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==Ahori Companion== Personal Lieutenant (60 XP) Ahori. Fire-coloured Saurian priestess Saurian(T) New NPC (Medium Folk Walker — 60 XP): Str 12, Dex 12, Con 12, Int 10, Wis 14, Cha 10; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init II; Atk IV; Def II; Res I; Health III; Comp I; Skills: Athletics III, Notice III, Ride II, Sense Motive III; Qualities: aquatic I, class ability (Priest: saved! I), cold-blooded, darkvision I, devoted (Destruction I , Fire II, War II), dread, feat (Draconic heritage (Thick hide 3 p.234/13, Menacing Threat, all out attack, combat instincts, Expert Disarm), refund (free step -2XP), rend, telepathic. Attacks/Weapons: Tail slap I (reach 1), Bite I Gear: Jagged sword : Destruction I: Each of your melee and unarmed attacks gain the armour-piercing 1 traits : Fire II: gain fire resistance 6 and heat resistance 6, You may convert melee and unarmed attacks damage to fire damage and cast scorching ray once per scene : War II: You deal +2 damage with Jagged swords, You may cast mage Armor and true strike once per combat. Level 1 <nowiki>Str: 12/+1; Dex: 12/+1; Con: 12/+1; Int: 10/+0; Wis: 14/+2; Cha: 10/+0; Init: +1=0+1(dex) Melee: +2=1+1(str) Fort: +1=0+1(con) Health: 15 vit/12 wounds Ranged: +2=1+1(dex) Ref: +1=0+1(dex) Def: 11=10+0+1(dex) Comp: +0 Will: +2=0+2(wis) Size: Medium (1×1); Reach: 1; Speed: 30 ft. ground; Skills: Athletics III (Str) +5 = 4+1; Notice III (Wis) +6 = 4+2; Ride II (Dex) +3 = 3+0; Sense Motive III (Wis) +6 = 4+2 Qualities: aquatic I, class ability (Priest: saved! I), cold-blooded, darkvision I, devoted (Destruction I , Fire II, War II), dread, feat (Dragon heritage, all out attack, combat instincts, Expert Disarm), refund (free step -2XP), rend, telepathic. Attacks: Tail slap I [1d8/20] (p.235; reach 1), Bite I [1d8/18-20] (p.235) Gear: Jagged sword, hide shield (Guard +2)</nowiki> :Common Actions (In normal round may take either 1 full action or 2 half actions (see page 218) :: Ahori Def 11(13) | DR 3 | Vit 15/15 | Wounds 12/12 * Mage Armour (p.135) 1/combat | 1 Half Action | Personal/Touch | 1 hour (dissmissible) | +4 Gear bonus to defence * Scorching ray (p.145) 1/scene | 1 Half Action | short range attack, automatic hit | Instant | 3 rays at visible targets | each does 1d4 fire dmg (AP5) / 2 Casting Levels * True Strike (p.148) 1/combat | 1 Half Action | If next attack b4 end next round, +6 & error range -2 (min 0) * Jagged Sword (20) 1d20+2;1d8+3 | 1 Half Action | Lethal & AP1 & Can convert to fire damage | Bleed (Fort vs. dmg taken or bleed) | Hook (+2 Disarm) * Tail Slap (18-20) 1d20+2;1d8+1 | 1 Half Action | Reach+1 | AP1 & Can convert to fire damage * Bite (18-20) 1d20+2;1d8+1 | 1 Half Action | AP1 & Can convert to fire damage * Rend - Each time hit an adjacent opponent, may make a free attack against the same target * Dread - Each time an opponent attacks and misses, the opponent suffers 2 stress damage * Combat Instincts - Once per round when an adjacent opponent attacks you and misses, you gain a free attack against him. If this attack hits, it inflicts only 1/2 damage (rounded up). * All Out Attack: At the start of your Initiative Count you may accept a penalty with your attack and skill checks of up to –4 to gain an insight bonus with '''melee damage rolls equal to twice that number''' until the start of your next Initiative Count. If any of your attacks miss this round, you become flat-footed at the end of your current Initiative Count. * Threaten | Half Action | (w. Menacing Threat - You may Threaten up to 3 opponents at once. You roll only once for the action, while each opponent rolls to resist separately) - Try to humiliate an opponent within Close Quarters. The character makes an Intimidate check opposed by the opponent’s Resolve. If the character wins, the opponent suffers 1d6 stress damage; otherwise, the opponent gains a +1 bonus with his next attack against the character during the current combat. * Disarm - 1 Half Action | Attack Action | +6 with Jagged Sword(2) & Expert Disarm (4) | The character attempts to disarm an opponent. The opponent must be within the character’s Reach (he’s unarmed or using a melee weapon), or within Close Quarters (if he’s using a ranged weapon). The characters make an opposed Standard Attack check. If either character is holding his weapon with both hands he gains an additional +4 bonus. Also, the character with the bigger weapon gains a +4 bonus per Size category of difference (an unarmed character’s “weapon” is 2 Size categories smaller than him). If the character wins, the opponent is disarmed and his weapon lands in an adjacent square (per the Deviation Diagram); otherwise, the disarming character becomes flat-footed. * Expert Disarm (Feat p86) That’s your weapon now… Benefit: You gain a +4 bonus with Disarm attack checks and when you successfully disarm an opponent you may either choose the square in which his weapon lands or (if you’re adjacent to the opponent) catch and arm the weapon as a free action. Also, you don’t become flat-footed when you fail a Disarm action
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