specialties [+1 to power attack, charge, defense manoeuvres with specialized weapons - Core p.122] Warrior Born [spend a courage to receive +2 to all armed and ranged combat rolls for a single battle - Core p.103]
Special Actions Quick Draw [may ready a weapon as a free action – Core p.149] Valiant [make a TN 10 Bearing test to receive +2 courage for the length of the scene, may only be used once per game day – Core p.151]
---------------------------------------------------------------------------------
Attributes Brg 8 (+1), Nim 12 (+3)*, Per 5 (+0), Str 12 (+3)*, Vit 9 (+1), Wit 6 (+0)
Racial Qualities Skilled [may add +2 skill points to any one, or +1 points to any two racial skill - Core p.72] Adaptable [+2 to swiftness – Core p.42] Dominion of Men [+1 courage – Core p.42]
Order Abilities Evasion [roll 3d6 on Dodge, pick best 2 – Core p.103] Favoured Weapon [choose a weapon type, each advancement pick increases the skill rank by 2 instead of 1 – Core p.103] swift strike (1) [+1 combat action per round – Core p.103] Warrior Born [spend a courage to receive +2 to all armed and ranged combat rolls for a single battle - Core p.103]
Edges Hardy [-2 to all wound level penalties – Core p.147] Heroic Item [longsword +2 damage] Hoard [wealth equal to 50 silver pennies – Core p.148] Lion-hearted [may spend a courage to reduce damage by 1d6+vitality mod – Core p.149] Quick Draw [may ready a weapon as a free action – Core p.149] Valiant [make a TN 10 Bearing test to receive +2 courage for the length of the scene, may only be used once per game day – Core p.151] Valour [+4 to Willpower tests versus Fear - Core p.152] War-wise [+1 to Seigecraft, Armed combat, Ranged combat, and Unarmed combat - Core p.152] Wary [+3 bonus to Initiative - Core p.152]
Flaws Dark Secret [Core p.154] Fealty [Core p.155]
Trained Skills (add +2 bonus to skills with specialties when applicable) armed combat (blades:longsword) +16, armed combat (polearms:spears) +7, healing (treat wounds) +1, insight +1, inspire +6, intimidate (power) +3, observe (spot) +7, ranged combat (bows:longbow) +10, ride (horse) +6, siegecraft (ambushes) +4
Untrained Skills (already includes -2 penalty) acrobatics +1, climb +1, conceal -2, debate -1, games +1, inquire -1, jump +1, perform -1, persuade -1, run +1, search -2, stealth +1, survival -2, swim +1, teamster +1, unarmed combat +2
Possessions Horse: Agrawaen, Herth-hathol (longsword, keen +2 damage), spear, chainmail, large shield


Agrawaen
Race:Horse, Riding
Attributes:Bearing 2 (-2), Nimbleness 6 (+0), Perception 5 (+0), Strength 14 (+4)*, Vitality 10 (+2)*, Wits 1 (-3)
Reactions:Stamina +4*, Swiftness +0, Willpower -2, Wisdom +0
Defense:10
Movement:12
Advancements:3
Skills:Armed Combat: Natural Weapons (Bite, Kick) +4, Intimidate (Power) +2, Jump +8, Observe (Spot) +4, Run +9, Survival (Plains) +4
Special Abilities:Natural Weapon (Bite, 1d6), Natural Weapon (Kick, 2d6), Mount: Steady, Mount: War-trained
Edge:
Size:Large (6 Wound Levels, 2 Healthy)
Health:13
Advancements3
Title: Dirnhael
Post by: tomcat on Jan 26, 2013, 07:14 PM
DIRNHAEL                       Adv9   

