Predat Tor (Eandroth Rogue Military Assassin)

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Predat Tor (Eandroth Rogue Military Assassin)

Postby Predat » Wed Feb 10, 2016 8:44 pm

Player Name: Mike
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Character True Name: Ryshaawn Lyr
Character Name: Predat Tor
Alias: Pre; Scales
Race: Eandroth Rogue
O.C.C.: Military Assassin
Alignment: Aberrant
XP Level: 7th
XP Points: 46,199 [Ace of Spades 3/2/19]
Next Level @ XP: 51,401
Racial Hostilities: Despises Hobgoblins and Trolls.
Sentiments/Western Empire: Secretly would love to visit the Western Empire, as the place sounds intriguing.
Sentiments/Dominion of Man: Respects the Domain of Man, but believes without Llorn to protect it would become easy prey to the Wolfen.
Disposition: Due to his time among the humans he appears easygoing, but that masks an arrogance, that reptilians are higher beings, and a slight paranoia that everyone is out to get him.
Insanity: Obsession Combat: Loves the thrill of combat and welcomes deadly competition and battles
Obsession Danger: Loves the thrill of danger, which usually means throwing caution to the wind (the more deadly the better)
* Dagger of Panath
* Shadow Armor

I.Q.: 21
M.E.: 21
M.A.: 11 (24)
P.S.: 37
P.P.: 25
P.E.: 27
P.B.: 7
Speed: 35

P.P.E.: 13
Natural A.R.: 12
H.P.: 68
S.D.C.: 161
Horror Factor of 13
Age: 46
Sex: Male
Height: 5'5"
Weight: 250 lbs
Description: One powerful looking scarred up lizard. Short, stocky and scarred from battle, but can move with an unearthly grace. Usually covered in thick dark robes with a scarf covering his nose and mouth.

Racial Abilities
Able to survive for several weeks without food or water (1d4+2 weeks)
Can function at peak levels on a tiny amount of food and water (1/2 gallon a water and 2 lbs of food per week) for as long as two months
Can tolerate great heat with no ill effects
Hates the cold
Trained from birth on how to ride a Silonar

Natural Abilities
Perception Bonus: 70% (+3%)
Charm/Impress: 0
Invoke Trust/Intimidate: 15% (80%)
Max. Encumbrance: 100 lbs
Max. Carrying Weight: 740 lbs
Max. Lifting Weight: 1,480 lbs
Max. Jumping Ability: Length - 40' Height - 13'
Can move 15 yards per action (19)/ 175 yards each melee (225)
Ambidextrous: Can use both the right and left hand with equal skill and dexterity; Paired Weapons skill is automatic. +1 APM, +10% to Climbing skills, +5% to Pick Locks, Pick Pockets, Palming, and Concealment skills.

Minor Psionic
Heat Point (Eandroth Only)

Thieves' Guild Member Abilities
Lock and Key Man
Read People
Base Skill to Read People - 65% (+3%)
Friends in Low Places

Red Brigade Benefits
Professional Contacts: 49% (+3%)

Racial Skills
Horsemanship Exotic - 97%/87% (+5%)
Wilderness Survival - 87% (+5%)
Land Navigation - 75% (+4%)
Dowsing - 72% (+5%)
Track and Trap Animals - 72%/82% (+5%)

O.C.C. Skills
Climb/Scale Walls - 97%/97% (+5%)
Concealment - 70% (+4%)
Detect Concealment/Traps - 72% (+5%)
Math: Basic - 102% (+5%)
Pick Locks - 117% (+5%)
Prowl - 102% (+5%, 12th level) (132%)
Track Humanoids - 72% (+5%)
Language: Dragonese/Elven - 98%
Language: Eastern - 92% (+5%)
Language: Gobbley - 92% (+5%)
W.P. Knife
W.P. Spear
W.P. Battle Axe
W.P. Whip
Hand to Hand Assassin

