Koma

Bearskin Butcher with a Distinct Accent

Description:

Third Level Lawful Warrior (Knight)

Experience Points 112 ( 190 4th Level)

ABILITIES

STR 15 ( +1)
AGL 9 ( +0)
STA 11 ( +0)
PER 11 ( +0)
INT 11 ( +0)
LUK 30 ( +6)

COMBAT STATS

Hit Points 24
Initiative +3
Fumble 1d12 -6
Speed 20’ ( 30 foot base -10 feet armor)

Saves

Fortitude +2 ( +2 Base +0 Stamina)
Reflex +1 ( +1 Base +0 Agility)
Will +1 ( +1 Base +0 Personality)

Defense

Armor Class 20 ( +8 Full Plate +1 Shield +1 Helm) -10 Armor Check Penalty

Hide of the Cave Bear as a cloak that allows Koma to Rage 2/day.

Adjust Stats as Follows: +2 attack and damage, +2 hp per level, +2 to Fort Saves, -2 to AC.

Duration: 1d5 rounds + Character Level…

After Rage: Lose all bonuses and become fatigued (1/2 current hp, cannot run or charge). For the same duration as the rage.

Attacks

Critical 19/ Roll 1d16 +6 on Table 3

Lucky Weapon: +2 to hit with Handaxes

Deed Die +1d5 (to attacks and damage)

Mêlée:

Dagger +1 to hit 1d4 +1 to damage

Handaxe +3 to hit 1d6 +1 to damage (Note: One is his original cleaver)

Range:

Dagger +0 to hit 1d4 to damage (Note: Range: 10 ( +1 to damage)/20 ( -1 to hit)/30 ( -1 die step to hit)

Handaxe +2 to hit 1d6 to damage (Note: Range: 10 ( +1 to damage)/20 ( -1 to hit)/30 ( -1 die step to hit)

Gear and Treasure

1 Studded Leather
1 Full-Plate
1 Full-faced helm
1 Shield

1 Dagger
4 Handaxes
1. Cleaver

1 Flint and Steel set
5 Torches

1 Dragon Tooth
1 Hound Fang
1 Giant Snake Fang

Coin:

200 Gold, 46 Copper (Stolen)

1,560 Gold

Gems and Jewelry

SKILLS, PROFICIENCIES, AND ABILITIES

Skills -10 Armor Check Penalty
Anything related to what a Butcher might know or do (Roll 1d20, all other skills roll 1d10)

Mighty Deeds of Arms
Successful when I roll a 3+ on the Deed Die. Deeds start on p. 88

Weapon Proficiencies: battleaxe, bolas, bullwhip, club, crossbow, dagger, dart, flail, gauntlet, greatclub, great flail, handaxe, hand crossbow, heavy crossbow, heavy flail, javelin, lance, lasso, longbow, long sword, mace, maul, net, polearm, scourge, shield bash, shortbow, short sword, sling, spear, staff, throwing stick, two-handed sword, waraxe, and warhammer.

HPs Rolled By Level

0: 1
1: 10
2: 5
3: 8

Signature Deeds

Any Melee Weapon

Howling Fury 1/day/level

3 You let lose with a savage battle cry. Warrior receives a +3 bonus to hit and damage rolls as well as suffering a -3 to AC for duration of the rage. Your battle rage lasts for 1 round per level. Warrior must rage for full duration and is unable to attempt rage again until current rage expires.

4 Wild eyed and snarling you unleash fury. Warrior receives a +4 bonus to hit and damage rolls as well as suffering a -4 to AC for duration of the rage. Your battle rage lasts for 1 round per level. Warrior must rage for full duration and is unable to attempt rage again until current rage expires.

5 You fly into a berserking frenzy unleashing brutal attacks. Warrior receives a +5 bonus to hit and damage rolls as well as suffering a -5 to AC for duration of the rage. Your battle rage lasts for 1 round per level. Warrior must rage for full duration and is unable to attempt rage again until current rage expires.