Medium Dúnadan Warrior Captain 9
Courage 4; Current 0/4; Renown 11; Corruption 0
Init +5; Observe +5
Languages Westron, Elven (Sindarin)
---------------------------------------------------------------------------------
Defence 11 (14 v ranged with shield); Armor 5 (chainmail, no hauberk, no nimbleness penalty); Shield (small) +3 PB, -3 RAM
Health 9; Current 0/54; Wound Level Healthy (no penalty), Hardy [-2 to all wound level penalties – Core p.147]
Weariness hale (no penalty)
---------------------------------------------------------------------------------
Stamina +3*; v weariness +7
Swiftness +2; dodge +2, evasion [roll 3d6 on Dodge, pick best 2 – Core p.103]; initiative +5, wary [+3 bonus to initiative - Core p.152]
Willpower +2; magic +2; v intimidation +2 (+5 with Vorandúr); v torture +2; v corruption +2
Wisdom +2; v deception +2
---------------------------------------------------------------------------------
Speed 6 yards
Melee unarmed +4 (1d6+3); Block +4
Melee unarmed (brawl) +6 (1d6+3); Block +4
Armed blades (Vorandúr) +23 (2d6+7); Parry +24 (+27 with shield)
Ranged bows (shortbow) +11 (2d6+2)
Actions 4, swift strike (2) [+2 combat action per round – Core p.103]; Grp +3
Atk Options Armed combat specialties [+1 to sweep attack, charge, defense manoeuvres with specialized weapons - Core p.122]
Special Actions Quick Draw [may ready a weapon as a free action – Core p.149] Warrior-born [spend a courage to gain a +2 combat modifier for a single battle - Core p.103]
---------------------------------------------------------------------------------
Attributes Brg 11 (+2)*, Nim 8 (+1), Per 10 (+2), Str 9 (+1), Vit 8 (+1)*, Wit 8 (+1)
Racial Qualities Skilled [may add +2 skill points to any one, or +1 points to any two racial skill - Core p.72] Adaptable [+2 to stamina – Core p.42] Dominion of Men [+1 courage – Core p.42]
Order Abilities Evasion [roll 3d6 on Dodge, pick best 2 – Core p.103] Favoured Weapon [choose a weapon type, each advancement pick increases the skill rank by 2 instead of 1 – Core p.103] swift strike (2) [+2 combat action per round – Core p.103] Warrior-born [spend a courage to gain a +2 combat modifier for a single battle - Core p.103]
Edges Elf-friend [+2 to renown when meeting Elves; +1 to social skills when dealing with Elves – Core p.145] Hardy [-2 to all wound level penalties – Core p.147] Quick Draw [may ready a weapon as a free action – Core p.149] Tireless [+4 to stamina to resist weariness – Core p.151] War-wise (s) [+2 to Seigecraft, Armed combat, Ranged combat, and Unarmed combat – Core p.152] Wary [+3 to initiative – Core p.152] Weapon Mastery [+3 to combat rolls when using specified speciatly - Core p.153]
Flaws Fealty [Core p.155] Proud [Core p.156]
Trained Skills (add +2 bonus to skills with specialties when applicable) acrobatics +2, armed combat (blades:longsword) +18, climb +2, debate +2, healing (treat wounds) +5, inquire (converse) +3, insight +3, inspire +5, intimidate (power) +6, jump +2, observe (spot) +5, ranged combat (bows:longbow) +9, ride (horse) +8, run +2, siegecraft (ambushes) +9, stealth +3, stone-craft (fortification) +2, survival (field) +7, swim +2, track (orcs) +3, unarmed combat (brawl) +4, weather-sense +3
Untrained Skills (already includes -2 penalty) conceal -1, games -1, perform +0, search +0, teamster -1
Possessions Horse, Vorandúr, pack (empty), clothes, chainmail, large shield, short bow, quiver (20 arrows), elven broach (bestows the edge elf-friend), hoard 1 (5-acre land grant; not carried), 3 sp, 14 cp

Vorandúr
Description: Longsword of Dúnadan make that has been enhanced by the Elves. It is considered now enchanted for attacks against any fell-creature that can only be stricken by one.

Standard Damage: 2d6+5
Modifiers: +1 Parry bonus
Enchantment:
Blade Preservation - The sword will not tarnish or show any sign of age, or damage for 550 years; and it may only be damaged if it defends and fails in an -25 Extraordinary Failure (meaning your test results would have to be -25 to the intended goal).
Victory - This enchantment gives the wielder a +3 bonus to Armed combat tests and Willpower saves against Fear. It also grants a +5 bonus to Courage spent on Armed combat tests instead of the normal +3.
Bane - the sword gains a +1 damage bonus to all allies of the Shadow.
Detect Foe - the swords mithril tracery will glow a faint blue-white when within close proximity to Orcs.
Title: Durgil
Post by: tomcat on Jan 26, 2013, 08:19 PM
DURGIL                 Adv9    