O.C.C. Related Skills
Detect Ambush - 82% (+5%)
Intelligence - 73% (+4%)
Locate Secret Compartment/Doors - 62% (+5%)
Streetwise - 71% (+4%)
Use & Recognize Poison - 85%/75% (+4%)
Identify Plants & Fruits - 62% (+5%)
Blindfighting - 72% (+5%)
Surveillance - 77% (+5%)
Interrogation Techniques - 77% (+5%)
Military Etiquette - 82% (+5%)
☞ Sense of Balance--67% (+5%)
☞ Work Parallel Bars & Rings--54% (+3%)
☞ Back Flip/Somersault--77% (+5%)

W.P. Sword
W.P. Archery
W.P. Targeting/Missile Weapons
Demon & Monster Lore - 56% (+5%, 5th Level)
Sailing - 67/57%% (+5%, 4th Level)
Swimming - 62% (+5%, 4th Level)
Literacy: Elven - 52% (+5%, 4th Level)
Stalk/Capture 57%/67% (+5%, 2nd Level)

Secondary Skills
Backstab x3
☞ Sense of Balance--72% (+5%)
☞ Walk Tightrope--54% (+3%)
☞ Back Flip--67% (+5%)

☞ Back Flip--77% (+5%)
☞ Pole Vault--87% (+5%)
☞ Stilt Walk--87% (+5%)

Juggling - 72% (+5%)
Heraldry - 57%/57% (+5%)
W.P. Chain
Physical Labor
Astronomy & Navigation 42% (+5%, 2nd Level)
Lore: Sea 37% (+5%, 2nd Level)
Seamanship: 26% (+4%, 2nd Level)
-Sew: 30% (+5%, 2nd Level)

Combat Data
HTH Type: Assassin (11th Level)
Number of Attacks: 11
Initiative Bonus: +6
Strike Bonus: +8
Melee Combat Strike Bonus: +10
Thrown Weapons Strike Bonus: +10
Ranged Attack Strike Bonus: +9
Critical strike on a natural 19-20
Knockout/Stun on a natural 18-20
Pin/incapacitate on natural 18-20
Parry Bonus: +11
Dodge Bonus: +12
HTH Damage Bonus (Strength): +22
HTH Damage Bonus (Training): +5
Backstab: x3 (x5)
Bonus to Roll w/Punch: +9
Bonus to Pull a Punch: +5
Bonus to Disarm: +1
Bonus to Entangle: +2
Karate Punch: 2D4 +26
Karate Kick: 2D6 +26
Crush/squeeze/body block: 1d4 +26
Body Throw: 1d6 +26
Backhand Strike: 1d6+26
Leap Kick (2 APM): 3d8+26
Tumbling Back Flip: +4 to Dodge
Back Flip
Back Flip Attack

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

W.P. Paired weapons
W.P. Knife +3 to Strike/+3 to Parry/+7 to Strike when Thrown (includes Targeting Bonus)
W.P. Spear +3 to Strike/+3 to Parry/+5 to Strike when Thrown (includes Targeting Bonus)
W.P. Battle Axe +3 to Strike/+2 to Parry/+2 to Strike when Thrown/+1d6 to Damage
W.P. Whip +3 to Strike/+3 to Disarm/+3 to Entangle/+2 to Damage
W.P. Sword +3 to Strike/+3 to Parry/+1 to Strike when Thrown
W.P. Chain +3 to Strike/+1 to Parry
W.P. Archery +6 to Strike/+1 to Parry/+2 to Disarm (includes Targeting Bonus)
W.P. Targeting/Missile Weapons +4 to Strike

Saving Throw Bonuses
F&G: One Lucky S.O.B.: +3 bonus to all saves - added to those listed below
Coma/Death: +22%
Magic (varies): +9
Lethal Poison (14+): +9
Non-Lethal Poison (16+): +9
Insanity (12+): +7
Psionics (Minor 12+): +6
Horror Factor (varies) +7
Last edited by Predat on Sun Sep 16, 2018 10:47 pm, edited 54 times in total.
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Re: Predat Tor (Eandroth Rogue Military Assassin)

Postby Predat » Wed Feb 10, 2016 8:46 pm


Hey Stupid!

