Difference between revisions of "FantasyCraft:Otters Ransom:Mushka"

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=Mushka=
 
=Mushka=
  
Male Drake-blooded Human  Charismatic Corsair and Captain lvl 1 <Br/>
+
:Male Drake-blooded Human  Charismatic Corsair and Captain lvl 1 <Br/>
Medium Folk <Br/>
+
:Medium Folk <Br/>
 +
:XP 531 / 1,000
  
 
==Physical Description==
 
==Physical Description==
Line 13: Line 14:
 
: I figured he was a thug more than an out and out pirate, so working more out of a port than aboard ship. That business went under (maybe due to a rival operation) so he left for another life. Perhaps he hooked up with Michael.
 
: I figured he was a thug more than an out and out pirate, so working more out of a port than aboard ship. That business went under (maybe due to a rival operation) so he left for another life. Perhaps he hooked up with Michael.
  
==Character Sheet==
+
==Quick reference==
 
 
===Quick reference===
 
  
 
'''Senses''' Notice +4, Search +0 <Br/>
 
'''Senses''' Notice +4, Search +0 <Br/>
Line 22: Line 21:
 
'''Initiative''' +2 (+1 Dex + 1 class) <Br/>
 
'''Initiative''' +2 (+1 Dex + 1 class) <Br/>
  
===Defense===
+
==Defense==
  
'''Defense''' 12 (+1 Dex + 0 class + 1 Specialty) <Br/>
+
'''Defense''' 14(12) (+1 Dex + 0 class + 1 Speciality +2 Shield) <Br/>
 
'''DR''' 3 (3 Thick hide) <Br/>
 
'''DR''' 3 (3 Thick hide) <Br/>
 
'''Vitality''' 10 (9 class x 1 + 1 Con x 1); Wounds 13 <Br/>
 
'''Vitality''' 10 (9 class x 1 + 1 Con x 1); Wounds 13 <Br/>
Line 32: Line 31:
 
'''Defensive Abilities''' <Br/>
 
'''Defensive Abilities''' <Br/>
 
::Thick hide: Partial Dr 3 <Br/>
 
::Thick hide: Partial Dr 3 <Br/>
 +
::Fire resistant 3
 +
::Heat resistant 3
  
===Offense===
+
==Offense==
 
'''Speed''' 30 ft. <Br/>
 
'''Speed''' 30 ft. <Br/>
 
'''BAB''' +0 <Br/>
 
'''BAB''' +0 <Br/>
Line 43: Line 44:
 
::[name] [stats] <Br/>
 
::[name] [stats] <Br/>
  
===Statistics===
+
Mushka Def 14(12) | DR3 FR3 HR3 | Cadre 0/1 | AD 3/3d4 | V10/10 W13/13
 +
* Encouragement: : Once per scene, you may speak to 1 of your teammates for 1 minute to grant them a +1 morale bonus with saving throws until the end of the current scene.
 +
* Initiative Mushka/Sufthis 1d20+2; 1d20+1
 +
* Cadre 1/scene Grant BCFeat until end of scene: Combat Instincts (if opponent misses you in melée, free atk, half dmg)
 +
* Threaten (3 opponents) (19-20) vs. Resolve, 1d6 Stress dmg Will save +4 | Half Action | 1d20+8 (19-20) | (w. Menacing Threat - You may Threaten up to 3 opponents at once. You roll only once for the action, while each opponent rolls to resist separately) - Try to humiliate an opponent within Close Quarters. The character makes an Intimidate check opposed by the opponent’s Resolve. If the character wins, the opponent suffers 1d6 stress damage; otherwise, the opponent gains a +1 bonus with his next attack against the character during the current combat. Terrifying look:will saves of inflicted stress damage to enemies (special characters) increases by 4. AD kills standard character.
 +
* Axe (20; AP2) 1d20+2;1d10+2 | 1 Half Action atk
 +
* Reflex Bow (?)
 +
 
 +
==Statistics==
  
 
'''Str''' 14 (+2)<Br/>
 
'''Str''' 14 (+2)<Br/>
Line 56: Line 65:
 
'''Skills''': (6 class + 0 Int) x [1 + 3] = 24;  
 