6 You attack with the ferocity of a wounded tiger. Warrior may temporarily expend points of his Personality or Intelligence score to enhance the damage on his current attack only. For every ability point he expends, he adds +1d12 to his damage roll. Warrior receives a +6 bonus to hit and damage rolls as well as suffering a -6 to AC for duration of the rage. Your battle rage lasts for 1 round per level. Warrior must rage for full duration and is unable to attempt rage again until current rage expires.

7+ Your rage is terrifying to behold as you become mad with blood lust. Warrior may temporarily expend points of his Personality or Intelligence score to enhance the damage on each successful hit for the duration of the rage. For every ability point he expends, he adds +1d12 to his damage roll. Warrior also receives a +7 bonus to hit and damage rolls as well as suffering a -7 to AC for duration of the rage. Your battle rage lasts for 1 round per level. Warrior must rage for full duration and is unable to attempt rage again until current rage expires.

Dagger

Punch

3 You follow up your normal attack with a quick hard jab blackening your opponent’s eye. On next attack, op-ponent suffers a -2 attack penalty. If opponent is wearing a helmet the deed has no effect. There is a 40% chance opponent’s helmet is knocked off from the blow.

4 You follow through by connecting with a solid hook to the temple sending your opponent staggering. Opponent must make a Ref save against warrior’s attack roll. Failed Save: Opponent is knocked prone and must spend next action to stand. Melee attacks against a prone opponent receive a +2 bonus. Successful Save: Opponent is not knocked prone but suffers a -4 attack penalty on next attack. If opponent is wearing a helmet the deed has no ef-fect. There is a 45% chance opponent’s helmet is knocked off from the blow.

5 A shattered nose and torrent of blood is the result of driving your forearm straight into your opponent’s face. Op-ponent is considered prone and must spend next action to stand. Melee attacks against a prone opponent receive a +2 bonus. If opponent is wearing a helmet the deed has no effect. There is a 55% chance opponent’s helmet is knocked off from the blow.

6 You break your opponent’s jaw with a wicked elbow strike to the chin. Opponent loses 1d6 teeth and is stunned for 1d3 rounds. Stunned creatures suffer a -2 penalty to attack rolls. Melee attacks against a stunned creature receive a +2 bonus. If opponent is wearing a helmet the deed has no effect. There is a 65% chance opponent’s helmet is knocked off from the blow.

7+ You land a massive haymaker to the temple bursting your opponents ear drum. Opponent is stunned for 2d3 rounds. Stunned creatures suffer a -2 penalty to attack rolls. Melee attacks against a stunned creature receive a +2 bonus. If opponent is wearing a helmet the deed has no effect. There is a 75% chance opponent’s helmet is knocked off from the blow.

Axe

Decapitating Strike

3 You narrowly miss beheading your foe as your blade slices off opponent’s ear. Next round, op. ponent suffers a -2 from loss of balance. If opponent is wearing a helmet the deed has no effect. There is a 70% chance opponent’s helmet is knocked off from the attack.

4 Your opponent ducks just in time, but not before your blade cleaves the top of your foe’s head removing his scalp and a portion of his skull. Foe is partially blinded as a steady flow of blood washes over his eyes from the torn scalp. Foe suffers a -2 penalty to attack rolls and all melee attacks against foe receive a +2 bonus until healed. If foe is wearing a helmet the deed has no effect. There is a 75% chance opponent’s helmet is knocked off from the attack

5 Your blade comes to a jarring halt as it embeds itself in your opponent’s skull. Foe collapses to the ground and is considered stunned for 2d4 rounds. Stunned creatures suffer a -2 penalty to attack rolls. Melee attacks against a stunned creature receive a +2 bonus. If foe is wearing a helmet the deed has no effect. There is a 80% chance opponent’s helmet is knocked off from the attack

6 You hack into your foe’s neck. Opponent must make a Fort save against warrior’s damage total ( +10 bonus if wearing a helmet). Failed Save: Opponent’s head is sliced clean off trailing blood as it sails 1d10 +5 feet through the air. Successful Save: You cut your opponent across the neck damaging a major artery, each round opponent takes an extra 1d6 bleeding damage and a temporary loss of 1 Stamina point until either healed or a DC 16 Fort save is made.

