Difference between revisions of "G2W: Eughan"

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(Skills)
 
Line 42: Line 42:
 
* Perform
 
* Perform
 
* Pray
 
* Pray
* Punch - 1
+
* Punch - 1 (+1 SP banked from L2)
 
* Ride
 
* Ride
 
* Sail
 
* Sail

Latest revision as of 06:04, 16 August 2023

- Main Page; Gateway to the West:Main_Page

  • Name: Eughan
  • Class: Warrior/Vowed
  • Level: 2
  • XP: 4
  • Age: 27
  • Languages: Native, Trade Tongue
  • Background: Barbarian
  • Description:

Attributes:[edit]

  • Strength 12
  • Dexterity 11
  • Constitution 16 (+1)
  • Intelligence 14 (+1)
  • Wisdom 15 (+1)
  • Charisma 14 (+1)

Other Stats[edit]

  • Movement Rate: 30'
  • HP: 10
  • System Strain: 16
  • AC: 13
  • Attack Bonus: +2
  • Saves:
    • Evasion:
    • Mental:
    • Physical:

Skills[edit]

  • Administer
  • Connect
  • Convince - 0
  • Craft
  • Exert - 1 << Skill for Vowed Arts Effort
  • Heal
  • Know
  • Lead
  • Magic
  • Notice - 0
  • Perform
  • Pray
  • Punch - 1 (+1 SP banked from L2)
  • Ride
  • Sail
  • Shoot
  • Sneak - 1
  • Stab
  • Survive - 0
  • Trade - 0
  • Work

Foci[edit]

Close Combatant - 1 (Warrior Focus)

  • Gain any combat skill as a bonus skill. You can use knife-sized thrown weapons in melee without suffering penalties for the proximity of melee attackers. You ignore Shock damage from melee assailants, even if you’re unarmored at the time, but invoking this benefit disrupts any spellcasting you might do that round due to the need for violently active evasion.

Deal Maker - 1 (General Focus)

  • Gain Trade as a bonus skill. With a half hour of effort you can find a buyer or seller for any good or service that can be traded in the community, legal or otherwise. Finding a marginally possible service, like an assassin willing and able to target a king, or some specific precious ancient artifact, may require an adventure if the GM allows it at all.

Valiant Defender - 1 (Level 2 Focus)

  • Once per round, you can Screen Ally against even intangible spells or magical attacks or bodily shield them from an area-effect explosion or magic. Such attempts require the usual successful opposing skill check, with the assailant using their Magic skill.

Class Abilities[edit]

Martial Style:

  • Regardless of class, your hit die can’t be worse than 1d6 per level. When attacking with the Punch skill, your class hit bonus can be no worse than that of an Expert of your same character level. At third level, any attack using the Punch skill counts as a magic weapon.

Unarmed Might:

  • Your unarmed attack damage increases as you gain levels, as noted on the chart. You may add your Punch skill to the damage done by these attacks as usual, but Foci such as Unarmed Combatant that replace or improve your usual Punch damage do not apply to you.

Unarmored Defense:

  • When not wearing armor or using a shield, your base Armor Class is equal to 13 plus half your character level, rounded down.

Style Weaponry:

  • Pick three general classes of weapons, such as “swords”, “bows”, “axes”, “daggers”, or the like. When using weapons of those classes, you may use Punch for hit rolls instead of Stab or Shoot. Your Punch skill does not add to the damage done by these weapons, however, though the benefits of Martial Style apply to their hit rolls.
    • Spears
    • Bows
    • Daggers

Revivifying Breath:

  • Commit Effort for the day as an On Turn action to heal yourself for 1d6 hit points plus your level. This healing does not increase System Strain. This ability may be used on your turn even when you are at zero hit points, but in such a case it Commits all your remaining Effort for the day. This art can be used only once per scene.