'''Skills''': (6 class + 0 Int) x [1 + 3] = 24;  
 
::'''Acrobatics''' +1 (+1 dex +ranks +other) <Br/>
 
::'''Acrobatics''' +1 (+1 dex +ranks +other) <Br/>
::'''Athletics*''' +7 (+2 str +4ranks +other) <Br/>  
+
::'''Athletics*''' +6 (+2 str +4ranks +other) <Br/>  
 
::'''Blend''' +3 (+3 cha +ranks +other) <Br/>
 
::'''Blend''' +3 (+3 cha +ranks +other) <Br/>
 
::'''Bluff''' +3 (+3 cha +ranks +other) <Br/>
 
::'''Bluff''' +3 (+3 cha +ranks +other) <Br/>
Line 63: Line 72:
 
::'''Haggle''' +2 (+2 wis +ranks +other) <Br/>
 
::'''Haggle''' +2 (+2 wis +ranks +other) <Br/>
 
::'''Impress*''' +4 (+3 cha +1ranks +other) <Br/>
 
::'''Impress*''' +4 (+3 cha +1ranks +other) <Br/>
::'''Intimidate*''' +8 (+2 wis +4ranks +2 insight) <Br/>
+
::'''Intimidate*''' +8 (+2 wis +4 ranks +2 insight) (threat 19-20) <Br/>
 
::'''Investigate''' +2 (+2 wis +ranks +other) <Br/>
 
::'''Investigate''' +2 (+2 wis +ranks +other) <Br/>
 
::'''Medicine*''' +1 (+0 int +1ranks +other) <Br/>
 
::'''Medicine*''' +1 (+0 int +1ranks +other) <Br/>
Line 69: Line 78:
 
::'''Prestidigitation''' +1 (+1 dex +ranks +other) <Br/>
 
::'''Prestidigitation''' +1 (+1 dex +ranks +other) <Br/>
 
::'''Resolve*''' +3 (+1 con +2ranks +other) <Br/>  
 
::'''Resolve*''' +3 (+1 con +2ranks +other) <Br/>  
::'''Ride (Water vehicle, ???, ???)*''' +5 (+1 dex +4ranks +other) <Br/>  
+
::'''Ride (Water vehicle, Mount, Land vehicle)*''' +5 (+1 dex +4ranks +other) <Br/>  
 
::'''Search''' +0 (+0 int +ranks +other) <Br/>  
 
::'''Search''' +0 (+0 int +ranks +other) <Br/>  
 
::'''Sense Motive*''' +2 (+1 wis +1ranks +other) <Br/>
 
::'''Sense Motive*''' +2 (+1 wis +1ranks +other) <Br/>
 
::'''Sneak''' +1 (+1 dex +ranks +other) <Br/>
 
::'''Sneak''' +1 (+1 dex +ranks +other) <Br/>
::'''Survival*''' +3 (+2 wis +1ranks +other) <Br/>
+
::'''Survival*''' +3 (+2 wis +1 ranks +other) <Br/>
::'''Tactics*''' +6 (+0 int +4ranks +2 insight) <Br/>
+
::'''Tactics*''' +6 (+0 int +4 ranks +2 insight) (threat 19-20) <Br/>
'''Interests''': Nat lang:Arfordir (drake language), Lang:Traveller/Trade, Lang:Alignment Fire, Lang:Taleless (Tujaalbahr), Home Study:Tujaalbahr, Career Study: Criminal, Alignment: A brutal fire and strength god, Career: Factor, Resources: Magical, Free 4 <Br/>
+
'''Interests''': Nat lang:Arfordir (drake language), Lang:Traveller/Trade, Lang:Alignment Fire, Lang:Taleless (Tujaalbahr), Home Study:Tujaalbahr, Career Study: Criminal, Alignment: A brutal fire and strength god, Career: Factor, Resources: Magical, Dragon Lore <Br/>
 
'''Carrying Capacity''': 0/90lb; 91-270; 540 lift/drag; 810 clear <Br/>
 
'''Carrying Capacity''': 0/90lb; 91-270; 540 lift/drag; 810 clear <Br/>
  
===Abilities===
+
==Abilities==
  
 
'''Species''' Human Charismatic (Drake-blooded)
 
