Generic Slightly-Anime Fantasy Craft:Zelda Fortreaver

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Zelda Fortreaver[edit]

Giant Fist Martial Artist 6

22 yrs old. Height 15'3” Weight 520 lbs; Blonde Hair; Brown eyes

Size: Large

Action dice: 4d6

Speed: 60ft

Stats[edit]

STR 16 (+3) / DEX 12 (+1) / CON 16 (+3)

INT 12 (+1) / WIS 12 (+1) / CHA 12 (+1)


Fort +6 / Ref +4 / Will +5

Lifestyle: 4 (Panache 2 (+3 Apperance) + 1 Prudence + 1 Wisdom); total

Appearance +2

Legend: 2

Reputation: 4

Renown. 1


Interests:[edit]

  • Language - Gigantic
  • Culture: Island Stronghold Tribe
  • Language: Common
  • Interest: Archeology
  • Language: Ancient Titanic
  • Interest: Nature

Alignment: --

Combat[edit]

Init: +1 Reach: 3 BAB: +6 • Melee +9 / Ranged +7 /Unarmed +9


Defense: 18 DR: Edged 10, Ranged 10 Vitality Points: 90 / Wound Points: 24


Abilities[edit]

• Giant – Improved Stability: Considered 1 Size category larger for carrying capacity, Trample attacks, resisting Bull Rush and Trip attempts while standing firm.

• Giant – Natural Attack: Trample 1 natural attack. • Giant – Sterner Stuff: The keen quality of each attack made against you decreases by 4.

• Giant – Hurled Proficiency: Once per session, you may improve the Disposition of any 1 non-adversary NPC by 5.

• Fist – Attribute Training: The lower of your Strength or Wisdom scores increases by 1 (Wisdom.)

• Fist – Practiced Acrobatics: If you spend an action die to boost an acrobatics check and it still fails, you gain the die back after the action is resolved. Against multiple targets you only regain the dice if the check fails against all of them.

• Fist – Unarmed Proficiency: .

• Martial Artist - You can withstand massive physical punishment. You may spend up to 3 action dice when you Refresh, gaining 2 wounds per action die spent and an amount of vitality equal to the sum of the action dice results. You may also Refresh when you’re unconscious or dying.

• Martial Artist – Discipline of the Spirit: +1 bonus to Will. When an adjacent character scores a threat, you may spend 1 action die to activate a critical success.

• Martial Artist – Improved Reach: You strike opponents with rapid lunges, punch, and kick loose objects toward them, increasing the effective range of your melee and unarmed attacks.

• Martial Artist – Knife Hand: Your unarmed attack gains the armor-piercing 4 quality

• Proficiency 3rd – Fully Engaged: Punish an opponent who ignores him. When an opponent has been adjacent to the character for at least 1 round and not attacked him since his last Initiative Count, the character may roll damage twice, keeping the result he prefers.

• Proficiency 5th - Shove: The character uses an attack’s momentum to drive his opponent back. With a hit against a target of equal or smaller Size, the character pushes the target back 5 feet. He may follow to remain adjacent to the target or stay in his current location.


== Skills ==(Rank+ability)

• Acrobatics: 5 = 4+1

• Athletics: 7 = 4+3

• Impress: 6 = 3+2+1

• Intimidate: 3 = 2+1

• Investigate 3 = 2+1

• Notice: 6 = 5+1

• Resolve: 9 = 6+3

• Sense Motive: 3 = 2+1

• Sneak: 1 = 0+1

• Survival: 3 = 2+1


Feats[edit]

• Origin – Two-Hit Combo: At the start of your Initiative Count you may accept a -2 penalty with your attack and skill checks until the start your next Initiative Count. Once during that round you may take a half action to make 2 unarmed standard attacks.

• 1st – Martial Arts: Your unarmed attacks inflict 2 additional damage and gain +1 threat range. Also, you may choose one attribute, substituting that atribute’s modifier in place of Dexterity when calculating Defense (Con) and in place of Strength when making Unarmed attack checks.

• Basic Combat Feats – Combat Focus: You may double one of your attribute bonuses for a single attack, damage roll, or save. You may use this ability a number of times per sconce equal to the number of Basic Combat Feats.

• Style Feats – Comely: +1 Charism, +2 to Impress checks but suffer -2 to blend and disguise checks.

• Unarmed Combat Feat – Master’s Art: Unarmed attacks inflict 2 more damage and gain an additional +1 threat range. Also you my substitute the attribute chosen for Martial Arts in place of Dexterity when calculating Initiative, and in place of Strength when making unarmed damage rolls.

• Unarmed Combat Feat – Kicking Basics: You don’t become flat-footed when you fail Trip attempts and gain a stance. Shifting Footwork (Stance): When you make an unarmed attack, your target’s Dodge bonuses decrease to ½ normal (Rounded Down). You may also move 5 ft. each time you hit an opponent with an unarmed attack.


Gear[edit]

Carrying Capacity: Light 700 lbs, Heavy 2700,

Coin: 109 Silvers

[Prize] Line Breaker Bracers: A pair of bronze decorative bracers with a leather knuckle guard that goes over each hand. Enchanted by certain ogre tribes that put far more emphasis on melee combat and allow their warriors to close to melee without getting torn apart. Granted by a rather colorful oni blacksmith after she cleared out a cyclopean ruin that held some sacred significance to his tribe. (Greater Damage Resistance: Ranged) 15 points

[Prize] Shalihor Token: An ancient artifact discovered by Zelda on a search through the Equitorial ruin that dates back to the ancient giant civilization. It was some sort of defensive charm by them, though it was likely some sort of amulet talisman, though it is big enough to fit as a belt buckle for her. Made from gold and jade with some blocky runes embossing it with silver. (Greater Damage Resistance: Edged and +1 Defense) 23 point


Giant Backpack 20s

Flint & Steel 8s

Giant Grooming case 16s

Magnifying Glass 40s

Giant shovel 10s

Large Tent 20s

Giant Bedroll 10s

Hemp Rope x2 12s

Chalk x3 6s

Torches x10 4s

Cook’s Kit 10s

Rations x10 50s

Hearty Food x10 100s

Booze x5 75s

Spirits x5 75s

Spices 25s

Large Purse 20s


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