#RPG 5e D&D Monster – Glazarn

sewer-monster-800x480Glazarn are small, clammy, humanoid creatures that live in total darkness, deep underground. They are as translucent as glass and barely visible under any normal circumstances. They live in the icy waters of underground pools and lakes, feeding on the blind, white cave creatures that live in similar places. They have no culture, no language and operate on pure instinct despite their humanoid appearance and attack as a pack, their prey seeming to be suddenly assaulted by dozens of bites out of nowhere.

Other underground dwellers loathe these creatures and exterminate them on ‘sight’, but their spores seep through the rock strata and find icy black pools wherever they can, spawning new ‘tribes’ of Glazarn wherever they can take root.

They are always hungry and will eat anything they can find, silent apart from the tearing of flesh and the crack of bone.

Glazarn

Small Humanoid (glazarn), neutral evil.

Armour Class: 11
Hit Points: 9 (2d8)
Speed: 15 ft., swim 50 ft.

Str: 10 (+0) Dex: 14 (+2) Con: 11 (+0) Int: 5 (-3) Wis: 16 (+3) Cha: 5 (-3)

Skills: Stealth +4
Senses: Passive Perception 13, tremorsense 60 ft, Blindsight 60 ft.
Languages: None.
Challenge: 1/4 (50 xp)

Amphibious: The glazarn can hold its breath – essentially indefinitely – underwater.

Glass Skin: The glazarn are virtually invisible without needing the assistance of magic. Their skin and organs are virtually see-thru. Rather than the invisibility bonus it gains +2 to AC and to attack against enemies that can’t detect it, as well as ignoring any bonus they get to their AC from their Dexterity. Painting or otherwise marking a glazarn negates this ability.

Low Level Telepathy: Glazarn can communicate telepathically and can sense intent, they cannot be surprised or ambushed and always know when enemies are around – even if they can’t necessarily see them or target them.

Unique Ability: Glazarn packs exist in closed off caves and are usually only encountered when those caves are newly discovered or excavated into. Their spore can travel through cracks in the rock to find new pools, but different packs evolve along different lines with unique abilities such as venomous bites and so on. The Gamesmaster is encouraged to be creative and to steal an ability from another creature in the Monster Manual.

Resistance: Cold.

Vulnerability: Radiant, Fire.

Actions
Bite: Melee Weapon Attack +2 to hit, reach 5ft, one target, hit 3 (1d6) slashing damage.

fangs_by_vederant-d5l5qwv.pngSuggested Unique Abilities
Ambusher: (See Kenku)
Claws (additional attack, indentical to bite).
Constrict: (See Constrictor Snake)
Fetid Cloud: (See Dretch)
Natural Armour: +2 AC.
Nimble Escape: (See Goblin)
Pack Tactics: (See Kobold)
Slippery: (See Kuo-Toa)
Venom: DC11, choose a poison effect you like – paralysis is a good fit.

Fifth Fantasy – The Alchymyst – RELEASED!

203356Buy it HERE

While others grub around with their burners and their distillations, their purifications and their poisonings the Alchymyst – a true alchemist – seeks knowledge in the basis of all things. The elements. Reducing things down to their basic components – Earth, Air, Fire, Water, Light, Darkness and Magic the Alchymyst can manipulate things on a fundamental level. With this knowledge they can perform remarkable feats, without recourse to magic and without the limitations of magic. The mixtures and chymicals they create only run out when you run out of ingredients and between gemstones and slain monsters… there are plenty of ingredients.

This booklet contains all you need to play an anime/JRPG inspired alchemist character class, along with equipment rules and rules for harvesting they ingredients they need for their concoctions.

If that doesn’t take your fancy, perhaps a gambler archetype, The Chancer would?

Or if not that, how about a race of Badger People suitable for any 5e game?

5e Hacks – Skills & Deadliness

Lockpick_by_InkthinkerDeeper Skills
General skills are fine too, but some people prefer a bit more granularity, to be able to be really good at one thing and to suck at another, to specialise to better describe their characters or to round them out. An alternative to the simplistic, binary yes/no, skill is to provide points to spread between the different skills as the player sees fit.

Another option – given the hugely broad nature of the skills in 5e at present – is to allow for specialisations. These would be narrower ‘sub skills’ that you could take more than once, giving an extra +2 boost to the skill score only in that specialised sub area.