Medium Dúnadan Warrior Noble 9
Courage 4; Current 0/4; Renown 7; Corruption 0
Init +2; Observe +3
Languages Westron, Elven (Sindarin, Quenya)
---------------------------------------------------------------------------------
Defence 12; Armor 5 (chainmail, no hauberk, no nimbleness penalty); Shield none
Health 6; Current 0/36; Wound Level Healthy (no penalty)
Weariness hale (no penalty)
---------------------------------------------------------------------------------
Stamina +3; v weariness +3
Swiftness +2; dodge +2, evasion [roll 3d6, keep best 2 - CORE p.103]; initiative +2
Willpower +3; magic +3; v intimidation +3; v torture +3; v corruption +3
Wisdom +2*; v deception +2
---------------------------------------------------------------------------------
Speed 6 yards
Melee unarmed +5 (1d6+2); Block +5
Melee unarmed (wrestling, kick) +7 (1d6+2); Block +5
Armed blades (longsword) +10 (2d6+6); Parry +11
Armed blades (shortsword) +10 (2d6+3); Parry +10
Ranged bows (Rivendell shortbow) +16 (2d6+2)
Actions 2; Grp +5
Atk Options none
Special Actions Quick Draw [may ready a weapon as a free action – Core p.149] Deference [+2 to all SOcial tests with own people (except Inspire and Intimidate), +1 with all others – Core p.98]
---------------------------------------------------------------------------------
Attributes Brg 11 (+2)*, Nim 10 (+2), Per 7 (+0), Str 7 (+0), Vit 6 (+0), Wit 9 (+1)*
Racial Qualities Skilled [may add +2 skill points to any one, or +1 points to any two racial skill - Core p.72] Adaptable [+2 to stamina – Core p.42] Dominion of Men [+1 courage – Core p.42]
Order Abilities Cross-order skill [perform is now an order skill – Core p.98] Deference [+2 to all SOcial tests with own people (except Inspire and Intimidate), +1 with all others – Core p.98] Domain [Barony of Gelmir – Core p.98] evasion [roll 3d6, keep best 2 - CORE p.103] noble mien [+2 to inspire or intimidate with his people – Core p.98]
Edges Accurate [+3 to attacks with shortbow – Core p.143] Ambidextrous [only suffer -4 off-hand penalty – Core p.143] Friends [dunlendings of North Hollin - Core p.147] Hoard [50 sp of wealth - Core p.148] Quick Draw [may ready a weapon as a free action – Core p.149] Rank [nobility of Arthedain – Core p.150] Stern [+2 to debate and intimidate – Core p.152]
Flaws Duty [Core p.155] Fealty [Core p.155]
Trained Skills (add +2 bonus to skills with specialties when applicable) armed combat (blades:longsword) +8, armed combat (blades:shortsword) +8, climb +1, debate (oratory) +6, inspire +6, intimidate (power) +6, observe (spot, hear) +3, perform (sing) +5, persuade (charm) +4, ranged combat (bows:shortbow) +14, ride (horse) +4, siegecraft (leadership) +2, stealth (sneak, hide) +4, survival (forest) +1, track +3, unarmed combat (wrestle) +5
Untrained Skills (already includes -2 penalty) acrobatics +0, conceal -1, games +0, inquire +0, insight -2, jump -2, run -2, search -2, swim -2, teamster -2
Possessions Horse, Bow, Rivendell bow (+2 to RC, +1 dmg and preserved against wear), quiver of 21 arrows, chain mail, longsword, Silivren, rations, extra clothes, 3 GP, 4 sp, 16 cp



Brynhildr
Race:Horse, Riding
Attributes:Bearing 2 (-2), Nimbleness 6 (+0), Perception 5 (+0), Strength 13 (+3)*, Vitality 10 (+2)*, Wits 2 (-2)
Reactions:Stamina +3*, Swiftness +0, Willpower -2, Wisdom +0
Defense:10
Movement:12
Advancements:3
Skills:Armed Combat: Natural Weapons (Bite, Kick) +3, Intimidate (Power) +1, Jump +7, Observe (Spot) +4, Run +11, Survival (Plains) +4
Special Abilities:Natural Weapon (Bite, 1d6), Natural Weapon (Kick, 2d6), Mount: Steady, Mount: War-trained
Edge:
Size:Large (6 Wound Levels, 2 Healthy)
Health:13
Advancements3
Title: Edrahil
Post by: tomcat on Jan 26, 2013, 09:26 PM
EDRAHIL                 Adv11

