Kya Ashford

Strong former wainwright that is bad at climbing

Description:

Third Level Lawful Warrior (Knight)

Experience Points 119 ( 110 for 3rd Level)

ABILITIES

STR 16 ( +2)
AGL 16 ( +2)
STA 9 ( 0)
PER 8 ( -1)
INT 9 ( 0)
LUK 21 ( +3)

Birth Augur: Four-leafed clover: +1 to find secret doors

COMBAT STATS

Hit Points 19
Initiative +5 ( +6 using the Wolf Spear)
Fumble 1d16 -3
Speed 20’ ( 30 foot base -10 feet armor)

Saves

Fortitude +2 ( +2 Base +0 Stamina)
Reflex +3 ( +1 Base +2 Agility)
Will +2 ( +1 Base -1 Personality +2 Helmet)

Defense

Armor Class 23 ( +2 AGL +8 Full Plate +1 Shield +2 Helmet)
-11 Armor Check Penalty -4 Perception when wearing Helmet

Attacks

Critical 19/ Roll 1d16 +3 on Table 3

Lucky Weapon: +5 to hit with Longswords
Deed Die +1d5 (to attacks and damage)

Mêlée:

Longsword +7 to hit 1d8 +2 to damage
Dagger +2 to hit 1d4 +2 to damage (Note: Nothing Special)
Ulfheonar’s Wolf-Spear +3 to hit 1d8 +3 to damage (Note: +1 vs. Chaos Monsters, plus other specials)

Range:

Longbow +2 to hit 1d6 to damage (Note: Two Handed, 1d16 initiative, no shield Range: 70/140 ( -1 to hit)/210 ( -1 die step to hit) ) Arrows: 40 Silver Arrows: 10
Crossbow +2 to hit 1d6 to damage (Note: Two Handed, 1d16 initiative, no shield Range: 80/160 ( -1 to hit)/240 ( -1 die step to hit) ) ) Bolts: 28
Ulfheonar’s Wolf-Spear +3 to hit 1d8 +1 to damage (Range: 10 ( +2 bonus to damage)/20 ( -1 to hit)/30 ( -1 die step to hit) (Note: +1 vs. Chaos Monsters, plus other specials)
Dagger +2 to hit 1d4 to damage (Range: 10 ( +2 bonus to damage)/20 ( -1 to hit)/30 ( -1 die step to hit) (Note: Nothing Special)

Gear and Treasure
1 Full Plate Armor
1 Bronze Shield w/lion embossed on
1 Studded Leather Armor
1 Full Face Helmet ( +1 Armor Class -2 to perception)
1 Longsword ( +1 vs. Chaos Monsters)
1 Ulfheonar’s Wolf-Spear
1 Dagger
1 Longbow
1 Crossbow
3 Quivers (two normal, other for silver arrows)
1 Quarrel
2 Torches
1 Flint and Steel
2 Large Sacks
4 Rations
2 Chalk
1 Empty Flask
1 Bowstring
1 Push Cart
1 Fang from the Hound of Hirot made into a necklace

Coin:
1566 Gold
20 Copper

Gems and Jewelry
Golden encrusted dragon cap

SKILLS, PROFICIENCIES, AND ABILITIES

Skills -11 Armor Check Penalty -4 Perception due to helmet
Anything related to what a Wainwright 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.

Note: Almost died from failing to climb a cliff face, permanently lost 1 point from Agility, reducing a 16 to a 15.

HPs Rolled By Level
0: 1
1: 6
2: 1
3: 11 ( 10 +1 from Annabella’s Maximum Restore Vitality)

Signature Deeds:

Shield

Throw Shield:

3 You throw your shield striking your opponent with a glancing blow. Opponent takes normal shield bash damage and suffers a -2 attack penalty on next attack. In order to retrieve your shield you must an action to do so. There is a 30% chance your shield is sundered. A sundered shield is shattered or broken and cannot be used. Magic shields are not sundered.

4 You toss your shield striking your opponent with a solid blow. Opponent takes normal shield bash damage and suffers a -4 attack penalty on next attack. In order to retrieve your shield you must spend an action to do so. There is a 25% chance your shield is sundered. A sundered shield is shattered or broken and cannot be used. Magic shields are not sundered.

5 You hurl your shield catching your opponent by surprise. Opponent takes normal shield bash damage and must make a Ref save against warrior’s attack roll. Failed Save: Opponent is knocked prone and must spend next attack action to stand. Melee attacks against a prone opponent receive a +2 bonus. Successful Save: Opponent suffers a -6 attack penalty on next attack. In order to retrieve your shield you must spend an action to do so. There is a 20% chance your shield is sundered. A sundered shield is shattered or broken and cannot be used. Magic shields are not sundered.

