Difference between revisions of "G2W: Arthan"

From RPGnet
Jump to: navigation, search
Line 53: Line 53:
 
* Trade
 
* Trade
 
* Work
 
* Work
 +
 +
===Foci===
 +
* 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.
 +
* 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.
  
 
===Magic Powers===
 
===Magic Powers===

Revision as of 08:35, 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

  • 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.
  • 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.

Magic Powers

Class Abilities

Equipment

  • Readied:
  • Stowed:
  • Money: