Difference between revisions of "G2W: Arthan"

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(Magic Powers)
Line 22: Line 22:
 
* HP: 6/6
 
* HP: 6/6
 
* System Strain: 0/12
 
* System Strain: 0/12
 +
* Spells Cast: 0/1
 +
* High Mage Effort: 0/2
 
* AC: 11
 
* AC: 11
 
* BAB: +0
 
* BAB: +0
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* '''Spells'''
 
* '''Spells'''
 
** Max Level: 1, Spells <span style="color:green">Prepared</span>: 2
 
** Max Level: 1, Spells <span style="color:green">Prepared</span>: 2
** Spells Cast: 0/1
+
 
** High Mage Effort: 0/2
 
 
** '''1st Level:'''
 
** '''1st Level:'''
 
*** <span style="color:green">''Apprehending the Arcane Form:''</span> See magic for 15 minutes/level, identify magical items, see normally in the dark
 
*** <span style="color:green">''Apprehending the Arcane Form:''</span> See magic for 15 minutes/level, identify magical items, see normally in the dark

Revision as of 09:38, 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: 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

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