Fill This In Yourself

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Kastalos the Untouchable[edit]

  • Background: Thug (Professional duelist)
  • Appearance:
  • Description:
  • Goal:
  • Class: Warrior
    • Killing Blow

Whenever a Warrior inflicts damage with any attack, spell, or special ability they may add half their character level, rounded up, to the damage done. This damage is also added to any Shock they may inflict. Combined with Foci meant to improve Shock attacks such as Armsmaster, Close Combatant, or Shocking Assault, this ability ensures that an experienced Warrior will almost always kill any ordinary human soldier or minor monster, regardless of their attack roll result.

    • Veteran’s Luck

Once per scene, as an Instant action, the Warrior may turn a missed attack they have made into a hit. Alternately, they may turn a successful attack against them into a miss, also as an Instant action. This ability is particularly lethal when used with the Make a Snap Attack action and leveled against weaker monsters or ordinary human warriors, as explained on page 44. Only one exercise of this ability is possible in a scene, either to force a miss or ensure a hit on a foe; both options may not be employed in the same fight. A Warrior may use this ability with crew-served weapons they are assisting in firing. This ability cannot be used to negate environmental damage or damage done to a vehicle or mount they are riding.

    • Slayer

Your hit rolls are always successful against any creature with equal or fewer hit dice than you have levels, assuming it’s physically possible for your weapon to harm them

    • Unbroken

Once per day as an Instant action, when reduced to 0 hit points or affected by hostile magic, you can negate the magical effect or push through the injury. Using this ability reduces you to 1 HP.

    • Heroic Warrior’s Fray

Once per round, as an On Turn action, inflict 1d8 damage plus your level on any one target within reach of any of your Readied weapons, provided they have equal or fewer hit dice than you have levels. This damage is not modified by any ability or bonus, and can affect any creature who could be hurt by that Readied weapon.

    • Heroic Resilience

+12 HP (included)

    • Heroic Reflexes

Heroic PCs always win initiative at the start of hostilities unless their foes successfully ambush them or otherwise have the drop on the group

    • Heroic Determination

Once per scene, as an On Turn actions, a Heroic PC can accept a point of System Strain to automatically heal 1d8 hit points of damage plus their character level. This can return them to the fray from a Mortally Wounded condition. Outside of combat, they can use this ability as often as they like during a five-minute rest, assuming they have the System Strain to support it.

  • HP: 32+con bonus/X
  • System Strain: X/X
  • Level: 3
  • XP: X/X

Attributes[edit]

  • Strength: 10 (+/-0)
  • Dexterity: 14 (+1)
  • Constitution: 14 (+1)
  • Intelligence: 7 (-1)
  • Wisdom: 9 (+/-0)
  • Charisma: 11 (+/-0)

Combat[edit]

  • Movement:
  • Armor: (List the actual armor + shield worn)
    • AC: 18 (+shield, if any)
  • Base Attack Bonus +3
  • Weapon:
    • +X, XdX+X. Shock: Range:
  • Weapon:
    • +X, XdX+X. Shock: Range:
  • Physical: 14
  • Evasion: 14
  • Mental: 15
  • Luck: 15

Abilities[edit]

Skills[edit]

  • Connect - 0
  • Sneak - 0
  • Stab - 2

Foci[edit]

  • Impervious Defense
    • Whether through uncanny reflexes, remarkable luck, supernatural

heritage, or magical talent, you have natural defenses equivalent to high-quality armor. The benefits of this Focus don’t stack with armor, though Dexterity or shield modifiers apply. Level 1: You have an innate Armor Class of 15 plus half your character level, rounded up. (AC 17+dex+shield)

  • Close Combatant
    • You’ve had all too much practice at close-in fighting and

desperate struggles with drawn blades. You’re extremely skilled at avoiding injury in melee combat, and at level 2 you can dodge through a melee scrum without fear of being knifed in passing. Level 1: Gain any combat skill as a bonus skill. You can use knife-sized thrown weapons in melee without suffering penalties for the proximity of melee attackers. You ignore Shock damage from melee assailants, even if you’re unarmored at the time, but invoking this benefit disrupts any spellcasting you might do that round due to the need for violently active evasion.

  • Nullifier
    • Something about your hero interferes with easy use of

magic on them. It may be a strangely powerful birth blessing, a particular supernatural bloodline, or simple occult incompatibility. This Focus cannot be taken by Mages or Partial Mages. Level 1: You and all allies within twenty feet gain a +2 bonus to all saving throws against magical effects. As an On Turn action, you can feel the presence or use of magic within twenty feet of you, though you can’t discern details about it or the specific source. The first failed saving throw against a magical effect you suffer in a day is turned into a success.


Gear[edit]

  • Readied Items:
    • Total: X/X
  • Stowed Items:
    • Total: X/X

Miscellanea[edit]

Notes[edit]

Assets[edit]