Difference between revisions of "Godbound: Blood and Oil:Scrupulous Liquidator"

From RPGnet
Jump to: navigation, search
Line 56: Line 56:
 
Bow (3) - Never run out of ammunition. Can call fired projectiles back. Never hurt anyone unintentionally with a projectile.
 
Bow (3) - Never run out of ammunition. Can call fired projectiles back. Never hurt anyone unintentionally with a projectile.
  
The Inexorable Shaft (2) - Commit Effort. Ranged attacks do maximum damage and ignore cover.
+
Deception (3) - Raises CHA to 16.
 
 
All Directions As One (1) - Can navigate vertical or overhanging surfaces as if flat ground. Can pass through rough terrain effortlessly. Invulnerable defense against being pushed or made to fall.
 
  
  
Line 65: Line 63:
 
Omnipresent Reach (1) - Ranged attacks do 1d10 and has reach = anything you can see with natural sight.
 
Omnipresent Reach (1) - Ranged attacks do 1d10 and has reach = anything you can see with natural sight.
  
Deception (3) - Raises CHA to 16.
+
The Inexorable Shaft (2) - Commit Effort. Ranged attacks do maximum damage and ignore cover.
 +
 
 +
All Directions As One (1) - Can navigate vertical or overhanging surfaces as if flat ground. Can pass through rough terrain effortlessly. Invulnerable defense against being pushed or made to fall.
  
 
Walking Ghost (2) - Commit Effort. Cannot be detected. Spirit save lets worthy enemy detect you.
 
Walking Ghost (2) - Commit Effort. Cannot be detected. Spirit save lets worthy enemy detect you.

Revision as of 18:09, 19 May 2017

Name: Scrupulous Liquidator

Player: EnigmaticOne

Campaign: Blood and Oil

Caste: Moonsilver

Current incarnation: Unstoppable Assassin, Trained in the Strife of the Bitter Rival

Previous incarnation: Jarish Lector who turned his congregation into an anti-Gremlin militia, Innovative Chemical Scientist

Level: 2

Weapon: +5 Assault Crossbow (1d8+3)

Armour: None (Defense 20)

Attributes

Strength 8 (bonus -1, check 13+)

Dexterity 18 (bonus +3, check 3+)

Constitution 13 (bonus +1, check 8+)

Intelligence 13 (bonus +1, check 8+)

Wisdom 14 (bonus +1, check 7+)

Charisma 10 (bonus +0, check 11+)


Hardiness: 13+

Evasion: 11+

Spirit: 13+


Hit Points: 14/14

Experience Points: 5

Available Dominion: 0

Spent Dominion: 2


Installed Charms

Alacrity (Inherent) - Raises DEX to 18. Cannot be surprised.

Walk Between the Rain (1) - Natural AC 3, no benefit from armour.

Bow (3) - Never run out of ammunition. Can call fired projectiles back. Never hurt anyone unintentionally with a projectile.

Deception (3) - Raises CHA to 16.


Stored Charms

Omnipresent Reach (1) - Ranged attacks do 1d10 and has reach = anything you can see with natural sight.

The Inexorable Shaft (2) - Commit Effort. Ranged attacks do maximum damage and ignore cover.

All Directions As One (1) - Can navigate vertical or overhanging surfaces as if flat ground. Can pass through rough terrain effortlessly. Invulnerable defense against being pushed or made to fall.

Walking Ghost (2) - Commit Effort. Cannot be detected. Spirit save lets worthy enemy detect you.

Bolt of Invincible Skill (1) - Always hit an unaware or inanimate target. May Commit Effort to end scene so current or next ranged attack does maximum damage and hits on everything but a nat 1.


Strife of the Bitter Rival

Initiate: When fighting a solitary opponent in single combat, the initiate can roll hit rolls twice and take the better result.

Disciple: When fighting a single opponent, the disciple may automatically succeed at a saving throw against a power their enemy uses once per scene, if a save is allowed.

Master: When fighting a single opponent, the master’s number of attacks are doubled so long as no other allies have yet engaged the opponent or aided the master.


Effort

Uncommitted (3)

Influence

Uncommitted (3)