EG: Haluk of the Mountain Tribe doesn’t want to pump a lot of points into general Athletics, but it doesn’t make sense for a mountain tribesman not to be able to climb. So he puts the minimum of one point in, but makes it a specialisation. So he has Athletics (Climb Only) 3.

EG: Frater Dominus doesn’t care about heathen religions other than his own order’s opposite, evil, number. So he has Religion (Order of Light) 6, Religion (Order of Darkness) 6, despite only putting four points into each.

Consider also allowing Intelligence and Wisdom bonuses – and penalties – to affect the skill point pool, for a more skill-oriented game that encourages specialisations.

Barbarian: Skill points 8, +4 each proficiency increase (or 1 per level).
Bard: Skill points 10, +5 each proficiency increase (or 1/1/1/2/1/1/1/2 etc).
Cleric: Skill points 8, +4 each proficiency increase (or 1 per level).
Druid: Skill points 8, +4 each proficiency increase (or 1 per level).
Fighter: Skill points 8, +4 each proficiency increase (or 1 per level).
Monk: Skill points 8, +4 each proficiency increase (or 1 per level).
Paladin: Skill points 8, +4 each proficiency increase (or 1 per level).
Ranger: Skill points 10, +5 each proficiency increase (or 1/1/1/2/1/1/1/2 etc).
Rogue: Skill points 12, +6 each proficiency increase (or 1/2/1/2/1/2 etc).
Sorcerer: Skill points 8, +4 each proficiency increase (or 1 per level).
Warlock: Skill points 8, +4 each proficiency increase (or 1 per level).
Wizard: Skill points 8, +4 each proficiency increase (or 1 per level).

Deadliness
Standard D&D is not especially brutal, once you get past your first few levels. Hit Points are an abstraction that can drive more ‘simulationist’ players to distraction.

A first level Barbarian in standard rules starts with around 12+ hit points. There is not a single weapon that can possibly kill them in a single blow. This is great for heroics, but again – less good for grim and gritty settings and rules. The answer isn’t, necessarily, to reduce hit-points because this sort of range is about right, the answer may be to increase the potential, possible damage that a weapon might do – outside of the context of criticals.

Attacks would do a multiplier of themselves for damage, so a dagger would do 1 (1), 2 (4), 3 (9), 4 (16) damage with bonuses added onto the total at the end.

Multiple dice would roll individually. So a 2d6 maul rolling 3 & 4 on its two dice would do 9+16 = 25 damage, with armour being applied to each dice and the bonus to damage from strength etc being applied at the end – if any damage at all gets through.

To offset the deadliness and to further make the combat classes more effective, it’s necessary to alter the relationship with armour.

As well as making one harder to hit – deflecting attacks – armour now also reduces damage by the amount it increases AC over 10. Padded armour reduces damage by 1, while platemail reduces it by 8. Shields continue to boost AC as normal.

Inspiration points can also be used to completely evade an attack and take no damage.

Criticals are just automatic hits with no additional damage.

Tiny Creatures increase their AC by +2.
Small Creatures increase their AC by +1
Medium Creatures have no modifier.
Large Creatures reduce damage done to them by 1.
Huge Creatures reduce damage done to them by 2.
Gargantuan Creatures reduce damage done to them by 4.

God_of_War-Ascension_25bCreatures with armour (over AC10) reduce damage by the amount it is over 10.

A barbarian stikes a Fomorian with his Battleaxe, he rolls a 5, for 25 damage, +2 for his strength for a total of 27.

A Fomorian is a huge creature, reducing that damage by 2 to 25 and has natural armour 14, reducing it by another 4 to 23, he’s down to 126 hit points.

Our level 8 Barbarian meanwhile has 103 hit points and hide armour, for 2 points of protection.

He gets hit for 3d8+6 (Greatclub)

3(9-2=7)
5(25-2=23)
6(36-2=34)
+6

70 hit points. Leaving him with 33.

He probably shouldn’t mess with giant monsters by himself.

(Sort of) Review: 5e D&D Player’s Handbook

10390393_10152396043581071_7602083816466343216_nHere’s your capsule review of 5e.

There’s nothing particularly new here except an optional, mild nod towards developments in Indie-Gaming over the last 20 years or so in the form of ‘inspiration’. That is rewarding good roleplay, or at least roleplaying according to your character’s personality and background – with mechanical benefits in game, rather than just in terms of experience points. That’s a small, but significant, update to the game in my opinion.

