Difference between revisions of "G2W: Osborn"

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Line 4: Line 4:
 
*Class: Expert           
 
*Class: Expert           
 
*Level: 2             
 
*Level: 2             
*XP:    0
+
*XP:    3
 
*Max HP: 7
 
*Max HP: 7
*Max System Strain: 12
+
*Max System Strain: 11
  
 
*Age:  24  
 
*Age:  24  
Line 23: Line 23:
 
*Movement Rate: 30'
 
*Movement Rate: 30'
  
* AC: 11
+
* AC: ??
 
* BAB: +1
 
* BAB: +1
 
* Attacks:
 
* Attacks:
Line 29: Line 29:
 
** Dagger: 1d20+1 to hit, 1d4+1 dmg, Shock 2/AC 15, Rng 30/60
 
** Dagger: 1d20+1 to hit, 1d4+1 dmg, Shock 2/AC 15, Rng 30/60
 
* Saves:
 
* Saves:
** Evasion: 14
+
** Evasion: 13
** Mental: 15
+
** Mental: 14
** Physical: 15
+
** Physical: 14
** Luck: 15
+
** Luck: 14
  
 
===Skills===
 
===Skills===
 
* Administer
 
* Administer
* Connect
+
* '''Connect-0'''
 
* Convince
 
* Convince
 
* Craft
 
* Craft
Line 43: Line 43:
 
* Know
 
* Know
 
* Lead
 
* Lead
* Magic           '''Magic-0 (CLASS)'''
+
* Magic
* Notice
+
* '''Notice-1'''
 
* Perform
 
* Perform
 
* Pray
 
* Pray
Line 50: Line 50:
 
* Ride
 
* Ride
 
* Sail
 
* Sail
* '''Shoot-0 (BKGD)'''
+
* '''Shoot-1'''
* Sneak
+
* '''Sneak-1'''
* Stab
+
* '''Stab-0'''
 
* Survive
 
* Survive
 
* Trade
 
* Trade
 
* Work
 
* Work
 +
 +
===Class Abilities===
 +
* '''Masterful Expertise'''
 +
** Once per scene, the Expert may reroll any non-combat skill check as an Instant action. This allows the Expert to make a roll and then immediately use this ability if the resulting total isn’t good enough to succeed. In cases where it matters, the better of the two rolls may be used.
 +
* '''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.
 +
  
 
===Foci===
 
===Foci===
 +
* '''Connected L1'''
 +
** You’re remarkably gifted at making friends and forging ties with the people around you. Wherever you go, you always seem to know somebody useful to your ends.
 +
** If you’ve spent at least a week in a not-entirely-hostile location, you’ll have built a web of contacts willing to do favors for you that are no more than mildly illegal.
 +
** You can call on one favor per game day and the GM decides how far they’ll go for you.
 +
* '''Deadeye L1'''
 +
** You have a gift with ranged weapons. While this talent most commonly applies to bows, it is also applicable to thrown weapons or other ranged weapons that can be used with the Shoot skill. For thrown weapons, you can’t use the benefits of the Armsmaster Focus at the same time as Deadeye.
 +
** You can Ready a Stowed ranged weapon as an Instant action.
 +
** You may use a bow or two-handed ranged weapon even when an enemy is within melee range, albeit at a -4 hit penalty.
 +
** You may add your Shoot skill level to a ranged weapon’s damage roll.
 
* '''Trapmaster L1'''  
 
* '''Trapmaster L1'''  
 +
** You have uncommon expertise in handling traps and snares, both mundane ones and the magical perils sometimes found in Deeps or the lairs of sorcerers. You know how to improvise traps with materials you easily carry.
 
** Once per scene, reroll any failed saving throw or skill check related to traps or snares.
 
** 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.
 
** 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'''
 
** Effort: 1 (Magic skill + INT modifier)
 
** ''Arcane Lexicon:'' Commit Effort for the scene. For the rest of the scene, you can read any script that was not intentionally obfuscated or encoded by its writer. Extremely esoteric or nonhuman scripts may not be comprehensible this way; the “plain meaning” of the text might be utterly foreign to human logic.
 