'''Species''' Human Charismatic (Drake-blooded)
::Charming:once per session in crease of 1 non hostile NPC by 5
+
::Charming:once per session increase of 1 non hostile NPC by 5
::Double boost (Charisma): May spent and roll 2 action dice to boost skills of listed stat
+
::Double boost (Charisma): May spend and roll 2 action dice to boost Cha-based skills  
 
::Encouragement: once per scene for one scene give +1 morale bonus to saves to teammate
 
::Encouragement: once per scene for one scene give +1 morale bonus to saves to teammate
 
::Draconic heritage:  
 
::Draconic heritage:  
:::Menacing Threat: May threaten 3 targets with one roll
+
:::Menacing Threat: May threaten 3 targets with one roll (see p. 220)
 
:::Thick hide 3: have base Dr 3 that doesn't stack with armour.
 
:::Thick hide 3: have base Dr 3 that doesn't stack with armour.
 
----
 
----
Line 105: Line 114:
  
 
'''Feats'''
 
'''Feats'''
::'''Species''': Draconic Heritage
+
::'''Species''': Draconic Heritage - Menacing Threat & Thick hide (DR3)
::'''Specialty''': Basic skill mastery (officer) intimidate & Tactics
+
::'''Specialty''': Basic skill mastery (officer) Intimidate & Tactics
::'''Level 1''': Combat Instincts
+
::'''Level 1''': Combat Instincts - If an adjacent opponent attacks me but misses, I get free attack @ half dmg (round up) 1/turn
  
  
Line 115: Line 124:
 
::Trick 1
 
::Trick 1
  
===Money and Gear===
+
==Money and Gear==
  
 
'''Lifestyle''': 4 (1 class + 3 Cha) <Br/>
 
'''Lifestyle''': 4 (1 class + 3 Cha) <Br/>
:Panache 0 (0s/month, +0 Appearance), Prudence 0 (0% savings) <Br/>
+
:Panache 3 (30s/month, +1 Appearance), Prudence 3 (30% savings) <Br/>
'''Appearance''' +3 (+0 Panache + 3 Cha) <Br/>
+
'''Appearance''' +4 (+1 Panache + 3 Cha) <Br/>
 
'''Stake''' 100 '''Hand''' 0 <Br/>
 
'''Stake''' 100 '''Hand''' 0 <Br/>
 
'''Gear''': <Br/>
 
'''Gear''': <Br/>
:Item 1 <Br/>
+
:backpack (+2Str for carrying capacity) 5lb
:Item 2 <Br/>
+
:bedroll (cold resistance 4) 5lbs
:Item 3 <Br/>
+
:canteen (2 quarts) 1lb
:Item 4 <Br/>
+
:tinderbox (starts fire in 1 round) 0.5lb
'''Legend''' +0 (0 class) <Br/>
+
:10' pole (+2 jump; triggers traps) 12lb
'''Reputation''': 10 <Br/>
+
:pouch (50 coins)
 +
:Crude hide shield 6lb
 +
:Crude axe 12lb
 +
:Crude reflex bow 22.5s 5lb
 +
:30 standard arrows 10s 3lb
 +
'''Silver''': 62<Br/>  
 +
'''Legend''' +1 (0 class) <Br/>
 +
'''Reputation''': 2<Br/>  
 
'''Renown''': 0 <Br/>
 
'''Renown''': 0 <Br/>
 
'''Trinkets''': <Br/>
 
'''Trinkets''': <Br/>
:[name]: [effect] :cost <Br/>
+
: Storage Mirror in dark wood: Store up to five items or reasonable sets of items :cost 5 rep <Br/>
 
'''Prizes''': <Br/>
 
'''Prizes''': <Br/>
:[name]: [effect] :cost <Br/>
+
:Apartment above leather workshop: Scale 2 (5 guests) :cost 5 rep : Fortification challenges 2 (DC 14) cost 1 rep <Br/>
  
===Miracles===
+
==Miracles==
  
 
'''Save''' DC 13 (10 + 3 Cha + 0 Spellcasting feats)<Br/>
 
'''Save''' DC 13 (10 + 3 Cha + 0 Spellcasting feats)<Br/>
 
'''Casting Level''' 0<Br/>
 
'''Casting Level''' 0<Br/>
====Paths====
+
 
 +
==Paths==
 
'''Fire''':
 