Otherwise there’s nothing particularly new here, the game is a sort of ‘greatest hits’ or a remix in many ways. 3e and 4e were emach radical departures for D&D with 3e arguably being the better modernisation of the two, 5e is much more retro.

On the good side multiclassing doesn’t suck like it did in 4e and ‘build optimisation’ isn’t as broken or as big of a deal (yet) as it was.

On the minus side, the Feats instead of Ability Bonuses thing makes you make a very, very hard choice and removes a degree of character individuality. Also the skill system blows goats, reducing it to a binary yes/no and a level dependent bonus (proficiency) making it more akin to non-weapon proficiencies from back in the day.

The game’s solid and, probably, the right move in the current market.

The presentation is where it kind of gets confusing. I’ll get into some of that a bit later, but it definitely lacks a definitive look and feel of the kind that 3e and 4e had. It’s all a bit… brown, wishy-washy, insipid and uninspiring. The best bits, the bits that actually catch the attention or make you want to play are the few illustrations that are outside the bounds of the Social Justice influence, the huge-ass dragon on page 171 and the little humour-filled B&W sketches for things like the condition effects (which even include some same sex dwarf/tentacle action).

Score
Style: 3/5 (Especially halflings and gnomes. Dude… wtf?!?)
Substance: 5/5
Overall: 4/5

So, into the post-script, because nobody REALLY needs another review of 5e. The ‘meta level’ discussion has been about some of the consultant’s presumed biases (spoiler: they’re not bigots) and the paragraph on gender. This all taking place as part of a much broader discussion about media representations (primarily of women and racial minorities).

This has obviously had a rather big influence on the art direction in 5e and while I have described the art as weak, uninspiring and insipid (and brown) I don’t think this is down to the pressure to diversify the depictions. While it’s true that the illustrations that are less ‘inoffensive’ tend to have a bit more animation and fun to them, the relative variety of ages, body-types and races is well handled and doesn’t feel like tokenism – which is always my big worry when people get into this.

I’d have liked to see more stylistic and sexy illustrations – especially as I like playing sexy male characters when I RP – but that’s a matter of personal taste and I’ll take the hit. Diversity is a good thing, but it needs to make sense in the context in which it is presented and assuming Forgotten Realms is the default, there’s nothing that sticks out like a sore thumb in this.

Besides, the black fighter guy is fucking badass.

Anyway, I made a decidedly unscientific survey of the images in the PHB, breaking it down some, along with my observations. I was looking at visible characters in the pieces, ignoring monsters, basically going on what I noticed, rather than poring over every page with a magnifying glass. Still, here’s the results:

Significant Male Illustrations Vs Significant Female Illustrations

MvF

Significant Illustrations by Race

Note that some illustrations were hard to tell and I gave them the benefit of the doubt. East Asian, Middle Eastern and African style illustrations were present but South Asian and Hispanic style illustrations were largely absent. Normally I’d hate to conflate PoC into one big thing, but it wasn’t especially useful with the sample size here to break it down more. ‘Green etc’ is to cover all the fantasy races with abnormal colours – such as drow and orcs.

racial

Titillation Index

The proportion of images that were, IMO, even mildly titillating or ‘impractical’ versus the number that weren’t. This is very subjective so I had to make a category for ones that weren’t – quite – either. Your opinion may fall either side of the spectrum on that.

Sexy

So what does all this mean, if anything?

D&D 5e has clearly catered – to a degree – to the small by vocal crowd who have been causing ructions. Whether that’s a good thing or a bad thing depends on your perspective. I like diversity, but have worried about it being done ‘just because’. 5e handles it about as well as we can expect I think, having the added bonus of not really being tied to any explicit setting as, say, something like Warhammer Fantasy Roleplay, Middle Earth or Game of Thrones would be. This gives D&D a bit more wiggle-room than a lot of settings to include diversity without shattering suspension of disbelief.

Not every game has that going for it and while D&D has handled it well the overall presentation isn’t that inspiring and since writing the review section of this post my opinion was swished the other way. Given that the better illustrations with more interest, inspiration and panache ARE the ‘sexier’ ones, perhaps the ability to excite and engage an audience has been sapped a little by this concern.