Carried/In Hand
Dagger of Panath

Worn on Person
Clothing (Hooded, thick, dark gray robes; scarf; Dark leather boots; and Soft leather gloves)
(Concealed Wrist Sheath; Left Wrist)
Shadow Armor
Altess Eviscerator (On Back)

Utility Belt
Attachment points can be utilized to carry 1 each of the following item types: knife, canteen, food ration pack, minor items or individual tools.
• Attachment: Bullwhip
• Attachment: Small holy symbol of Panath
• Attachment: (1) Set of lockpick tools
• Attachment: (1) Water-skin
• Attachment: (3) Doses of Basilisk's Eye (5d6 damage + paralysis for 2d4 rounds. -2 to save)
• Attachment: (1) Potion of Neutralize Poison

Leather Knife Bandoleer (On Armor)
Worn over the shoulder and across the waist that can hold up the 8 small knives in the front and 2 reachable knives in the back; 1 on top and 1 on the bottom.
• Sheath 1: Dwarven Throwing Knife
• Sheath 2: Dwarven Throwing Knife
• Sheath 3: Dwarven Throwing Knife
• Sheath 4: Dwarven Throwing Knife
• Sheath 5: Dwarven Throwing Knife
• Sheath 6: Dwarven Throwing Knife
• Sheath 7: Dwarven Throwing Knife
• Sheath 8: Dwarven Throwing Knife
• Back Sheath 1: Dwarven Throwing Knife
• Back Sheath 2: Dwarven Throwing Knife

Dimensional Bag
Uncommon Enchanted Satchel
• Effect: Dimensional Pocket (8.0 Years, 60lbs Max Weight)
• Weight: 2.0 lbs.
• Modifiers: Ley-Line Crafted
BoM pg. 247
• (1) Mediums sized sack
• (3) small sacks
• (1) Grappling hook
• (4) Iron spikes
• (1) Small Hammer
• (1) Pocket mirror
• (1) Tinder box
• (1) Backpack
• Hooded, thick black robes and a black scarf

Stored on Hey Stupid
Heavy Crossbow
• (3) dozen Crossbow Bolts
• 50' of rope
• Bedroll
• (10) meals
• 10 lbs of dried fruit
• 10 lbs of dried vegetables
• 10 lbs of jerked beef
• (1) set of hand manacles
• (1) An animal trap

Predat's room/storage

Gear Stats

Dagger of Panath (In wrist Sheath)
Greater Holy Weapon - Dagger
S.D.C.: 250 (Unusually tough; seldom break — it takes a lot to destroy one of these weapons and the blades rarely dull)
Damage: 4d6
Magic Features
• +3 to strike on a back stab
• Critical strike x3 from behind or an additional x2 to the modifier of an assassin that has a backstab
• Critical strike on a natural 19-20
• Raise the M.A. of the wielder to 24
• Acts as a normal dagger, except when in the hands of an assassin or follower of Panath
• Under all forms of scrutiny, magical and non, the dagger appears as a normal weapon even when in use
Source: Rifter #12, page 36