'''Fire''':
 
::'''Step 1''': gain fire and heat resistant equal to steps x3
 
::'''Step 1''': gain fire and heat resistant equal to steps x3
=====Spells=====
+
 
 +
===Spells===
 
::[name]: [effect]<Br/>
 
::[name]: [effect]<Br/>
  
===Companion===
+
==Ahori Companion==
 +
 
 +
Personal Lieutenant (60 XP)
 +
 
 +
Ahori. Fire-coloured Saurian priestess
 +
 
 +
Saurian(T) New NPC (Medium Folk Walker — 60 XP): Str 12, Dex 12, Con 12, Int 10, Wis 14, Cha 10; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init II; Atk IV; Def II; Res I; Health III; Comp I; Skills: Athletics III, Notice III, Ride II, Sense Motive III; Qualities: aquatic I, class ability (Priest: saved! I), cold-blooded, darkvision I, devoted (Destruction I , Fire II, War II), dread, feat (Draconic heritage (Thick hide 3 p.234/13, Menacing Threat, all out attack, combat instincts, Expert Disarm), refund (free step -2XP), rend, telepathic.
 +
Attacks/Weapons: Tail slap I (reach 1), Bite I
 +
Gear: Jagged sword
 +
 
 +
: Destruction I: Each of your melee and unarmed attacks gain the armour-piercing 1 traits
 +
: Fire II: gain fire resistance 6 and heat resistance 6, You may convert melee and unarmed attacks damage to fire damage and cast scorching ray once per scene
 +
: War II: You deal +2 damage with Jagged swords, You may cast mage Armor and true strike once per combat.
 +
 
 +
Level 1
 +
 
 +
<nowiki>Str: 12/+1; Dex: 12/+1; Con: 12/+1; Int: 10/+0; Wis: 14/+2; Cha: 10/+0;
 +
 
 +
Init: +1=0+1(dex)        Melee: +2=1+1(str)    Fort: +1=0+1(con)
 +
Health: 15 vit/12 wounds  Ranged: +2=1+1(dex)  Ref: +1=0+1(dex)
 +
Def: 11=10+0+1(dex)          Comp: +0              Will: +2=0+2(wis)
 +
Size: Medium (1×1); Reach: 1; Speed: 30 ft. ground;
 +
Skills: Athletics III (Str) +5 = 4+1; Notice III (Wis) +6 = 4+2; Ride II (Dex) +3 = 3+0; Sense Motive III (Wis) +6 = 4+2
 +
Qualities: aquatic I, class ability (Priest: saved! I), cold-blooded, darkvision I, devoted (Destruction I , Fire II, War II), dread, feat (Dragon heritage, all out attack, combat instincts, Expert Disarm), refund (free step -2XP), rend, telepathic.
 +
Attacks: Tail slap I [1d8/20] (p.235; reach 1), Bite I [1d8/18-20] (p.235)
 +
Gear: Jagged sword, hide shield (Guard +2)</nowiki>
 +
 