D&D always sells well, relatively speaking (even 4e) so it’s not a great benchmark for the rest the industry. It will, however, now be cited whenever someone wants to try and influence art direction in another project so the best I can suggest is wary, cautious optimism.

Review: D&D Starter Set

dnd_products_dndacc_starterset_pic3_enOoh! A box! This reminds me of some of the first games I ever bought! It’s about the same size as Car Wars, which was one of the first things I ever got. This bodes well!

Whoops! Feels a little light. I nearly threw it across the room picking it up. Still, it’s a pretty deep box… what… two and a bit inches deep?

Why is the R.Talsorian logo on the front?

Never mind that, let’s have a look.

Dragon! Excellent. That makes for a good cover – always. It’s a little… brown and washed out, but that’s the look of EVERY COMPUTER GAME EVER MADE these days so ‘the kids’ won’t care. No dungeons in evidence but there’s a washed out brown coloured dude fighting the washed out brown coloured dragon and that’s pretty good!

OK, let’s flip it over…

Still feels a bit light.

EXPLORE! PLUNDER! BATTLE! Sounds rad!

What do we get in here… adventure book (64 pages), rulebook (32 pages) or characters of level 1-5 (slightly better than Moldvay managed!) and 5 pregenerated characters – play from the box. A set of dice! Awesome, possibly destined to become the totemic dice of a new generation.

That can’t be all, can it? I mean, from the looks of the box there’s maps and a hint of a grid map. They must have forgotten something.

OK, let’s open it…

Bag of dice! Woot!

Pre-generated characters… OK… useful for reference material on the back but they’re a little… unexciting. Would it have been so difficult to add a bit of art to these? That would have helped a massive amount with making the sheets look exciting. Why not a tear-pad of blank sheets too, damn it?

OK… what else? D&D Encounters advert? What bloody stores? Where? Not for bloody miles. Support online play, finally, you flamin’ nongs. Get some online GM tools sorted out or buy someone else’s, goshdarnit.

vg-cats-is-brown_225x217.shklRule book… ok, let’s have a look at that. Well, it’s heartening that the basic rules can fit in such a small book but I’m not finding it especially inspiring. It’s still so, so, so brown and washed out. 3rd Edition had ‘dungeonpunk’ as a style, 4e was a bit over the top but this is just… I don’t know…. dull? Sorry whoever you are, art person, but this isn’t inspiring me in the same way the new rules are making me hopeful. It’s got nothing on Iron Kingdoms or the (now sadly defunct) output Rackham had. This is just… dull and inoffensive, lacking in discernible style and – judging from the way some of these characters are drawn and dressed (with no discernible style or gender) I’m going to guess that’s deliberate.

The adventure book is bigger than the rules. So what do we have in here? In the ‘Lost Mine of Phandelver’. Well the art’s a bit more lively, especially the monsters but really, what’s the point of these tiny, tiny gridded maps? Couldn’t you have put in some play-posters or tiles? If you’re producing tons of plastic minis for your board games, couldn’t you half-inch a few for this? Failing that, Gamma World and the Monster Vault had some really cool round tokens that people should make more of as a cheap alternative to minis. Wouldn’t hurt to make this look a bit more exciting!

Wait! There’s a white thing on the bottom of the box! Maybe there’s hidden treasures underneath!

Nope… it’s just filler. I suppose you could put other stuff in the box later on… but this is just disappointing.

Score
Style: 2 (Meh… on the plus side, I might play Wizball as a character concept because of the lack of colour)
Substance: 2 (Disappointing as hell)
Overall: 2.5/5

Final verdict: It’s serviceable, but dull, boring and artistically uninspiring. I don’t think as a kid presented with this I would be inspired or interested. It plays it safe and boring stylistically and, well…

I don’t know the key to success, but the key to failure is trying to please everybody.
– Bill Cosby

G&D: What would my D&D Look Like? (Part Ten)

Here’s a quick little example of play and a couple of things I realise I missed, so consider this an ‘appendix’ to this set of articles.

Experience

I quite like a ‘per session’ method of doing experience, but for this I’m not sure that would work. Time spent playing would seem to work better. So…

You gain one experience point per hour of play but experience must be spent between sessions and/or when your character has some ‘downtime’. Customisations are gained immediately.

Increasing a stat costs a number of points equal to: (Stat x2)+1. Swap negative numbers into positive numbers for working out the cost. It’s hard to overcome a weak start or to refine an already advanced statistic.

