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==Combat== | ==Combat== | ||
*AC: | *AC: 5 or 3 | ||
*HP: | *HP: 10 | ||
*Armor: | *Armor: Light with Shield or Medium with Shield, affects Hardiness(?) | ||
*Weapon: | *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== | ==Words and Gifts== |
Revision as of 02:57, 5 December 2019
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
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: 13
- Evasion: 14
- Spirit: 13
Power
- Effort: 2
- Influence: 2
- Dominion: 0
Combat
- AC: 5 or 3
- HP: 10
- Armor: Light with Shield or Medium with Shield, affects Hardiness(?)
- 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
- 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)
- Steel Without End
- Basic abilities