 +
:Common Actions (In normal round may take either 1 full action or 2 half actions (see page 218)
 +
:: Ahori Def 11(13) | DR 3 | Vit 15/15 | Wounds 12/12
 +
* Mage Armour (p.135) 1/combat | 1 Half Action | Personal/Touch | 1 hour (dissmissible) | +4 Gear bonus to defence
 +
* Scorching ray (p.145) 1/scene | 1 Half Action | short range attack, automatic hit | Instant | 3 rays at visible targets | each does 1d4 fire dmg (AP5) / 2 Casting Levels
 +
* True Strike (p.148) 1/combat | 1 Half Action | If next attack b4 end next round, +6 & error range -2 (min 0)
 +
* Jagged Sword (20) 1d20+2;1d8+3 | 1 Half Action | Lethal & AP1 & Can convert to fire damage | Bleed (Fort vs. dmg taken or bleed) | Hook (+2 Disarm)
 +
* Tail Slap (18-20) 1d20+2;1d8+1 | 1 Half Action | Reach+1 | AP1 & Can convert to fire damage
 +
* Bite (18-20) 1d20+2;1d8+1 | 1 Half Action | AP1 & Can convert to fire damage
 +
* Rend - Each time hit an adjacent opponent, may make a free attack against the same target
 +
* Dread - Each time an opponent attacks and misses, the opponent suffers 2 stress damage
 +
* Combat Instincts - Once per round when an adjacent opponent attacks you and misses, you gain a free attack against him. If this attack hits, it inflicts only 1/2 damage (rounded up).
 +
* All Out Attack: At the start of your Initiative Count you may accept a penalty with your attack and skill checks of up to –4 to gain an insight bonus with '''melee damage rolls equal to twice that number''' until the start of your next Initiative Count. If any of your attacks miss this round, you become flat-footed at the end of your current Initiative Count.
 +
* Threaten | Half Action | (w. Menacing Threat - You may Threaten up to 3 opponents at once. You roll only once for the action, while each opponent rolls to resist separately) - Try to humiliate an opponent within Close Quarters. The character makes an Intimidate check opposed by the opponent’s Resolve. If the character wins, the opponent suffers 1d6 stress damage; otherwise, the opponent gains a +1 bonus with his next attack against the character during the current combat.
 +
* Disarm - 1 Half Action | Attack Action | +6 with Jagged Sword(2) & Expert Disarm (4) | The character attempts to disarm an opponent. The opponent must be within the character’s Reach (he’s unarmed or using a melee weapon), or within Close Quarters (if he’s using a ranged weapon). The characters make an opposed Standard Attack check. If either character is holding his weapon with both hands he gains an additional +4 bonus. Also, the character with the bigger weapon gains a +4 bonus per Size category of difference (an unarmed character’s “weapon” is 2 Size categories smaller than him). If the character wins, the opponent is disarmed and his weapon lands in an adjacent square (per the Deviation Diagram); otherwise, the disarming character becomes flat-footed.
 +
* Expert Disarm (Feat p86) That’s your weapon now… Benefit: You gain a +4 bonus with Disarm attack checks and when you successfully disarm an opponent you may either choose the square in which his weapon lands or (if you’re adjacent to the opponent) catch and arm the weapon as a free action. Also, you don’t become flat-footed when you fail a Disarm action
 +
 
 +
==Notes==
 +
 
 +
I'm assuming the god of fire and strength is a deity rank fire elemental for now though it could have also been a deity rank fire demon, (not evil just embodimentsof the forces of destruction and war). the difference mechanically is as follows
 +
 
 +
fire elemental: take less damage from fire and heat
 +
 
 +
fire demon: potentially gain larger host to some skills when using action dice but also potential to get worst results.Acrobatics, Disguise, Prestidigitation, Survival
 +
 
 +
Oh and everyone with an alignment you you will have in you background physically meet the being you have an alignment with and had a positive conversation/deal at least. Just something to consider as these beings are not some far away force you decided to worship but a literal being your character has and potentially could meet again.
 +
 
 +
==To Do==
 +
:Trick
 +
:Nature of the war deity
 +
:Lieutenant - format
  
Personal Lieutenant 60 XP
+
105xp for Druid

Latest revision as of 16:08, 13 January 2022

Mushka[edit]

Male Drake-blooded Human Charismatic Corsair and Captain lvl 1
Medium Folk
XP 531 / 1,000

Physical Description[edit]

Backstory and personality[edit]

From Region 3 Tujaalbahr, 28 y.o.
Born 4th of Air 5313 an hour after midnight. Sign is Ascending ceri the mountain: Those born under the ascending ceri shall be strong of body and calm of mind, the bounty of earth's depths shall be theirs.
Major moon signs include Buried Sandy ecnis The campfire: You shall find your self hindered and blinded by time, Expect your inheritance to be lost.
I figured he was a thug more than an out and out pirate, so working more out of a port than aboard ship. That business went under (maybe due to a rival operation) so he left for another life. Perhaps he hooked up with Michael.