 
* '''Spells'''
 
** Max Level: 1, Spells Cast: 1, Spells <span style="color:green">Prepared</span>: 2
 
** '''1st Level:'''
 
*** <span style="color:green">''Apprehending the Arcane Form:''</span> The mage opens up their mind to the presence of occult energies. For fifteen minutes per character level, they are capable of seeing active magical effects, curses, enchantments, or other dweomers as colored auras or patterns of light. They may identify magical items and get a one-sentence description of their purpose or most significant powers, and may get more sophisticated answers with successful Wis/Magic skill checks at difficulties of 8 or more depending on the subtlety of the enchantment. Mages with prepared spells are visible to the caster, though which spells the subject might have prepared is not knowable. As a side effect of this spell, the ambient thaumic currents cast enough quasi-light to allow the caster to see normally even in perfect darkness.
 
*** <span style="color:green">''Imperceptible Cerebral Divulgence:''</span> The mage focuses on a visible living creature within 100 feet per caster level. For the rest of the scene, they immediately receive an impression of the target’s surface thoughts and interests, understanding them regardless of any lack of a shared language. The caster may ask one question of the target’s memories per caster level, but doing so risks breaking the spell; the target can make a Mental save before answering each question and the spell ends if the save is successful. These questions can only query memories, not compel any exercise of judgment or extrapolation. This spell is very subtle in its casting,and can be invoked without any visible gestures or audible incantations.
 
 
===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==
 
==Equipment==

Revision as of 12:35, 15 August 2023

- Main Page; Gateway to the West:Main_Page

  • Name: Osborn **WIP**
  • Class: Expert
  • Level: 2
  • XP: 3
  • Max HP: 7
  • Max System Strain: 11
  • Age: 24
  • Languages: Common (native), Trade Cant, Sargine
  • Background: Thug

Attributes:

  • Strength 13
  • Dexterity 14 (+1)
  • Constitution 11
  • Intelligence 9
  • Wisdom 11
  • Charisma 11

Other Stats

  • Movement Rate: 30'
  • AC: ??
  • BAB: +1
  • Attacks:
    • Staff: 1d20+1 to hit, 1d6+1 dmg, Shock 2/AC 13
    • Dagger: 1d20+1 to hit, 1d4+1 dmg, Shock 2/AC 15, Rng 30/60
  • Saves:
    • Evasion: 13
    • Mental: 14
    • Physical: 14
    • Luck: 14

Skills

  • Administer
  • Connect-0
  • Convince
  • Craft
  • Exert
  • Heal
  • Know
  • Lead
  • Magic
  • Notice-1
  • Perform
  • Pray
  • Punch
  • Ride
  • Sail
  • Shoot-1
  • Sneak-1
  • Stab-0
  • Survive
  • Trade
  • Work

Class Abilities

  • Masterful Expertise
    • Once per scene, the Expert may reroll any non-combat skill check as an Instant action. This allows the Expert to make a roll and then immediately use this ability if the resulting total isn’t good enough to succeed. In cases where it matters, the better of the two rolls may be used.
  • 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.


Foci

  • Connected L1
    • You’re remarkably gifted at making friends and forging ties with the people around you. Wherever you go, you always seem to know somebody useful to your ends.
    • If you’ve spent at least a week in a not-entirely-hostile location, you’ll have built a web of contacts willing to do favors for you that are no more than mildly illegal.
    • You can call on one favor per game day and the GM decides how far they’ll go for you.
  • Deadeye L1
    • You have a gift with ranged weapons. While this talent most commonly applies to bows, it is also applicable to thrown weapons or other ranged weapons that can be used with the Shoot skill. For thrown weapons, you can’t use the benefits of the Armsmaster Focus at the same time as Deadeye.
    • You can Ready a Stowed ranged weapon as an Instant action.
    • You may use a bow or two-handed ranged weapon even when an enemy is within melee range, albeit at a -4 hit penalty.
    • You may add your Shoot skill level to a ranged weapon’s damage roll.
  • Trapmaster L1
    • You have uncommon expertise in handling traps and snares, both mundane ones and the magical perils sometimes found in Deeps or the lairs of sorcerers. You know how to improvise traps with materials you easily carry.
    • 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.

Equipment

  • Readied: (3/6)
    • (2) Daggers (Str/Dex, 1d4 dmg, Shock 1/AC 15, Rng 30/60, Enc 2)
    • Staff (Str/Dex, 1d6 dmg, Shock 1/AC 13, Enc 1)
    • Clothes, Common
    • Backpack
  • Stowed: (12/12)
    • One man tent (1 enc)
    • Blanket (1 enc)
    • Bedroll (1 enc)
    • 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 (Enc 1)
    • Healers Pouch (Enc 1)
    • Cartographer's Tools
  • Money:
    • 42 sp