Altess Eviscerator (Patron Item)
Originally developed by an Altess aristocrat who had been literally burned one too many times, the Eviscerator was deliberately designed as a technological equivalent to a lesser rune weapon for a fraction of the cost. As an added bonus, the AI driving the system has become expert in using its personality mapping to deliver just the right amount of flattery without being too obvious a kiss-ass about it. This powerful, two-handed weapon is a bit much for your average Altessian noble, but looks very nice mounted above a fireplace.
Type: Techno-Rune Weapon
Damage: 6D6
Alignment: Varies; see personality entry below
1. Artificial Intelligence; I.Q.: 20
2. Communicates through nano-telepathy.
3. M.D.C.: 500
4. Nano-regeneration: 2D6 M.D.C. per hour self-repair
5. Damage is in M.D. when in a mega-damage environment
6. Nano-telepathic bond is maintained through contact only; broken if separated from bearer.
7. When a bearer bonds with the weapon, it injects nano-machines into the character. It then uses these to map the character's genetic I.D. and to communicate with the bearer. This process takes one hour to complete.
8. The A.I. will only ever map to one bearer, and will attack any other who touches it thereafter with aggressive nanites doing 4D6 damage per melee of maintained contact.
Special Abilities
• Electrical Discharge:
• • Range: Touch or up to 200'
• • Damage: 4D6
• • Payload: 4; regenerates 4 charges per hour
• Skill Database:
• • Appraise Goods, Lore: Religion, Lore: Demons & Monsters, Lore: Magic, Lore: Faeries & Creatures of Magic, Lore: Psychics & Psionics; 98% proficiency for all skills. These skills are permanent and do not change.
• Modifiers: Two-handed weapon
Personality: The personality and ethics subroutine of the A.I. is unique and develops over time as the weapon maps itself to its bearer.
Weight: 7 lbs.

Dwarven Throwing Knife (10 total)
• Damage: 1d4+3
• Range: 40'
Modifiers: Superior Blade Edge

Heavy Crossbow
• Range: 600'
• Damage: 2d6
• Modifiers:

• Damage: 2D6
• Modifiers:

Shadow Armor
Legendary Mystical Armor Forged Completely of Shadow
A.R.: 16 (Attackers are -5 to strike the wearer in darkness)
S.D.C.: 400 (Armor is indestructible. If S.D.C. is depleted all abilities become inert and it turns into a normal shadow worn by the character, but it is not removable. After 8 hours all S.D.C. regenerates and the armor returns to normal.)
-If touched by good aligned characters they take 4d6 damage straight to Hit Points and their hand passes through the armor. Selfish characters who touch the armor take no damage, but receive a vicious chill and their hands pass through as well.
Magic Features
• +30% to Prowl
• Wearer can see perfectly in total darkness.
• Wearer is completely invisible in darkness. While in darkness, he is impervious to all forms of magical detection.
• Travel through Shadows
• • Wearer has the ability to travel between shadows as if through a magic portal
• • Can travel to any shadow within 2000' radius unimpeded
• • Beyond 2000', the wearer may travel any shadowed location within 15 miles which he is personally familiar with
• • May be used 3 times /day
• Turn into Shadow
• • The wearer can turn himself and everything on his person into a single shadow. (Twisted semblance of the wearer)
• • In this form wearer can perform no actions other than movement.
• • In this form wearer is impervious to everything (from weapons, to magic, to psionics) except sunlight. Sunlight does 4d6 damage directly to Hit Points. Wearers killed in this form become trapped as a shadow forever and the armor vanishes into the plane of shadow.
Curse: None, unless trapped in shadow form as noted above.
History: These rare suits are thought to have been created in the time of thousand magics by powerful evil forces long dead.
Source: Rifter #12, p.36-37
Last edited by Predat on Thu Jan 17, 2019 10:21 pm, edited 27 times in total.
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Re: Predat Tor (Eandroth Rogue Military Assassin)

Postby Predat » Wed Feb 10, 2016 8:46 pm

Background Story

In the dungeons below the Llornian Palace is a file room that holds the enlistment contracts and files of everyone that enlists with the Red Brigade. This is one such file.

RED (Retired Extremely Dangerous)

Name: Predat Tor (Note: Not believed to be his real name. The story has it that this was a moniker given to him by a Wolf Hammer patrol that brought him back to camp.