6 You heave your shield smashing your opponent in the head. Opponent takes 2x shield bash dam-age and must make a Ref save against warrior’s attack roll. Failed Save: Opponent is stunned for 1d3 rounds. Stunned creatures suffer a -2 penalty to attack rolls. Melee attacks against a stunned creature receive a +2 bonus. Successful Save: Opponent is considered prone and must spend an action to stand. Melee attacks against a prone opponent receive a +2 bonus. In order to retrieve your shield you must spend an action to do so. There is a 15% chance your weapon is sundered. A sundered shield is shattered or broken and cannot be used. Magic shields are not sundered.

7+ You launch your shield striking your opponent in the face with a resounding blow! Opponent takes 2x damage and is stunned for 2d3 rounds. Stunned creatures suffer a -2 penalty to attack rolls. Melee attacks against a stunned creature receive a +2 bonus. In order to retrieve your shield you must spend an action to do so. There is a 10% chance your shield is sundered. A sundered shield is shattered or broken and cannot be used. Magic shields are not sundered.

Crossbow/Longbow

Pin Opponent:

3 Your missile pins a piece of your opponent’s clothing (armor, boot, cloak, etc.) to an object (ground, wall, table, tree, etc.). Opponent must use next action to remove embedded missile. Opponent suffers a -2 attack penalty until missile is removed.

4 You pin one of your opponent’s limbs (leg, arm, hand, foot, tentacle, etc.) to an object (ground, wall, table, tree, etc.). Opponent must use next action to remove embedded missile and suffers an extra 1d5 damage when doing so. Opponent suffers a -2 on all future attack rolls due to the damaged limb until healed.

5 You pin one of your opponent’s limbs (leg, arm, hand, foot, tentacle, etc.) to foe’s own body. Oppo-nent must use next action to remove embedded missile and suffers an extra 1d6 damage when doing so. Opponent suffers a -3 on all future attack rolls due to the damaged limb until healed.

6 Your missile skewers both of your opponent’s legs pinning them together. Opponent falls prone and is unable to move until missile is removed. An action must be used to remove embedded missile and opponent suffers an extra 1d7 damage when doing so. Opponent must spend another attack action to stand once missile is removed. Melee attacks against a prone opponent receive a +2 bonus.

7+ Your missile impales your opponent through the torso pinning foe to an object (ground, wall, table, tree, etc.) causing 1d8 points of additional damage. Each round that the opponent remains pinned results in an additional 1d8 points of damage. Opponent must make a Fort save against warrior’s original attack roll to free itself. Each attempt to remove the missile uses an attack action. A pinned opponent suffers a -1d to attack rolls. Attacks against a pinned opponent receive a +1d bonus.

Spear

Pierce Internal Organ:

3 You stab your opponent in the gut. Foe stumbles desperately trying to catch his breath. On next attack, opponent suffers a -2 attack penalty.

4 Your opponent twists in an attempt to avoid your thrust and you pierce a kidney. Opponent suffers a -2 on all future attack rolls from the pain until healed. Opponent must make a Fort save 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 Straight shot right to the liver! Opponent immediately falls prone in excruciating pain and must spend next attack action to stand. Opponent suffers a -3 on all future attack rolls until healed. Melee attacks against a prone opponent receive a +2 bonus.

6 You stab your opponent through genitals puncturing foe’s bladder and slicing intestines. Opponent immediately voids bowels in a horrible bloody mess. Attack causes an extra 1d7 damage from internal bleeding. Opponent suffers a -4 on all future attack rolls until healed. Opponent also falls prone to the ground in pain and must spend next attack action to stand. Melee attacks against a prone opponent receive a +2 bonus.

7+ You puncture your opponent’s lung causing 1d8 points of additional damage from internal bleeding. Opponent must make a Fort save against warrior’s damage total (include extra 1d8 in total). Failed Save: Opponent falls to the ground in shock and is considered helpless for 2d4 rounds. Melee attacks against a helpless opponent receive a +1d bonus. Successful Save: Op-ponent suffers a -5 on all future attack rolls until healed, falls prone to the ground in pain and must spend next attack action to stand. Melee attacks against a prone opponent receive a +2 bonus.

Longsword

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.

Bio:

Kya Ashford

Dungeon Crawl Classics Nedjema