G2W: Arthan
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- 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: 30'
- HP: 6/6
- System Strain: 0/12
- Spells Cast: 0/1
- High Mage Effort: 0/2
- 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-0 (FREE)
- 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
- Arts
- Spells
- Max Level: 1, Spells Prepared: 2
- 1st Level:
- Apprehending the Arcane Form: See magic for 15 minutes/level, identify magical items, see normally in the dark
- Imperceptible Cerebral Divulgence: Detect a target’s surface thoughts and get answers to questions
- 1st Level:
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.
- Arcane Tradition - High Magic
Equipment
- Readied:
- (2) Daggers (1d4 dmg, Shock 1/AC 15, Rng 30/60, Enc 2)
- (3) Throwing Blades (1d4 dmg, Rng 30/60, Enc 3)
- Staff (1d6 dmg, Shock 1/AC 13, Enc 1)
- Clothes, Common
- Backpack (Enc 1)
- Stowed:
- Lantern (Enc 1)
- Tinder box (Enc *)
- (2) Flasks of Oil, 1 pint (Enc 1)
- Writing kit & 20 sheets of paper (Enc 1)
- Rations, 1 week (Enc 4)
- Waterskin (Emc 1)
- Healers Pouch (Enc 1)
- Money:
- 71 sp