Quick reference[edit]

Senses Notice +4, Search +0
Stealth Blend +3, Sneak +1
AD: 3d4, starting 3
Initiative +2 (+1 Dex + 1 class)

Defense[edit]

Defense 14(12) (+1 Dex + 0 class + 1 Speciality +2 Shield)
DR 3 (3 Thick hide)
Vitality 10 (9 class x 1 + 1 Con x 1); Wounds 13
Fort +2 (+1 Con + 1 class)
Ref +1 (+1 Dex + 0 class)
Will +4 (+2 Wis + 2 class)
Defensive Abilities

Thick hide: Partial Dr 3
Fire resistant 3
Heat resistant 3

Offense[edit]

Speed 30 ft.
BAB +0
Melee +2 (+0 BAB + 2 Str)

[name] [stats]

Ranged +1 (+0 BAB + 1 Dex)

[name] [stats]

Special Attacks

[name] [stats]

Mushka Def 14(12) | DR3 FR3 HR3 | Cadre 0/1 | AD 3/3d4 | V10/10 W13/13

  • Encouragement: : Once per scene, you may speak to 1 of your teammates for 1 minute to grant them a +1 morale bonus with saving throws until the end of the current scene.
  • Initiative Mushka/Sufthis 1d20+2; 1d20+1
  • Cadre 1/scene Grant BCFeat until end of scene: Combat Instincts (if opponent misses you in melée, free atk, half dmg)
  • Threaten (3 opponents) (19-20) vs. Resolve, 1d6 Stress dmg Will save +4 | Half Action | 1d20+8 (19-20) | (w. Menacing Threat - You may Threaten up to 3 opponents at once. You roll only once for the action, while each opponent rolls to resist separately) - Try to humiliate an opponent within Close Quarters. The character makes an Intimidate check opposed by the opponent’s Resolve. If the character wins, the opponent suffers 1d6 stress damage; otherwise, the opponent gains a +1 bonus with his next attack against the character during the current combat. Terrifying look:will saves of inflicted stress damage to enemies (special characters) increases by 4. AD kills standard character.
  • Axe (20; AP2) 1d20+2;1d10+2 | 1 Half Action atk
  • Reflex Bow (?)

Statistics[edit]

Str 14 (+2)
Dex 12 (+1)
Con 13 (+1)
Int 10 (+0)
Wis 14 (+2)
Cha 16 (+3)

Proficiencies: 4

Proficiency 1

Skills: (6 class + 0 Int) x [1 + 3] = 24;

Acrobatics +1 (+1 dex +ranks +other)
Athletics* +6 (+2 str +4ranks +other)
Blend +3 (+3 cha +ranks +other)
Bluff +3 (+3 cha +ranks +other)
Crafting +0 (+0 int +ranks +other)
Disguise +3 (+3 cha +ranks +other)
Haggle +2 (+2 wis +ranks +other)
Impress* +4 (+3 cha +1ranks +other)
Intimidate* +8 (+2 wis +4 ranks +2 insight) (threat 19-20)
Investigate +2 (+2 wis +ranks +other)
Medicine* +1 (+0 int +1ranks +other)
Notice* +4 (+2 wis +2ranks +other)
Prestidigitation +1 (+1 dex +ranks +other)
Resolve* +3 (+1 con +2ranks +other)
Ride (Water vehicle, Mount, Land vehicle)* +5 (+1 dex +4ranks +other)
Search +0 (+0 int +ranks +other)
Sense Motive* +2 (+1 wis +1ranks +other)
Sneak +1 (+1 dex +ranks +other)
Survival* +3 (+2 wis +1 ranks +other)
Tactics* +6 (+0 int +4 ranks +2 insight) (threat 19-20)

Interests: Nat lang:Arfordir (drake language), Lang:Traveller/Trade, Lang:Alignment Fire, Lang:Taleless (Tujaalbahr), Home Study:Tujaalbahr, Career Study: Criminal, Alignment: A brutal fire and strength god, Career: Factor, Resources: Magical, Dragon Lore
Carrying Capacity: 0/90lb; 91-270; 540 lift/drag; 810 clear

Abilities[edit]

Species Human Charismatic (Drake-blooded)

Charming:once per session increase of 1 non hostile NPC by 5
Double boost (Charisma): May spend and roll 2 action dice to boost Cha-based skills
Encouragement: once per scene for one scene give +1 morale bonus to saves to teammate
Draconic heritage:
Menacing Threat: May threaten 3 targets with one roll (see p. 220)
Thick hide 3: have base Dr 3 that doesn't stack with armour.

