SHoD PC06A: Difference between revisions
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==Derived Stats== | ==Derived Stats== | ||
Walking Pace [[file:d4a.png|20px]] / Flying Pace [[file:d12a.png|20px]] Running [[file:d6a.png|20px]] || Parry [[file: | Walking Pace [[file:d4a.png|20px]] / Flying Pace [[file:d12a.png|20px]] Running [[file:d6a.png|20px]] || Parry [[file:d8a.png|20px]] || Size - [[file:d3b.png|20px]] || Toughness [[file:d8a.png|20px]] (3) | ||
==Skills== | ==Skills== |
Revision as of 18:55, 24 June 2024
Flying Unicorn, Miniaturized Prototype - or F.U.M.P.
Ancestry | Homunculus | Seasoned
Traits: Construct, Very Small, Darkvision, Horn, Fearless, Extradimensional Space
Attributes
Agility || Smarts
|| Spirit
|| Strength
|| Vigor
Derived Stats
Walking Pace / Flying Pace
Running
|| Parry
|| Size -
|| Toughness
(3)
Skills
Athletics || Notice
|| Stealth
|| Fighting
Languages
Sylvan (Native) | Common | Elven
|
Traits
- Very Small - Very Small races (Size −3) have a maximum Strength of d6. They subtract 3 from their Toughness and damage rolls (melee, ranged, magic, etc.) Gear made for Very Small characters weighs and costs a quarter the listed value. Reduce the Min Str for Very Small Armor three die types (minimum d4).
- Construct - Constructs are artificial beings made of inorganic material. They add +2 to recover from being Shaken, ignore one level of Wound modifiers, don’t breathe, and are immune to disease and poison. Wounds must be mended via the Repair skill. Each attempt takes one hour per current Wound level and ignores the “Golden Hour.”
- Darkvision: The species can see in the dark a short distance, ignoring all illumination penalties and up to 2 points of penalties from invisibility or similar powers within 10" (20 yards) distant.
- Horn: Natural Weapon, d4+Str damage
- Fearless: Homunculi are immune to Fear and Intimidation.
- Extradimensional Space: Pocket dimension roughly equivalent to a normal-sized person's backpack.
Edges
- Dodge: '−2 to be hit by ranged attacks.
- Improved Extraction: Three adjacent foes don’t get free attacks when you withdraw from combat.
- Trademark Weapon (Horn): +1 to Fighting with a specific weapon; +1 Parry while weapon is readied. Note: given by Familiar at Novice Rank.
- Improved Trademark Weapon (Horn): The attack and Parry bonus increases to +2. Note: given by Familiar at Seasoned Rank.
Equipment/Gear
Armor
- Scale Barding (3)
Weapons
- Horn - d4+Str-3; Natural Weapon; Add +4 damage at the end of one Fighting action in which it Runs, moves at least 5″(10 yards), and successfully hits with its horn.