Species: Eandroth (Note: Therefore he needs a sponsor to join the Red Brigade)

Sponsor: Lt. Corrilian of the Wolf Brigade

Reason for Sponsorship: Lt. Corrilian's patrol rescued him from a group of Hobgoblins and Trolls that had him trapped in a valley near the disputed lands. He had dozens of wounds across his body, but there were a dozen bodies at his feet. The patrol dispatched the rest of the monsters and brought the wounded lizard back to camp. Surprisingly, he survived his injuries and was back on his feet sooner than expected. Instead of leaving he hung around and became an unofficial scout for Wolf Hammer. He performed every duty assigned him in an exemplary fashion. Predat asked about joining up and several of the officers voluteered to sponsor him.

Place of Birth: The Baalgor Wastelands

Age at Time of Enlistment: 26 years old

Experience prior to Enlistment: He was part of a tribe of Eandroth (Note: He wouldn't name them or give a specific location) from the Wastelands. For years he was a simple hunter and scout for the tribe. He admitted to killing over a hundred of his own kind in a barbaric mating ritual that is performed twice a year (Note: He argued against the barbaric label stating that it strengthened the blood lines of the tribe by weeding out the weak). He claimed that after many seasons with the tribe he grew bored and longed for adventure and to explore the world (Note: We think there is more to it than that, but he didn't elaborate on what happened).

Status of Initial Enlistment: Based on Lt. Corrilian's recommendation, Predat Tor has been APPROVED for training and an initial enlistment of 10 years.

Training Record: In the first weeks of training it was obvious that Tor was tough, smart, agile and strong as an ox. His instructors also pointed out that he was ruthlessly efficient in completing any assigned exercises. (Note: Tor sent two other recruits to the infirmary after the first two combat exercises. One with a broken wrist and the other with a broken leg) His Instructors stated that Tor could handle a tougher training regiment and they recommended that he be sent to the more advanced and covert section for training. Based on Predat Tor's natural abilities and the recommendations of his instructors, the new training regiment was approved. He excelled at everything that he was taught and he was heavily indoctrinated on loyalty to Llorn and Red Brigade. (Note: even the instructors who weren't comfortable training a lizard, commended Tor for his abilities and no one questioned his loyalty) PASSED THE SPECIAL OPERATIONS TRAINING REGIMEN.

Operations Record:

Confirmed Solo Kills: 48 Wolfen; 12 Trolls; 9 Hobgolins; 8 Orcs. (Note, This does not include the confidential portions of his record)

Enlistment Year One to Ten: Tor was first assigned to Southwatch. As per the attached yearly evaluations, Tor performed all duties admirably and rarely complained of any hardships. The only complaint any of his CO's could remember was his complaints about the cold during the winter seasons. He participated in several skirmishes and one major campaign, where he was commended for saving the life of his CO after the man was knocked from his horse by 5 Wolfen warriors. Tor slayed the Wolfen and added a few more scars to his stout frame. The only official reprimand Tor received during his time at Southwatch was for getting into a bar fight with a drunken troll in the Paradise section of town (Note: The troll didn't survive his injuries). There are several sections of the file during his time at Southwatch that have been deleted and marked as confidential. Tor requested that he be allowed to reenlist and it was APPROVED.

Spec Ops Mission Classified Notes: In between duty stations Predat was assigned to get a line of fire warlocks 40 miles behind Wolfen lines. A full army of Wolfen soldiers was raiding into the Eastern territory and we received intel that this army would be hitting a human village in the near future. Predate managed to get all 25 Fire Warlocks to the Wolfen Encampment undetected (He was always on the move trying to intercept any Wolfen scout before they could raise the alarm). The Warlocks hit the army with complete surprise and decimated them with a display of overwhelmingly destructive fire magic. Predat returned all 25 warlocks to the Domain of Man even though most of their energy was spent. Casualties inflicted were believed to be over two thousand Wolfen. On a side note, the leader of this mission was the now infamous Major General Zastee.