Speciality (Corsair)

Bonus feat: Basic skill mastery (officer)
Agile Defence: basic defence raised by 1
Flashy: Panache increases by 2
Terrifying look:will saves of inflicted stress damage to enemies increases by 4
Water vehicle focus: what it says in the name.

Class (Captain)

Core:Cadre: once per scene grant teammates one of your basic combat feats
Level 1:Right hand Man: gain the personal lieutenant feat and basic combat feats count as style feats.

Feats

Species: Draconic Heritage - Menacing Threat & Thick hide (DR3)
Specialty: Basic skill mastery (officer) Intimidate & Tactics
Level 1: Combat Instincts - If an adjacent opponent attacks me but misses, I get free attack @ half dmg (round up) 1/turn



Tricks

Trick 1

Money and Gear[edit]

Lifestyle: 4 (1 class + 3 Cha)

Panache 3 (30s/month, +1 Appearance), Prudence 3 (30% savings)

Appearance +4 (+1 Panache + 3 Cha)
Stake 100 Hand 0
Gear:

backpack (+2Str for carrying capacity) 5lb
bedroll (cold resistance 4) 5lbs
canteen (2 quarts) 1lb
tinderbox (starts fire in 1 round) 0.5lb
10' pole (+2 jump; triggers traps) 12lb
pouch (50 coins)
Crude hide shield 6lb
Crude axe 12lb
Crude reflex bow 22.5s 5lb
30 standard arrows 10s 3lb

Silver: 62
Legend +1 (0 class)
Reputation: 2
Renown: 0
Trinkets:

Storage Mirror in dark wood: Store up to five items or reasonable sets of items :cost 5 rep

Prizes:

Apartment above leather workshop: Scale 2 (5 guests) :cost 5 rep : Fortification challenges 2 (DC 14) cost 1 rep

Miracles[edit]

Save DC 13 (10 + 3 Cha + 0 Spellcasting feats)
Casting Level 0

Paths[edit]

Fire:

Step 1: gain fire and heat resistant equal to steps x3

Spells[edit]

[name]: [effect]

Ahori Companion[edit]

Personal Lieutenant (60 XP)

Ahori. Fire-coloured Saurian priestess

Saurian(T) New NPC (Medium Folk Walker — 60 XP): Str 12, Dex 12, Con 12, Int 10, Wis 14, Cha 10; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init II; Atk IV; Def II; Res I; Health III; Comp I; Skills: Athletics III, Notice III, Ride II, Sense Motive III; Qualities: aquatic I, class ability (Priest: saved! I), cold-blooded, darkvision I, devoted (Destruction I , Fire II, War II), dread, feat (Draconic heritage (Thick hide 3 p.234/13, Menacing Threat, all out attack, combat instincts, Expert Disarm), refund (free step -2XP), rend, telepathic. Attacks/Weapons: Tail slap I (reach 1), Bite I Gear: Jagged sword

Destruction I: Each of your melee and unarmed attacks gain the armour-piercing 1 traits
Fire II: gain fire resistance 6 and heat resistance 6, You may convert melee and unarmed attacks damage to fire damage and cast scorching ray once per scene
War II: You deal +2 damage with Jagged swords, You may cast mage Armor and true strike once per combat.

Level 1

Str: 12/+1; Dex: 12/+1; Con: 12/+1; Int: 10/+0; Wis: 14/+2; Cha: 10/+0; Init: +1=0+1(dex) Melee: +2=1+1(str) Fort: +1=0+1(con) Health: 15 vit/12 wounds Ranged: +2=1+1(dex) Ref: +1=0+1(dex) Def: 11=10+0+1(dex) Comp: +0 Will: +2=0+2(wis) Size: Medium (1×1); Reach: 1; Speed: 30 ft. ground; Skills: Athletics III (Str) +5 = 4+1; Notice III (Wis) +6 = 4+2; Ride II (Dex) +3 = 3+0; Sense Motive III (Wis) +6 = 4+2 Qualities: aquatic I, class ability (Priest: saved! I), cold-blooded, darkvision I, devoted (Destruction I , Fire II, War II), dread, feat (Dragon heritage, all out attack, combat instincts, Expert Disarm), refund (free step -2XP), rend, telepathic. Attacks: Tail slap I [1d8/20] (p.235; reach 1), Bite I [1d8/18-20] (p.235) Gear: Jagged sword, hide shield (Guard +2)

