Acrozatarim/Vallin

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Biography[edit]

[[image: ]]


"IC-Quotation."

Mechanics[edit]

Name: Vallin
Race: Human
Class: Vanguard
Level: 3


Ability Scores

Str: 18 (+4)
Dex: 14 (+2)
Con: 16 (+3)
Int: 12 (+1)
Wis: 8 (-1)
Cha: 14 (+2)


Combat Summary[edit]

Initiative: +5


Defenses

Armour Class: 20 (21)
Physical Defense: 16
Mental Defense: 14
Save Bonus:


Armour Type AC Attack Penalty
None 15 -
Light 18 -
Heavy 20 -
Shield +1 -


Hit Points

Maximum: 55
Staggered: 27


Recoveries

Maximum: 8
Dice: 3d10 + 3 (19)


Basic Attacks

Melee: Att: +7 vs AC Hit: 3[W]+4 Miss: 3
Ranged: Att: +5 vs AC Hit: 3[W]+2 Miss: -
Armour Attack Penalty: -


Weapon Attack Hit Miss
Greatsword +7 vs AC 3d10+4 3
Heavy crossbow +5 vs AC 3d8+2 -
Shortsword +7 vs AC 3d6+4 3
Unarmed +5 vs AC 3d3+4 -


Character Details[edit]

One Unique Thing

I have been to the cursed city and returned 'safely'

Vallin was part of an expedition to Baalshegarath and was one of only three survivors to return. He was the only one to return seemingly sane. Something ancient has a use for him.


Icon Relationships

  • Manipulator-General - Conflicted (1 die)
  • Baalshegarath - Conflicted (2 dice)


Backgrounds

  • Masterless Warrior Caste +4
  • Beast Hunter for the Manipulators +1
  • Seasoned Traveller +2
  • Wasteland Trailblazer +3


Racial Powers

Bonus Feat - At 1st level, human PCs start with two feats instead of one.

Quick to Fight - At the start of each battle, roll initiative twice and choose the result you want.


Class Features

Resolve - Vanguards use resolve to fuel their powerful combat techniques, representing the character's determination, ability to resist fatigue and general will to fight. Through their iron willpower and inspiring presence, vanguards can shape the flow of battle.

Technique - You know a number of Techniques as defined by your level. Each Technique can be used in a specific way; usually a triggered counter-attack, quick action or attack augment. Techniques also cost Resolve to use. Attack augments have to be declared and paid for with Resolve before you roll the dice for an attack. More than one attack augment can be applied to a single basic melee attack, and all the augments' effects are applied on a hit.

War-Tempered - Vanguards gain 2 bonus Background points, which must be spent on Backgrounds relating to war, battle, the military or combat training.


Talents

Steelclad Vanguard - As long as you are wearing heavy armour, you gain +1AC against melee attacks.

Voice of Authority - Choose a single Bardic Battle Cry as if you were a bard of equal level. You may now use this Battle Cry; remember that it is a flexible melee attack. Additionally, when you fail a Background roll relating to intimidating, giving orders or inspiring, and you roll an even number on the die, you may reroll it once.

Warmaster - Whenever you use the Stand Firm or Fight On Techniques, you may target two allies rather than one.


Feats

Cleaving Blow (A) - If your (Cleaving Blow) attack reduces the target to 0 hit points or below, you deal full rather than half damage to the additional target.

Linguistics (A) - This feat allows you to speak enough arcana, dwarven, elven, gnomish, gnoll, goblin, orcish, and other standard humanoid languages to comprehend enough of what most other humanoids are saying or screaming during battle. You are not fluent in all these languages, no one will mistake you for a native speaker, and your vocabulary is adventurer-centric (heavy on words connected to danger rather than philosophy or emotions). You can also read enough to get by in all these languages.

Steelclad Vanguard (A) - As long as you are wearing heavy armour, you also gain +1PD against melee attacks.

Warmaster (A) - Whenever you use Inspire, you also benefit from the attack bonus..


Techniques

Resolve: 6

Cleaving Blow - 1 Resolve, Attack Augment

If you hit with your attack, deal half the damage inflicted to the target to another enemy who is Engaged with you. The effects of additional Techniques applied to the attack are not carried over to the second enemy.
Adventurer Feat: If your cleaving blow attack reduces the target to 0 hit points or below, you deal full rather than half damage to the additional target.


Defiance - 1 Resolve, Move Action

May only be used a number of times per battle equal to your Constitution bonus You may immediately spend a Recovery.


Inspire - 1 Resolve, Quick Action

A number of Nearby allies equal to your Charisma bonus gain a +1 to attack rolls for one round.


Parry - 1 Resolve, Counter-attack

Your parry throws the enemy off-balance; the next attack against them within 1 round benefits from a +2 bonus. You also gain a +5 bonus to Disengage that enemy during your next turn.


Stand Firm - 1 Resolve, Move Action

May only be used a number of times per battle equal to your Charisma bonus.
Your commanding shout inspires two nearby allies on 1 or more hit points to stand firm against the foe. They may each immediately spend a Recovery.


Bardic Battle Cry

  • Take Heart!



Equipment[edit]

Armour: Plate Armour (Heavy)

Weapons: Greatsword, Heavy Crossbow, Shortsword

Other Equipment:

Magic Items:



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