Skills cost equal to the current level, or 1.

Customisations are the equivalent of levels, you gain a customisation at 2 hours of play, then another 4 hours of play, then another 6 – and so on.

Sample Monster – Goblins

Weak, simple creatures that often end up dominated by stronger, nastier creatures, goblins breed like maggots in the bowels of the Earth.

Str -2
Dex +0
Con -2
Cha -2
Int -1
Wis +0
Com -3

Will +1 (+1)
Dodge +2 (+2)
Toughness +1 (-1)

One-Handed +2 (+3)
Block +2 (+2)
Stealth +1 (+1)

Combat Defence: 12
Mental Defence: 10
Physical Defence: 8

Hit Points: 3/6
Mana: 9

Customisation: Sneaky Bastards +1

Equipment: Shortsword +1 – Max Damage 10, leather armour +2.

Sample of Play

The ‘adventurers’ (let’s be generous and not call them looters) are searching The Great Dark Forest for the fabled ruins of Skor. The forest is notoriously overrun with goblins, not that they’ve found any yet. Nor have they found the ruins and they’re running out of food. Little do they realise – yet – that they’re on the patrol route of a small goblin unit.

Running low on rations they’ve sent Faliel the elven sorcerer out to trap small game on the grounds that ‘You’re an elf, you know about woods, n’ shit.’

GM: Game’s pretty scarce in the woods, between the goblins, predators and the lack of undergrowth beneath the thick leaf cover. You’re going to need to roll fifteen or better to catch anything.

Faliel: I don’t have survival or anything, but as an elf I get ‘Forest Hunter’ as a Customisation, so that gives me +1. I rolled 13, so that’s 14, not enough.

GM: It’s close. You’re in hot pursuit of a rabbit, charging through piles of dried leaves, when you make a dive to try and catch it in your hands it springs away, leaving you face down in the dirt. Could you make an Alertness roll for me please?

Faliel: *Tosses the dice* Uh… that’s a total of 18, assuming my Forest Hunter still counts.

GM: Cool. *Tosses a dice to see how sneaky the the goblins have been and only gets 11 total* OK. As you pick yourself up you notice that what you took to be an animal trail is not. Those footprints look humanoid. They also look fresh.

Faliel: Shit the bed. Goblins I bet. I’ll run back to camp as fast as I can to tell the others. Brigid! Derwen! Goblins!

Brigid: Shut the hell up you prancing gaylord, if there are goblins they’ll hear you!

Derwen: The hatchet-faced dwarf has a point Faliel. Come on, let’s go have a look. I know a little bit about tracking.

GM: OK, so what are you doing?

Brigid: Pack up our gear, stifle the fire, strap on our armour and have Faliel lead us back to the tracks. Yeah?

Derwen: Sounds good, let’s take it slow and careful though.

GM: OK, you break camp and slink through the forest, following Faliel’s directions until you arrive back at the spot he saw the tracks.

Derwen: I’ll check them out, you two stand guard.

GM: You don’t have Survival, but I’ll let you make an Alertness roll to see what you can find out. OK?

Derwen: Right *Rolls dice* 21 total.

GM: *Given that the goblins only rolled 11 the GM decides to spill the beans* You reckon it’s a regular patrol of five goblins, one seems a little bigger and heavier than the others. They come through here regularly and it can’t be too long before they come back.

Derwen: OK, I’ll repeat that to the others. Plus… I figure these goblins must have food of some kind. If we take them out we’ll be less likely to be interrupted in our explorations and we can keep them up for longer. If we set an ambush it shouldn’t be too hard. They’re just goblins.

Brigid: Sounds good to me, my axe thirsts for goblin blood!

Faliel: I’m… not a fan, but if you two protect me I suppose it could be OK.

Derwen: OK, so the plan is that we all hide around this path area, under the leaves or whatever. Me an Faliel catch them in a crossfire with magic and my crossbow. I’ll go for the leader. Brigid can charge whatever lives and keep them busy and off us.

GM: Alright, I’ll need you all to make a Stealth roll to see how effective an ambush you pull off. You’ll get to go first if you pull it off and you’ll get a combat pool depending how well you do.

Brigid: 12

Faliel: Ugh… 5.

Derwen: 8… man we suck at hiding.

GM: Well, they only get… shit, 1. So you have a massive advantage over this band of bored, chattering and squabbling goblins, so deep into telling a dirty joke about a milkmaid and a bull that they don’t see you, despite your shitty rolls. So that makes your combat pool… 22.

