Editing FantasyCraft:Otters Ransom:Mushka
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=Mushka= | =Mushka= | ||
− | + | Male Drake-blooded Human Charismatic Corsair and Captain lvl 1 <Br/> | |
− | + | Medium Folk <Br/> | |
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==Physical Description== | ==Physical Description== | ||
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'''Special Attacks''' <Br/> | '''Special Attacks''' <Br/> | ||
::[name] [stats] <Br/> | ::[name] [stats] <Br/> | ||
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==Statistics== | ==Statistics== | ||
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:Crude reflex bow 22.5s 5lb | :Crude reflex bow 22.5s 5lb | ||
:30 standard arrows 10s 3lb | :30 standard arrows 10s 3lb | ||
− | '''Silver''': | + | '''Silver''': 72<Br/> |
'''Legend''' +1 (0 class) <Br/> | '''Legend''' +1 (0 class) <Br/> | ||
'''Reputation''': 2<Br/> | '''Reputation''': 2<Br/> | ||
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Ahori. Fire-coloured Saurian priestess | 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 | + | 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, fearsome, feat (Draconic heritage (Thick hide 3 p.234/13, Menacing Threat, all out attack, combat instincts), refund (free step -2XP), rend, telepathic. |
Attacks/Weapons: Tail slap I (reach 1), Bite I | Attacks/Weapons: Tail slap I (reach 1), Bite I | ||
Gear: Jagged sword | Gear: Jagged sword | ||
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Size: Medium (1×1); Reach: 1; Speed: 30 ft. ground; | 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 | 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 | + | Qualities: aquatic I, class ability (Priest: saved! I), cold-blooded, darkvision I, devoted (Destruction I , Fire II, War II), dread, fearsome, feat (Dragon heritage, all out attack, combat instincts), refund (free step -2XP), rend, telepathic. |
Attacks: Tail slap I [1d8/20] (p.235; reach 1), Bite I [1d8/18-20] (p.235) | Attacks: Tail slap I [1d8/20] (p.235; reach 1), Bite I [1d8/18-20] (p.235) | ||
− | Gear: Jagged sword | + | Gear: Jagged sword</nowiki> |
:Common Actions (In normal round may take either 1 full action or 2 half actions (see page 218) | :Common Actions (In normal round may take either 1 full action or 2 half actions (see page 218) | ||
− | :: Ahori Def 11 | + | :: Ahori Def 11 | 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 | * 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 | + | * Scorching ray (p.145) 1/scene | 1 Half Action | short range attack | Instant | 3 rays at visible targets | each does 1d4 fire dmg / 2 Casting Levels |
− | * True Strike (p.148) 1/combat | + | * True Strike (p.148) 1/combat | If next attack b4 end next round, +6 & error range -2 (min 0) |
− | * Jagged Sword (20) 1d20+2;1d8+ | + | * Jagged Sword (20) 1d20+2;1d8+2 | 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 | + | * Tail Slap (18-20) 1d20+2;1d8 | 1 Half Action | Reach+1 | AP1 & Can convert to fire damage |
− | * Bite (18-20) 1d20+2;1d8 | + | * Bite (18-20) 1d20+2;1d8 | 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 | * 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 | * 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). | * 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). | ||
+ | * Fearsome - 3/scene, invoke fear in all opponents who can see or hear him. Each target suffers 1d6 stress damage and must make a Will save (DC 20) or become frightened. | ||
+ | * Menacing Threat | ||
* 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. | * 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 | + | * Threaten (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 | + | * Disarm - 1 Half Action | Attack Action | 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. |
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==Notes== | ==Notes== | ||
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:Nature of the war deity | :Nature of the war deity | ||
:Lieutenant - format | :Lieutenant - format | ||
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