Medium Elf (Sindar) Magician 11
Courage 3; Current 0/3; Renown 14; Corruption 0
Init +2; Observe +4; sense power [may make an Observe (sense power) test to detect others power - Core p.186]
Languages Westron, Dunnish, Elven (Sindarin, Quenya)
---------------------------------------------------------------------------------
Defence 12; Armor none, amour of heroes [4 points of armor - Core p.143]; Shield none
Health 9; Current 0/54; Wound Level Healthy (no penalty), swift recovery [recover 2 health per healing - Core p.151]
Weariness hale (no penalty)
---------------------------------------------------------------------------------
Stamina +1*; resolute +2; v weariness +8
Swiftness +2; dodge +7; initiative +2
Willpower +3; strong willed and resolute +8; magic +10 (+12 with secret fire spells); v intimidation +8; v torture +8; v corruption +8
Wisdom +3; v deception +3
---------------------------------------------------------------------------------
Speed 6 yards
Melee unarmed +0 (1d6+3); Block +0
Armed blades (longsword) +12 (2d6+6); Parry +13
Ranged spells +0 (by spell)
Actions 2; Grp +0
Atk Options none
Special Actions none
---------------------------------------------------------------------------------
Attributes Brg 12 (+3), Nim 10 (+2), Per 10 (+2), Str 8 (+1)*, Vit 8 (+1)*, Wit 12 (+3)
Racial Qualities Musical Gift [+2 to perform - Core p.63] The Art [+2 to magic related tests - Core p.65] Beast skill [+4 to ride or any animal realted test - Core p.66] Lightfootedness [+4 to run, stealth, acrobatics, -4 to anyone trying to track - Core p.66] Comfort [no discomfort from weather - Core p.66] Elven form [auto Fair edge - Core p.66] Elven sense [auto sense power as an ability - Core p.66] Elven sleep [needs no sleep only relaxation - Core p.66] Farsightedness [auto Keen-eyed edge - Core p.66] Ghost scorn [immune to fear from spirits of men - Core p.66] Swift healing [auto swift recovery edge - Core p.66]
Order Abilities Spellcasting (4) [20 spell picks – Core p.89] Enchantment [may imbue crafts with bonuses, craft skill must be 6+ to use this ability – Core p.66] Spell specialty [+2 to secret fire spells – Core p.91]
Edges Ally [King Argeleb and his line – Core p.143] Armour of Heroes (3) [2 points of armor - Core p.143] Dodge (2) [+5 to Dodge tests - Core p.144] Fair [+4 to Persuade (charm) tests - Core p.145] Friends [dunlendings of North Hollin - Core p.147] Foresighted [may make a Wits test once per game day to foresee an event – Core p.146] Healing hands [5 to healing tests – Core p.147] Keen-eyed [+2 to observe (spot) tests – Core p.149] Resolute [+1 to stamina and willpower – Core p.150] Strong willed (2) [+4 to willpower – Core p.151] Swift recovery [heals 2 hit points per day, instead of 1 – Core p.151] Tireless [+4 to stamina to resist weariness – Core p.151]
Flaws Proud [Core p.156]
(https://dl.dropboxusercontent.com/u/52987685/edrahil.jpg)

Spells (TN/Cast time) Beast Summoning (8/2), Blinding Flash (10/1), Calling (10/1min), Create Light (5/1), Evoke Awe (10/1), Farseeing (15, 5min), Farspeaking (9/2), Flame of Anor (10/2), Healing (10/1min), Kindle fire (5/1), Lightning (12/2), Resist Fear (8/1), Sense Power (ability), Voice of Command (10/1), Wizard's Hand (10/1), Wizard's fist (12/1)
Trained Skills (add +2 bonus to skills with specialties when applicable) acrobatics +7, armed combat (blades:longsword) +10, climb +2, craft (gem-cutting) +4, debate +4, healing (treat sick, treat wounds) +9, inquire (converse) +5, insight +4, inspire +6, intimidate (power) +6, jump +2, observe (listen, spot, sense power) +4, persuade (charm) +5, ride (horse) +10, search +3, stealth (hide) +7, weather-sense +3
Untrained Skills (already includes -2 penalty) conceal +1, games +0, perform +3, ranged combat +0, run +3, survival +0, swim -1, teamster -1, unarmed combat +0
Possessions Horse, Silturma (+3 to tests, +3 to Damage, reduces off-hand penalty by 4), Pack, Clothes, small silver mirror, land grant (5 acres), 3 GP
Title: Fengel
Post by: tomcat on Feb 02, 2013, 10:07 AM
FENGEL                       Adv9   