Derwen: Right, I ease up out of the leaves and let fly with my crossbow, aiming for the biggest one of the lot. I get… 22.

GM: Jesus fucking Christ… OK, that’s ten more than his defence so that’s ten points of damage. The goblin leader is just getting to the punchline when your barbed bolt takes him through the throat an he pitches over, gurgling and spewing blood. The other goblins start in shock.

Faliel: Shitbiscuits, how many more are there?

GM: Four.

Faliel: I’ll unleash a blast of pure magic into the midst of them. So that’s 50 ft range, 10 ft radius should be enough to hit them all. That’s… -11. Going to need some of that combat pool I expect. I roll… 14, -11 is 3. That’s going to do nothing unless I spend some points, but I’ll keep some back in case there are any reinforcements. So… I’ll take 12 out of the pool, that gives me 15. Hopefully that’s enough to at least weaken them.

GM: It’s enough to bloody all of them. You make your arcane gesture and hurl the bolt of magic into their midst. It explodes and tosses them in all directions, scorched and smoking.

Brigid: My turn. These goblins are AXING FOR IT! I charge out of the woods and cleave the head off one of the survivors as he gets up.

GM: That’s a -5 penalty and it won’t actually cut it off unless you roll high enough.

Brigid: OK, with the penalties I get 8. If they’re bloodied their defence is only 7, right, so I’ll spend another two points from the tactical pool to take that over the top to 3. Is that enough to kill him?

GM: Sure is. You lop off the goblins head and send it sailing into the leaves nearby. There’s three left, bloodied and bowed.

Brigid: Aren’t they shitting themselves? This was some serious shock and awe and I just cut a head off.

GM: Good point, tell you what, make an intimidation roll.

Brigid: Eh, only three total… I suck at this stuff.

GM: Well then, they’re not cowed, rather they hiss and vow revenge, drawing their rusty little shortswords.

The game continues…

G&D: What would my D&D look like? (Part Nine)

I guess you want an example of play after all, so, I guess your wish is my command. Here’s the example characters I’ll be using to do a play example:

Brigid Kunthamma

Strength: +1
Dexterity: -1
Constitution: +4
Charisma: -3
Intelligence: -1
Wisdom: -2
Comeliness: -2

Willpower +1 (-1)
Dodge +1 (+0)
Toughness +1 (+5)

One-Handed Weapons +1 (+0)
Block +1 (+2 – shield)
Alertness +1 (-1)
Athletics +1 (+2)

Customisations
Stonecunning +1
Axemistress +1

Combat Defence: 15 (Chainmail has protection 5 but is heavy, negating its bonus to dodge. It’s a trade off. A heavy shield does the same – protection 2 – but also gives a +2 to Block).
Mental Defence: 9
Physical Defence: 15

Hit Points: 8/15
Mana: 7

Battleaxe: Max damage 24

Faliel Redleaf

Strength: -2
Dexterity: +0
Constitution: -5
Charisma: -3
Intelligence: +2
Wisdom: +1
Comeliness: +0

Willpower +1 (+2)
Dodge +1 (+1)
Toughness +1 (-4)

One-Handed Weapons +1 (+1)
Alertness +1 (+2)
Lore +1 (+3)

Abjuration +2 (+4)
Evocation +5 (+7)

Customisations
Forest Hunter +1
Magic User (Access to magic)

Combat Defence: 11
Mental Defence: 12
Physical Defence: 6

Hit Points: 2/3
Mana: 13

Dagger +1, Max Damage 8.

Derwen Five-Fingers

Strength: -3
Dexterity: +4
Constitution: +0
Charisma: +3
Intelligence: +0
Wisdom: +1
Comeliness: +1

Willpower +1 (+2)
Dodge +2 (+6)
Toughness +1 (+1)

One-Handed Weapons +1 (+5)
Ranged Weapons +2 (+6)
Block +1 (+5)
Alertness +1 (+2)
Stealth +1 (+5)
Athletics +1 (-2)

Customisations
Shadow +1
True Shot +1

Combat Defence: 18 (Armour 2)
Mental Defence: 12
Physical Defence: 11

Hit Points: 4/7
Mana: 11

Short sword +1, Max damage 12
Heavy Crossbow +1, Max damage 16