Alchidai the Hunter

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Alchidai the Hunter

Short description or Background

  • Partial Warrior - Partial Expert L3
  • Background: Wanderer
  • Class Ability: Quick Learner
  • Languages: X, Y
  • XP:

Attributes

  • Strength 13 (+0)
  • Intelligence 10 (+0)
  • Wisdom 11 (+0)
  • Dexterity 16 (+1)
  • Constitution 14 (+1)
  • Charisma 7 (-1)

Skills

  • Notice - 0
  • Shoot - 1
  • Sneak - 1
  • Survive - 1
  • X banked SP 3?

Foci

  • Ghost Archer Style Level 1

You have developed a profound spiritual connection to the concept of the bow. You suffer a -4 penalty to hit with all non-bow or non-crossbow weaponry. Level 1: Gain Shoot as a bonus skill. As an On Turn action, generate a spiritual copy of any bow you’ve ever fired; this copy has no encumbrance and vanishes when it leaves your hands but has all the properties of the original bow. Once a specific bow has been copied by a style practitioner, no one else can manifest that bow until the practitioner is dead. These bows generate their own magical ammunition, though the arrows have no separate hit or damage bonus. You may fire this bow normally even when meleed by a foe.

  • Master Tracker Level 1

You have an instinctive sense for the trails of those whom you would pursue. Level 1: Gain Survive as a bonus skill. You can follow any trail created within the past day in a city or past week in the wilderness, detecting even the minutest traces of passage and ignoring the obfuscations of weather or water. You can identify numbers of creatures from trail sign and their general physical shape and condition.

  • Night Walker Level 1

You have a deep affinity for evening hours and dark places, and can function well in the deepest gloom. L1: Gain Sneak. Can see normally in all but pitch blackness. When blinded, you can function as if you had sight to 30'. You are fully aware of your surroundings while you sleep and can wake at will.

  • Trapmaster Level 1

You have uncommon expertise in handling traps and snares, both mundane ones and the magical perils sometimes found in Deeps or the lairs of sorcerers. You know how to improvise traps with materials you easily carry. Level 1: Gain Notice as a bonus skill. 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.

Conflict

  • HP: 20
  • System Strain: 14
  • AC: 14 (War Robe)
  • Initiative Bonus: 1d8+1

Basic Attack Bonus: +2

  • Melee Attack Bonus: -4 (unless a bow) which can be used in Melee
  • Ranged Attack Bonus: +3 (Dexterity)

Weapons:

  • Long/Large Bow, attack +3, damage 1d8, 100'/600' range, 2H R PM, Enc 2

Saving Throws

  • Physical: 14
  • Evasion: 14
  • Mental: 15
  • Luck:

Equipment

Readied (X/max):

  • X

Stowed (Backpack, X/max):

  • X

Stashed (where): --

Wealth:

  • Coinpurse:

Hired Help

Notes