Common Actions (In normal round may take either 1 full action or 2 half actions (see page 218)
Ahori Def 11(13) | DR 3 | Vit 15/15 | Wounds 12/12
  • Mage Armour (p.135) 1/combat | 1 Half Action | Personal/Touch | 1 hour (dissmissible) | +4 Gear bonus to defence
  • Scorching ray (p.145) 1/scene | 1 Half Action | short range attack, automatic hit | Instant | 3 rays at visible targets | each does 1d4 fire dmg (AP5) / 2 Casting Levels
  • True Strike (p.148) 1/combat | 1 Half Action | If next attack b4 end next round, +6 & error range -2 (min 0)
  • Jagged Sword (20) 1d20+2;1d8+3 | 1 Half Action | Lethal & AP1 & Can convert to fire damage | Bleed (Fort vs. dmg taken or bleed) | Hook (+2 Disarm)
  • Tail Slap (18-20) 1d20+2;1d8+1 | 1 Half Action | Reach+1 | AP1 & Can convert to fire damage
  • Bite (18-20) 1d20+2;1d8+1 | 1 Half Action | AP1 & Can convert to fire damage
  • Rend - Each time hit an adjacent opponent, may make a free attack against the same target
  • Dread - Each time an opponent attacks and misses, the opponent suffers 2 stress damage
  • Combat Instincts - Once per round when an adjacent opponent attacks you and misses, you gain a free attack against him. If this attack hits, it inflicts only 1/2 damage (rounded up).
  • All Out Attack: At the start of your Initiative Count you may accept a penalty with your attack and skill checks of up to –4 to gain an insight bonus with melee damage rolls equal to twice that number until the start of your next Initiative Count. If any of your attacks miss this round, you become flat-footed at the end of your current Initiative Count.
  • Threaten | Half Action | (w. Menacing Threat - You may Threaten up to 3 opponents at once. You roll only once for the action, while each opponent rolls to resist separately) - Try to humiliate an opponent within Close Quarters. The character makes an Intimidate check opposed by the opponent’s Resolve. If the character wins, the opponent suffers 1d6 stress damage; otherwise, the opponent gains a +1 bonus with his next attack against the character during the current combat.
  • Disarm - 1 Half Action | Attack Action | +6 with Jagged Sword(2) & Expert Disarm (4) | The character attempts to disarm an opponent. The opponent must be within the character’s Reach (he’s unarmed or using a melee weapon), or within Close Quarters (if he’s using a ranged weapon). The characters make an opposed Standard Attack check. If either character is holding his weapon with both hands he gains an additional +4 bonus. Also, the character with the bigger weapon gains a +4 bonus per Size category of difference (an unarmed character’s “weapon” is 2 Size categories smaller than him). If the character wins, the opponent is disarmed and his weapon lands in an adjacent square (per the Deviation Diagram); otherwise, the disarming character becomes flat-footed.
  • Expert Disarm (Feat p86) That’s your weapon now… Benefit: You gain a +4 bonus with Disarm attack checks and when you successfully disarm an opponent you may either choose the square in which his weapon lands or (if you’re adjacent to the opponent) catch and arm the weapon as a free action. Also, you don’t become flat-footed when you fail a Disarm action

Notes[edit]

I'm assuming the god of fire and strength is a deity rank fire elemental for now though it could have also been a deity rank fire demon, (not evil just embodimentsof the forces of destruction and war). the difference mechanically is as follows

fire elemental: take less damage from fire and heat

fire demon: potentially gain larger host to some skills when using action dice but also potential to get worst results.Acrobatics, Disguise, Prestidigitation, Survival

Oh and everyone with an alignment you you will have in you background physically meet the being you have an alignment with and had a positive conversation/deal at least. Just something to consider as these beings are not some far away force you decided to worship but a literal being your character has and potentially could meet again.

To Do[edit]

Trick
Nature of the war deity
Lieutenant - format

105xp for Druid