Difference between revisions of "Fiora Cellini"

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(Started update to level 2)
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5’ 9” Brown Hair, Brown Eyes
 
5’ 9” Brown Hair, Brown Eyes
 
Nation of origin: Vissio
 
Nation of origin: Vissio
 +
Level 2
  
 
Attributes: (as rolled: 8, 13, 18, 15, 17, 12)
 
Attributes: (as rolled: 8, 13, 18, 15, 17, 12)
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Saving Throws:
 
Saving Throws:
Hardiness 13
+
Hardiness 12
Evasion 12
+
Evasion 11
Spirit 13
+
Spirit 12
  
 
Facts:
 
Facts:
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Weapons:
 
Weapons:
 
Type Attribute  Attack Bonus  Damage
 
Type Attribute  Attack Bonus  Damage
Bow Dex       +4   1D10+3  
+
Bow Dex       +5   1D10+3  
Dirk    Dex       +4   1D6+3
+
Dirk    Dex       +5   1D6+3
 
Fray Die: 1D8
 
Fray Die: 1D8
Base Attack: +1
+
Base Attack: +2
  
 
Resources:
 
Resources:
Effort: 2
+
Effort: 3
Influence: 2
+
Influence: 3
Dominion: 0
+
Dominion: 1
 
Wealth: 0
 
Wealth: 0
  

Revision as of 21:59, 24 February 2018

Name: Fiora Cellini 5’ 9” Brown Hair, Brown Eyes Nation of origin: Vissio Level 2

Attributes: (as rolled: 8, 13, 18, 15, 17, 12) STR: 13 Mod +1 Check 8 Dex: 18 Mod +3 Check 3 Con: 17 Mod +2 Check 4 Wis: 12 Mod +0 Check 9 Int: 15 Mod +1 Check 6 Cha: 16 Mod +2 Check 5 (Note: Cha Raised from 8 to 16 due to Passion Word)

Saving Throws: Hardiness 12 Evasion 11 Spirit 12

Facts: Origin: Vissian merchant family in the city of Venosa Past Career: condottiere mercenary Relationship: Decimus Tullius of The Patrian Empire Goal: Broker a truce between Vissio and the raiding tribes from The Howlers. If that fails, destroy them.

AC: 3 (from Divine Gift Walk Between the Rain)

Weapons: Type Attribute Attack Bonus Damage Bow Dex +5 1D10+3 Dirk Dex +5 1D6+3 Fray Die: 1D8 Base Attack: +2

Resources: Effort: 3 Influence: 3 Dominion: 1 Wealth: 0

Words: Alacrity, Bow, Passion

Divine Gifts: Alacrity: All Directions As One: You can navigate vertical or overhanging surfaces as if they were flat ground. You can pass through rough terrain effortlessly. You have an invulnerable defense against being pushed or made to fall. Walk Between the Rain: Your natural AC is 3. You cannot be hit by anything not driven by a purpose unless you allow it; falling objects will never strike you unless some will to harm you set them in motion. Traps meant to hit an intruder have a chance to hit you. Armor and shields don't benefit you.

Bow: Omnipresent Reach:(constant) Your ranged weapons have a maximum range as far as your natural line of sight. Your missile weapons always do at least 1d10 damage and are treated as magical weapons. Even without a bow or gun, you may cast bolts of force or conjured weapons for 1d10 damage. The pistols and rifles of the Bright Republic work for you even in the absence of an etheric node's stabilizing effect.

Bolt of the Invincible Skill: (instant) You always hit an unaware or inanimate target, no matter how small or how far under cover it may be. Optionally, you may Commit Effort to the end of the scene to ensure that your current or next ranged attack does maximum damage and hits on anything but a natural roll of 1.

Passion: Heart of the Lion: You have an invincible defense against fear and all unwanted emo- tion-affecting effects. You may Commit Effort for the scene as an Instant action to share this immunity with all allies within 100 yards.

Banner of Passion: Commit Effort. All NPCs who are lesser foes within earshot or sight are suffused with a powerful emotion of your choice, directed at the object of your choosing. Worthy foes get a Spirit saving throw each round to throw it off. This emotion will make them act to the limits of their character and will last at least a day after the effort is reclaimed.