G2W: Arthan: Difference between revisions
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===Foci=== | ===Foci=== | ||
* Trapmaster L1 | |||
** Once per scene, reroll any failed saving throw or skill check related to traps or snares. | |||
** Given five minutes of work you can trap a portal, container, passageway, or other relatively narrow space with foot snares, caltrops, toxic needles, or other hazards. Non-lethal traps cause the first victim to trigger it to lose a round of actions while dangerous ones inflict 1d6 damage plus twice the character’s level, with an appropriate saving throw for half. Only one such improvised trap can be maintained at a time. More fearsome traps may be laid with congenial circumstances and the GM’s permission. | |||
* Armsmaster L1 | * Armsmaster L1 | ||
** You can Ready a Stowed melee or thrown weapon as an Instant action. | ** You can Ready a Stowed melee or thrown weapon as an Instant action. | ||
** You may add your Stab skill level to a melee or thrown weapon’s damage roll or Shock damage, assuming it has any to begin with. | ** You may add your Stab skill level to a melee or thrown weapon’s damage roll or Shock damage, assuming it has any to begin with. | ||
===Magic Powers=== | ===Magic Powers=== |
Revision as of 15:38, 14 February 2023
- Main Page; Gateway to the West:Main_Page
- Name: Arthan
- Class: Partial Expert/Partial Mage
- Level: 1
- XP: 0
- Age: 20
- Languages: Common (native), Trade Cant, Sargine
- Background: Scholar
- Description:
Attributes:
- Strength 12
- Dexterity 14 (+1)
- Constitution 12
- Intelligence 15 (+1)
- Wisdom 12
- Charisma 11
Other Stats
- Movement Rate:
- HP: 6/6
- System Strain:
- AC: 11
- BAB: +0
- Attacks:
- Saves:
- Evasion: 14
- Mental: 15
- Physical: 15
- Luck: 15
Skills
- Administer-0 (BKGD)
- Connect
- Convince
- Craft
- Exert
- Heal
- Know-0 (BKGD)
- Lead
- Magic-0 (CLASS)
- Notice-0 (FOCUS)
- Perform
- Pray-0 (BKGD)
- Punch
- Ride
- Sail
- Shoot
- Sneak
- Stab-0 (FOCUS)
- Survive
- Trade
- Work
Foci
- Trapmaster L1
- Once per scene, reroll any failed saving throw or skill check related to traps or snares.
- Given five minutes of work you can trap a portal, container, passageway, or other relatively narrow space with foot snares, caltrops, toxic needles, or other hazards. Non-lethal traps cause the first victim to trigger it to lose a round of actions while dangerous ones inflict 1d6 damage plus twice the character’s level, with an appropriate saving throw for half. Only one such improvised trap can be maintained at a time. More fearsome traps may be laid with congenial circumstances and the GM’s permission.
- Armsmaster L1
- You can Ready a Stowed melee or thrown weapon as an Instant action.
- You may add your Stab skill level to a melee or thrown weapon’s damage roll or Shock damage, assuming it has any to begin with.
Magic Powers
Class Abilities
- Quick Learner
- When you advance a character level, you gain an extra skill point which may only be spent on gaining or improving non-combat skills or raising attributes. You may save this point to spend later if you wish.
Equipment
- Readied:
- Stowed:
- Money: