World of Onn FRPG
G'Thunk

Description

Male Giantkin, 1st level Fighting-man
G’Thunk G’Splat




+2

17

Strength

0
12

Intelligence

+1
13

Wisdom

+1
14

Dexterity

0
11

Constitution

0
12

Charisma

RACE & CLASS FEATURES

Favored Class
Giantkin have unlimited advancement in the Barbarian, Druid, Fighting-man and Ranger classes.

Hit Die Adjustment
Due to their powerful build, Giantkin roll d6’s for hit points when a member of any Magic-user class instead of d4’s.

Weapon/Armor Restrictions
Armor made for a Giantkin weighs twice as much as normal and has twice the cost. Two-handed weapons other than pole-arms can be used one-handed with full benefit.

Larger than Man-size
Giantkin take up a space equal to 10 ft x 10 ft, but can reach 2 ranks with their normal attacks and 3 ranks when using a pole-arm or spear. They have double the carrying capacity of a Man.

Languages
Common and Gaintish.

Fighting-man Combat Options
Fighting-men learn one combat option at 1st level. Additional combat options are gained at 5th level and every 5 levels beyond.

Strike Mighty Blow (CO)
When using a two-handed melee weapon, you gain a +1 damage bonus.

Weapon Mastery (Two-handed Sword)
You gain a +1 to hit when wielding a Two-Handed Sword.

Weapon Mastery (Maul)
You gain a +1 to hit when wielding a Maul.




HIT POINTS



Current
8

Maximum

8

Death

-8

HD

d8

18

Armor Class

+1

Base Attack Bonus

d20+1

Initiative Base

14

Dodge

15

Ego

14

Toughness

30%

System Shock

NOTES

Background
Shunned by the giant tribe he was born into, G’thunk was given in trade to an Ogre tribe. While still young the ogre tribe was wiped out and he was taken in by one of the mercenaries hired to end the ogres’ pillaging. Raised in a strict warrior household in the Norsicaran village of Bot, G’thunk grew into a powerful youth, aided by his giantish heritage. He now seeks his fame as an adventurer.

Misc. Notes
.

DUNGEONEERING SKILLS
+0

Appraisal (Int)

-4

Climbing (Con, ASP,)

+1

Detect Hidden (Wis)

+0

Decipher Writing (Int)

+0

Disarm Trap (Int)

+0

Healing Kit (Int)

-2

Jump/Leap (Str, ASP)

+0

Listening (Int)

+0

Lore and Traditions (Int)

+2

Open Doors (Str)

+1

Pick Locks (Dex)

-3

Sneaking (Dex, ASP)

-4

Swimming (Con, ASP)

-3

Tumbling (Dex, ASP)

+1

Wilderness Survival (Wis)




EXPERIENCE POINTS



Earned
0

Next Level

2,000

P.R.

Str

XP Bonus

+5%

WEAPONS & ARMOR

Two-handed Sword
AB 4, Dmg 1d103, SF 6, 15 lbs

Maul
AB 4, Dmg 1d84, SF 5, 15 lbs

Sling
AB 2, Dmg 1d32 (stone) or 1d4+2 (bullet), SF 1, 1 lb

Chain Shirt
AC 614, Light, SP -2, 70 lbs

Medium Shield
AC Bonus -2[+2], Medium, SP -2, 10 lbs

Great Coat
AC Bonus -1[+1], No Armor Type, SP 0, 10 lbs

Chain Coif
AC Bonus Covers head, No Armor Type, SP Special, 10 lbs

MOVEMENT

Weight

201

Move/Turn

160ft

Move/Round

40ft

EQUIPMENT (+30 lbs to weight)

Backpack
Standard explorer’s pack

Clothes

Iron Rations
One weeks’ worth of food

Bedroll

Candles

Flint & Steel

10 ft Pole

2 Waterskins

Grapple Hook

50 ft Hemp Rope

10 Iron Spikes and Small Hammer

1 Pouch of 100 Marbles

MONEY

Platinum

0

Gold

11

Silver

8

Copper

0

Bio