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Ten Hidden Orbs:Qiulong
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[[Ten_Hidden_Orbs|Main Page]] [[File:Qiulong.jpg|thumbnail]] == Qiulong == *'''Level:''' 1 *'''Goal:''' *'''Aspect:''' Wood *'''Effort:''' [ ][ ] == Facts == '''Origin:''' Street kid from a Satrapy world with a mostly human population. '''Past:''' Con artist with a knack for legerdemain and brawling. '''Relationship:''' Has earned the grudging respect of Tepet Nuiyal, the junior officer he "commandeered" a Warstrider from. == Attributes == {| class="wikitable" |- ! ! Strength ! Dexterity ! Constitution ! Intelligence ! Wisdom ! Charisma |- | '''Score''' | 14 | 16 | 16 | 13 | 16 | 13 |- | '''Modifier''' | +1 | +2 | +2 | +1 | +2 | +1 |- | '''Check''' | 7 | 5 | 5 | 8 | 5 | 8 |} == Hit Points == {| class="wikitable" |- ! Current ! Maximum |- | 10 | 10 |} == Armor == *Immediate Foresight *AC: 3 *Type: Unarmored *Shield: None *Description: While Qiulong has no need of the armor he was issued, the nature of his job usually requires him to wear his dress uniform. == Attacks == *Base Attack Bonus: +1 *Fray Die: 1d8 {| class="wikitable" |- ! Description ! Attribute ! Attack Bonus ! Damage |- | Monofilament Short Sword | Dex | +2 | 1d10+3 |- | Martial Arts of the Imperial Legions | Dex | +2 | 1d10+3 |} == XP, Dominion, and Wealth == '''Wealth:''' 0 '''XP:''' 0 XP Log: '''Dominion:''' 0 Dominion Log: '''Influence:''' 2 Influence Log: == Saving Throws == {| class="wikitable" |- ! ! Base ! Mod ! Armor Penalty ! Final Save |- | '''Hardiness''' | 15 | 2 | 0 | 13 |- | '''Evasion''' | 15 | 2 | 0 | 13 |- | '''Spirit''' | 15 | 2 | 0 | 13 |} == Words == {| class="wikitable" |- ! Word ! Inherent Bonus |- | Fertility | May set Constitution score to 16, or 18 if it's already 16 or higher. Has perfect control over own reproduction. Has invincible defense against wooden weapons and objects, vegetal monsters, and plant-based toxins. |- | Time | Always knows the exact time, and are immune to any uses of this word to affect or scry on them. May set Wisdom score to 16, or 18 if it's already 16 or higher. |- | Sword | May treat all weapon or unarmed attacks as magical, cannot be disarmed, and can summon any melee weapon they've ever used immediately to hand as an Instant action. |} == Divine Gifts == {| class="wikitable" |- ! Gift ! Word ! Effect |- | A Second Spring | Fertility | Action, Commit Effort for the day. All allies in sight are refreshed, regaining vigor as if well-fed and rested and healing 1d6 hit points of damage plus the Godbound's level. Unlike most healing effects, recipients need not commit Effort to benefit from this blessing. |- | A Sense of Ash | Fertility | On Turn, Commit Effort. You sense all poisons, plagues, environmental damage, or curses on the land within sight. You gain an impression of the persons or causes responsible for them if they are not otherwise concealed by magic. You recognize diseased or disease-inflicting creatures on sight and can determine what plague afflicts them or that they inflict on others. |- | Immediate Foresight | Time | Constant, You cannot be surprised. Your natural armor class is 3, as you instinctively avoid foreseen blows. Armor and shields don't aid this AC. |- | Look Forward | Time | Action, Commit Effort for the day. Ask a question about a situation’s future outcome or the future actions of a person you’ve seen before. The GM gives a one-sentence answer regarding the most probable outcome or actions that seems likely to them. |- | Contempt of Distance | Sword | Constant, Your movement action can take you to any point in movement range,provided the path is unobstructed and there’s a target to hit at the end of the move. A hero could thus dash straight to a rooftop or balcony without navigating the physical route there. Foes too far away to reach in one round can be pursued over multiple rounds, but they must be attacked once reached. This pursuit can even extend into the air, supporting the hero until they defeat their enemy or choose to disengage, whereupon they land safely at a point below. |- | Steel without End | Sword | Constant, All your melee weapon attacks are treated as magic weapons doing a 1d10+1 damage die, including unarmed attacks. As with all weapon-boosting gifts, you may use any attribute to modify attacks made in this way, provided you can explain how it is relevant to your style. |}
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