7+ Your blade streaks through the air slicing through opponent’s neck. Opponent must make a Fort save against warrior’s damage total ( +10 bonus if wearing a helmet). Failed Save: Opponent’s head is sliced clean off trailing blood as it sails 1d10 +5 feet through the air. Successful Save: You turn opponent into a giant Pez dispenser cleaving through neck muscles, voice box and jugular. Opponent can no longer speak, takes an extra 1d8 bleeding damage and a temporary loss of 2 Stamina points each round until either healed or a DC 17 Fort save is made.

Sever Leg

3 You slice open your opponent’s calf muscle. On next attack, opponent suffers a -2 attack penalty from loss of balance.

4 You open a grisly cut in your opponent’s upper leg. Opponent suffers a -2 on all future attack rolls until healed. Opponent must make a Fort save ( +10 if wearing armor) against warrior’s damage total. Failure means the opponent is knocked prone and must spend next attack action to stand. Melee attacks against a prone opponent receive a +2 bonus.

5 You slash your opponent across the hamstring severing tendons. Opponent is reduced to moving at ½ speed, loses any Agility bonus to AC and suffers a -3 on all future attack rolls until healed. Opponent falls prone and must spend next attack action to stand. Melee attacks against a prone opponent receive a +2 bonus.

6 You gash your opponent in the knee cutting through all surrounding cartilage and muscle. Opponent can only crawl at 5 movement speed and loses any Agility bonus to AC until healed. Blow causes 1d7 points of additional damage. Opponent must make a Fort save ( +10 if wearing armor) against warrior’s damage total (include extra 1d7 in total). Failed Save: Opponent falls to the ground screaming in pain and is considered helpless for 2d3 rounds. Melee attacks against a helpless opponent receive a +1d bonus. Successful Save: Opponent suffers a -4 on all future attack rolls until healed, falls prone to the ground in pain and must spend next attack action stand. Melee attacks against a prone opponent receive a +2 bonus.

7+ You sever your opponent’s leg. Roll 1d3 for result:

(1) Leg severed at ankle.
(2) Leg severed at knee.
(3) Leg severed at hip.

Each round opponent takes an extra 1d8 bleeding damage and a temporary loss of 2 Stamina points until either healed or a DC 15 Fort save is made. Opponent is no longer able to stand and can only crawl at 5 movement speed, loses any Agility bonus to AC and suffers a -1d to attack rolls. Melee attacks against a legless opponent receive a +1d bonus.

Sever Arm

3 You slash tendons in your opponent’s limb. On next attack, opponent suffers a -2 attack penalty. Humanoid creature with a weapon must make a Ref save ( +10 if wearing armor) against warrior’s attack roll or drop weapon. An action must be used to pick up dropped weapon.

4 You carve a nice size chunk out of your opponent’s triceps. Humanoid creature with a weapon drops its weapon and must use an action to pick it up. Both humanoids and monsters suffer a -2 on all future attack rolls due to the pain until healed.

5 You sever your opponent’s bicep causing the muscle to snap back into shoulder like an elastic band. Opponent must make a Fort save ( +10 if wearing armor) against warrior’s damage total. Failed Save: Opponent can no longer use limb to attack or hold weapon/shield until healed. Successful Save: Opponent suffers a -3 on all future attack rolls until healed.

6 Bones splinter and tendons part as you slash through your opponent’s elbow. If opponent does not have elbow, blow still renders limb useless. Blow causes 1d7 points of additional damage. Opponent must make a Fort save ( +10 if wearing armor) against warrior’s damage total (include extra 1d7 in total). Failed Save: Opponent can no longer use limb to attack or hold weapon/shield until healed. Successful Save: Opponent suffers a -4 on all future attack rolls until healed.

7+ You sever your opponent’s arm. Roll a 1d3 for result:

(1) Arm severed at wrist.
(2) Arm severed at elbow.
(3) Arm severed at shoulder.

Each round opponent takes an extra 1d8 bleeding damage and a temporary loss of 2 Stamina points until either healed or a DC 15 Fort save is made. Opponent falls prone and must spend next attack action to stand. Melee attacks against a prone opponent receive a +2 bonus.

Bio:

Koma

Dungeon Crawl Classics Jebus