Major Zastee and his aide Gurias highly recommended that Predat Tor be advanced in rank. Promotion to Corporal: APPROVED. (Several officers objected to a lizard being promoted, but it was noted for the record that none of the officers who objected actually served with Predat Tor.)

Enlistment Year Eleven to Fifteen: After his ten year reenlistment Tor was transferred to the Wolf Hammer Company. Upon his arrival he was promoted to Corporal. (Noted: a few of the company grumbled about a lizard being promoted, but those grumblings ended one night after a private was dropped at the infirmary with 6 broken bones, two black eyes and a smashed nose.) No formal complaints were made against Tor during his entire tenure with Wolf Hammer. Wolf Hammer was involved in various missions against the Wolfen and Tor, as usual, performed well. He was heard commending the Wolfen's martial spirit a few times, but this was overlooked and it has happened to others who are assigned to Wolf Hammer. Tor was specifically commended for one engagement where he, alone, slipped behind enemy lines and killed the Wolfen field commander moments before the attack by Wolf Hammer. He added a few more scars to his frame as he fought his way back to his company.

Another Spec Ops Mission Classified Notes: While on a long-range reconnaissance mission near Wolfen controlled lands, Corporal Tor came across the slaughter of a small

Enlistment Year Sixteen to Eighteen: At this time Tor was transferred back to Llorn for simple guard duty at the palace. His entire file for the three years he was at Llorn has been redacted and marked as confidential.

Enlistment Year Nineteen to Twenty: Corporal Tor was was transferred to the newly created Earthshaker Company and assisted in their training. Again most of his record has been redacted and marked as Confidential.

Retirement: After twenty years of service, Predat Tor chose to retire from service. He made his mark on a statement saying he would never knowingly act against Llorn. He also, marked an agreement stating he would be willing to perform freelance work for Llorn at a negotiated rate. He is residing in Llorn at the time of this entry.


Background Reference Material

    1. What emotion best describes your character? Cold
    2. What emotion does your character evoke in others? Fear
    3. What does your character need most? Power
    4. What is your character’s goal in life? Acquire enough power and smarts to take control of his caravan at a much later date
    5. How does your character believe this goal can be accomplished? Training, Experience and Combat

    1. Where did your character come from? Baalgor Wastelands,
    2. When did you grow up? About 40 years ago as an Eandroth, 20 years as a Rogue.
    3. What values does your character hold? Becoming a perfect killer.
    4. How does your character dress? Dark hooded robes with a scarf to cover his face even further, keeps him from frightening the locals too much.
    5. What are your character’s means? Practice, adventure and combat. He generally acts as a mercenary warrior until his assassin skills are needed.

    1. What are your character’s personal tastes? Blood of his enemy
    2. What are your character’s opinions? Llorn is basically a just place and needs to be protected. People are selfish by nature.
    3. What is your character’s comfort zone? Combat
    4. Who has had the biggest impact on your character’s life? The members of Wolf Hammer who saved him
    5. What are some of your character’s unexpected quirks? Doesn't like to see children of any race suffer, well except maybe trolls and hobgoblins.

Play Details
    1. What kind of story does your character belong in? Adventures that suits his personal code.
    2. What role does your character fill? Tank, Killer & Scout
    3. What should the other players know about your character? He's a killer and nothing will keep him from getting the job done
    4. What is your play style? Narrative
    5. How do you want your character to die? If he has to go, after an epic battle with a an ancient dragon, then down its gullet. :alien:

    Item 1: Boots Of Mystery
    Item 2: Shadow Beast Amulet
    Item 3: Any Type of Shadow Item
    Item 4: Dark Rune Item with at least psionic abilities

Short Term Goals:

    Goal 1: Find a decent team to work with
    Suggested Solutions (Goal 1): Get out there

Mid Term Goals:
    Goal 1: Become an Arena Champion
    Suggested Steps and Solutions (Goal 1): Train, Raise the Gold and enter a tournament