Medium Éothraim Warrior 9
Courage 4; Current 1/4; Renown 9; Corruption 0
Init +3; Observe +4, Night-eyed [+2 to decrease darkness penalties - Core p.149]
Languages Westron, Elven (Sindarin), Northman
---------------------------------------------------------------------------------
Defence 11 (14 v ranged with shield);  Armor 5 (chainmail, no hauberk, no nimbleness penalty); Shield (Small) +3 PB, -3 RAM 
Health 14; Current 0/64; Wound Level Healthy (no penalty), Hardy [-2 to all wound level penalties – Core p.147]
Weariness hale (no penalty)
---------------------------------------------------------------------------------
Stamina +3; v weariness +9
Swiftness +3*; dodge +6, evasion [roll 3d6 on Dodge, pick best 2 – Core p.103]; initiative +3
Willpower +2; magic +2; v intimidation +2; v torture +2; v corruption +2
Wisdom +4; v deception +4
---------------------------------------------------------------------------------
Speed 6 yards
Melee unarmed +5 (1d6+2); Block +5
Melee unarmed (brawl) +7 (1d6+2); Block +5
Armed blades (longsword - Cerduil) +16 (2d6+7); Parry +17 (+20 with shield)
Armed polearms (spear) +9 (2d6+4); Parry +9 (+12 with shield)
Ranged bows (shortbow) +11 (2d6+2)
Actions 4 swift strike (2) [+2 combat action per round – Core p.103]; Grp +5
Atk Options Armed combat specialties [+1 to charge, and two-handed manoeuvres with specialized weapons - Core p.122] Fell-handed [+1 to attack mountain orcs -Core p.146]
Special Actions none
---------------------------------------------------------------------------------
Attributes Brg 10 (+2), Nim 9 (+1)*, Per 8 (+1), Str 9 (+1), Vit 13 (+3), Wit 8 (+1)*
Racial Qualities Skilled [may add +2 skill points to any one, or +1 points to any two racial skill - Core p.72] Adaptable [+2 to swiftness – Core p.42] Dominion of Men [+1 courage – Core p.42]
Order Abilities evasion [roll 3d6 on Dodge, pick best 2 – Core p.103] swift strike (2) [+2 combat actions per round – Core p.103]
Edges Dodge [+3 to Dodge actions – Core p.144] Experienced [+2 to Ride specialty – HOF] Fell-handed [+1 to attack mountain orcs – Core p.146] Hardy [-2 to all wound level penalties – Core p.147] Honour's Insight [+2 to Wisdom and Insight - Core p.148] Night-eyed [+2 to decrease darkness penalties - Core p.149] Tireless (2) [+6 to stamina to resist weariness – Core p.151] War-wise [+1 to Seigecraft, Armed combat, Ranged combat, and Unarmed combat – Core p.152]
Flaws Fealty [Core p.155] Proud [Core p.156] Short-tempered [HOF]
(https://dl.dropboxusercontent.com/u/52987685/fengel.jpg)

Trained Skills (add +2 bonus to skills with specialties when applicable) acrobatics +2, appraise +2, armed combat (blades:longsword) +13, armed combat (polearms:spear) +7, climb +2, conceal +2, craft (leatherwork) +2, debate (negotiate) +2, healing (treat wounds) +2, insight +4, inspire +3, intimidate (power) +3, jump +2, observe (spot, listen) +4, ranged combat (bows:shortbow) +9, ride (horse) +11, run +2, smithcraft (weaponsmith) +2, stealth (sneak) +3, survival (mountains) +3, swim +2, track (orcs) +2, unarmed combat (brawl) +5
Untrained Skills (already includes -2 penalty) games -1, inquire +0, perform +0, persuade +0, teamster -1
Possessions Horse, Cerduil (masterwork Dúnedain blade +1 bonus to AC and damage / +1 to Inspire and Bearing tests), Pack, clothes, chainmail, small shield, short bow, quiver w/20 arrows, spear, 2 GP, 1sp, 21 cp
Title: Nain
Post by: tomcat on Feb 02, 2013, 10:10 AM
NAIN                       Adv9

