Bree: Difference between revisions
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*****group of NPCs of lesser foes will instinctively obey | *****group of NPCs of lesser foes will instinctively obey | ||
*****if strangeness is brought up then NPCs may get Spirit saving throw | *****if strangeness is brought up then NPCs may get Spirit saving throw | ||
***Soldier's Faithful Heart | |||
****Constant | |||
****Creature of equal or fewer hit dice than level finds oath totally binding if oath is made freely | |||
****Only magical coercion can force them to disobey or betray | |||
****Can only affect one hundred (100) people per level | |||
*Sun | *Sun | ||
**Basic abilities | **Basic abilities | ||
Line 78: | Line 83: | ||
****Allied NPCs gain +1 hit die and +1 to hit | ****Allied NPCs gain +1 hit die and +1 to hit | ||
****allies aware of your wishes | ****allies aware of your wishes | ||
*Sword | *Sword | ||
**Basic abilities | **Basic abilities | ||
Line 101: | Line 101: | ||
****move towards enemy as long as attack | ****move towards enemy as long as attack | ||
****move full movement anywhere, without navigating path (such as to a rooftop or in the sky) | ****move full movement anywhere, without navigating path (such as to a rooftop or in the sky) | ||
**Nine Iron Walls | ***Nine Iron Walls | ||
***Instant | ****Instant | ||
***Commit Effort for scene | ****Commit Effort for scene | ||
***Invincible defense against all physical attacks until the next round | ****Invincible defense against all physical attacks until the next round | ||
***does not apply to environmental hazards, spells, or other non-attack sources of harm | ****does not apply to environmental hazards, spells, or other non-attack sources of harm | ||
***Can be used after a successful hit | ****Can be used after a successful hit | ||
*Apotheosis | *Apotheosis | ||
**Receive the Incense of Faith - Constant | **Receive the Incense of Faith - Constant |
Revision as of 17:03, 4 January 2020
Facts
- Background: noble who took up the cause(s) of the downtrodden peasants & serfs as a reluctant fighter
- Profession: Brupek noble
- Relationship: strained relationship with family & aristocracy as she left/abandoned her inheritance/claim OR other resistance/rebellious sects
- Lead Knights of _____
Attributes
- Strength 14 +1
- Dexterity 13 +1
- Constitution 16 +2
- Intelligence 10 +0
- Wisdom 13 +1
- Charisma 16 +2
Skill Rolls
- Strength 7
- Dexterity 8
- Constitution 5
- Intelligence 11
- Wisdom 8
- Charisma 5
Saving Throws
- Hardiness: 12
- Evasion: 13
- Spirit: 12
Power
- Effort: 3
- Influence: 3
- Dominion: 3 (1 free)
- Train Implausible Mob - Elite
- Experience: 5
Combat
- AC: 5 or 3
- HP: 10
- Armor: Light with Shield or Medium with Shield, affects Hardiness(?)
- Attack Bonus: +4
- Weapon: Sword
- +2 to Hit with Charisma, flashy & witty banter while dueling
- +2 to hit with Constitution, defensive and stalwart style
- 1d10+3 damage
- Fray: 1d8
Words and Gifts
- Command
- Basic abilities
- Charisma up to 16 or 18
- Communicate with ANY intelligent creature (Understanding and being understood)
- does not guarantee obedience
- Gifts
- The Lines of Rule
- No Effort
- spot true leader in any group or social context
- Commit Effort
- group of NPCs of lesser foes will instinctively obey
- if strangeness is brought up then NPCs may get Spirit saving throw
- No Effort
- Soldier's Faithful Heart
- Constant
- Creature of equal or fewer hit dice than level finds oath totally binding if oath is made freely
- Only magical coercion can force them to disobey or betray
- Can only affect one hundred (100) people per level
- The Lines of Rule
- Basic abilities
- Sun
- Basic abilities
- May shed daylight up to 200 feet
- Cannot be blinded or vision impaired by darkness or mists
- invincible defense against fire damage
- vision can pierce blindfolds or survive physical removal of the eyes
- Gifts
- Body of Burning Light
- Commit effort
- gives AC 3 against creatures with sight
- weapons & attacks count as magical, 1d10 minimum damage, range of 200 feet
- sunlight for susceptible creatures
- Hope of the Dawn
- Commit Effort
- you and allies gain Morale 12 and invincible defense against magical emotional influence
- Allied NPCs gain +1 hit die and +1 to hit
- allies aware of your wishes
- Body of Burning Light
- Basic abilities
- Sword
- Basic abilities
- all weapon or unarmed attacks are magical
- cannot be disarmed
- can summon any melee weapon ever used to hand as an Instant Action
- Gifts
- Steel Without End
- Constant
- all weapons do 1d10+1, may use any attribute if relevant to style
- Thirsting Razor
- Commit Effort
- On Turn
- always hit lesser foes with melee attack, but only actual melee
- no need to roll to hit
- Contempt of Distance
- Constant
- move towards enemy as long as attack
- move full movement anywhere, without navigating path (such as to a rooftop or in the sky)
- Nine Iron Walls
- Instant
- Commit Effort for scene
- Invincible defense against all physical attacks until the next round
- does not apply to environmental hazards, spells, or other non-attack sources of harm
- Can be used after a successful hit
- Steel Without End
- Basic abilities
- Apotheosis
- Receive the Incense of Faith - Constant
- Able to be worshiped.
- Receive the Incense of Faith - Constant