Long Term Goals:
    Goal 1: Dual class to warlock or a Dark Priest of Panath
    Suggested Steps and Solutions (Goal 1): Wait to level 8-10 assassin then dual class to one of the above
    Goal 2: Return home and take over the Cavaran
    Suggested Steps and Solutions (Goal 2): Gather power and train.
Last edited by Predat on Sat Feb 27, 2016 3:04 pm, edited 2 times in total.
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Re: Predat Tor (Eandroth Rogue Military Assassin)

Postby Augur » Wed Aug 29, 2018 3:11 pm

Influential Contacts
Alexander De'vaue (Captain of the Duke's Guard)

Silk (High Ranking member of the Thieves Guild)

Hala Eskander (Daughter of the owners of a Quorian Arms Dealers based out of Troker)
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Re: Predat Tor (Eandroth Rogue Military Assassin) *

Postby Augur » Sun Sep 02, 2018 6:25 pm

Hey Stupid!
Silonar (An Eandroth's Mount) (Monsters and Animals/page 136)
I.Q.: 3
M.E.: 4
M.A.: 7
P.S.: 26
P.P.: 21
P.E.: 27
P.B.: 6
Spd.: 50
Physical Data
H.P.: 38
S.D.C.: 55
Natural A.R: 10
Horror Factor: 13
Size: 8.5' tall at the shoulders
Weight: 700 lbs
Average Lifespan: 50 years
P.P.E.: 6
Natural Abilities:
• Can run without pause and without exhaustion for 10 hours
• leap up to 20' in length and 10' in height
• can go w/o food or water for a week w/o ill effect
• eats just about anything from carrion and shrubs to fresh kills, animal of humanoid
• smell blood up to a mile away
• can track blood-scent - 55%
• the smell of blood and the sight of combat sends the creature into a killing frenzy, unless restrained it will attack
• 3d4 days of constant cold temp (<40 degrees) will kill the beast
Combat Data: In addition to attribute bonuses
• Attacks per melee: 4
• Damage: Bite: 3D6 SD; Small Foreclaws Strike: 4D6 + 11 SD; Tail Slash: 2d6 + 11 SD; Head Butt: 2D4 SD; Clawed Feet: 5D6 + 11 SD
• +1 on initiative, +1 to strike, +1 to parry, +3 to dodge,
Saving Throw Bonuses: In addition to attribute bonuses
• +6 vs psionic attack
• +12 to save vs Horror Factor fearless (and Stupid)
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Re: Predat Tor (Eandroth Rogue Military Assassin)

Postby Augur » Sat Sep 08, 2018 3:11 pm

The High Spirits
These are ships similar to a small Bizantium Brigantine except that the foremast protruding over the bow can be replaced with a fighting/war tower and small mast and sail. The main mast, located in the center is the tallest and the rear mast is half its size. The old style of Carrack, still commonly used, also utilizes banks of oars. The new ships rely entirely on sails. Both types are seaworthy vessels used as both merchant and warships.
  • Type: Merchant Carrack (new style)
  • Crew: This new style Carrack carries 40-60 sailors, 48-64 warriors or additional sailors or laborers. One of the advantages of the new style Carrack, as with all sailing ships vs oared ships, is it requires fewer men to operate the ship and offers superior speed.
S.D.C. by Location:
  • Main Mast - 100
  • Rear Mast - 60
  • Main Sail - 50
  • Small Sails (2) - 25 each
  • Front Section: 750
  • Mid-Ship: 500
  • Rear Section: 650
  • Hull per 10' area: 140
  • Keel per 10' area: 280
  • Rudder: 150
Statistical Data
  • Size: '80' ' long, 24' wide.
  • Excess Cargo Capacity: When filled as a merchant vessel 35 tons light and 80 tons heavy.
  • Speed: sail only 12 mph (10.3 knots)

Top Deck
Top Deck (interior)
Lower Deck
Hold Deck
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