Small Dwarf Craftsman/Warrior 9
Courage 3; Current 0/3; Renown 4; Corruption 0
Init +2; Observe +6
Languages Westron +8, Khuzdul +8, Sindarin +7
---------------------------------------------------------------------------------
Defence 12; Armor 7 (dwarven chainmail, no hauberk, no nimbleness penalty); Shield none
Health 17; Current 12/102; Wound Level Healthy (no penalty), Hardy [-2 to all wound level penalties – Core p.147]
Weariness hale (no penalty)
---------------------------------------------------------------------------------
Stamina +4; v weariness +6; v disease +10
Swiftness +2; dodge +2, evasion [roll 3 dice on Dodge actions, keep best two – Core p.103]; initiative +2
Willpower +1; magic +1; v intimidation +3; v torture +3; v corruption +3
Wisdom +2*; v deception +2
---------------------------------------------------------------------------------
Speed 4 yards
Melee unarmed +3 (1d6+6); Block +3
Armed axes (battle axe) +11 (2d6+10); Parry +12
Actions 3 swift strike (1) [+1 action in a combat round - CORE p.103];  Grp +0
Atk Options none
Special Actions Evasion [roll 3d6 on Dodge, pick best 2 – Core p.103] Warrior-born [spend a courage to gain a +2 combat modifier for a single battle - Core p.103]
---------------------------------------------------------------------------------
Attributes Brg 6 (+0)*, Nim 10 (+2)*, Per 10 (+2), Str 15 (+4), Vit 13 (+3), Wit 9 (+1)
Racial Qualities Animal Aversion [-2 to any tests dealing with animals - Core p.62] Craftsmanship [+2 to smithcraft and stonecraft tests – Core p.62] Firestarting [+2 to survival tests to start a fire – Core p.62] Hardness of body [+2 to stamina tests to avoid weariness – Core p.62] Hardness of mind [+2 to willpower tests to resist intimidation or domination – Core p.62] Healthy [+6 to stamina tests to resist disease – Core p.62] Stout [possesses 5 wound levels – Core p.62]
Order Abilities Enchantment [crafted items are imbued with minor enchantments - Core p.83] Evasion [roll 3d6 on Dodge, pick best 2 – Core p.103] Favoured Weapon [choose a weapon type, each advancement pick increases the skill rank by 2 instead of 1 – Core p.103] Mastercraft [crafted items are imbued with superior effects – Core p.84] Preservation [crafted items are impervious to effects of time or weather – Core p.84] Speedy Work [spend 1 Courage and you may craft an item with no penalties at half the time necessary – Core p.85] swift strike (1) [+1 combat action per round – Core p.103] Warrior-born [spend a courage to gain a +2 combat modifier for a single battle - Core p.103]
Edges Charmed Life [once per game day, may make an Vitality test TN 10 to avoid taking damage that would reduce you in Wound Levels; you maintain 1 health in current Wound Level no matter what the damage – Core p.143] Craftmaster [+2 to all Craft, Smithcraft and Stonecraft tests – Core p.144] Hardy [-2 to all wound level penalties – Core p.147] Weapon Mastery (battleaxe) [+3 to combat rolls when using specified speciatly - Core p.153]
Flaws Arrogant [cannot spend a courage on any social skills - Core p.153] Proud [if insulted, must spend a courage or take offense - CORE p.156]
Trained Skills (add +2 bonus to skills with specialties when applicable) appraise +5, armed combat (axes:battle axe) +9, craft: tanner +6, craft: tailor +8, craft: brewer +6, debate (bargain) +5, observe (spot) +6, persuade (fast talk) +3, smithcraft (weaponsmith, armorer) +20, stone-craft (fortifications) +13, survival (mountains) +4, Teamster +6, unarmed combat +3
Untrained Skills (already includes -2 penalty) acrobatics +0, climb +2, conceal -1, games +0, inquire -2, insight +0, inspire -2, intimidate -2, jump +2 perform -2, ride -4, run +2, search +0, stealth +0, swim +2
Possessions 3GP, 4SP, 11sp, 12cp
Pony, Pack, Cloths, Dwarf Chainmail, Masterwork Battleaxe (+1 damage)