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== Ghareen Leikisson ==
 
== Ghareen Leikisson ==
  
Human Level 1 Rebel, devotee of the Alusar the Spy subcult of Yinkin and a Sartarite exile.
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Level 1 Rebel, devotee of the Alusar the Spy subcult of Yinkin and a Sartarite exile.
  
 
  '''Stat            Initial Race/Class'''
 
  '''Stat            Initial Race/Class'''
  '''STR''' 12 (+1)    12
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  STR 12 (+1)    12
  '''CON''' 14 (+2)    14
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  CON 14 (+2)    14
  '''DEX''' 19 (+4)    17      +2
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  DEX 19 (+4)    17      +2
  '''INT''' 13 (+1)    13
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  INT 13 (+1)    13
  '''WIS''' 10 (+0)    10
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  WIS 10 (+0)    10
  '''CHA''' 17 (+3)    15      +2
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  CHA 17 (+3)    15      +2
  
'''HP''' 24 currently 16
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HP 24
  
'''AC''' 14  
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AC 14  
  
'''PD''' 14
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PD 14
  
'''MD''' 11
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MD 11
  
'''Initiative''' 20
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Initiative +5
  
'''Recoveries''' 8 @ 1D8+2 Used: 1
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8 recoveries, 1D8+2
  
'''''Quick to fight''''' At the start of each battle, roll initiative twice and choose the result you want. This gives +5 to initiative score for this game.
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== Runes ==
 
 
=== Description ===
 
 
 
A narrow-faced, russet-haired youth with extravagant moustache and sideburns, dressed in leather and fur, Ghareen takes pains to always have a well-kept but never refined appearance. An affable sort, he tries to get along with everyone. Despite his casual bearing and seeming laid-back indifference, his eyes and ears are sharp. Unusually so - he has tufts of hair that make his ears look pointed.
 
 
 
=== Runes ===
 
  
 
Air, Beast, Spirit
 
Air, Beast, Spirit
  
=== One Unique Thing ===
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== One Unique Thing ==
  
''Raised by alynxes and spirits''
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Raised by alynxes and spirits
  
 
Conceived on Wooing Day (Wild Day, Harmony Week, Earth Season, a Yinkin Holy Day), Ghareen's father was a Yinkin devotee but his mother unexpectedly turned out to be a wilderness spirit of unknown provenance, who raised him for a while, then left him at his father's hearth 8 years later. Ghareen has only scattered and vague recollections of his mother; he was largely raised by alynxes and minor spirits, and has an unusual affinity with both. He seems to recall he was furred like an alynx when very young, and gradually lost most of it as he grew.
 
Conceived on Wooing Day (Wild Day, Harmony Week, Earth Season, a Yinkin Holy Day), Ghareen's father was a Yinkin devotee but his mother unexpectedly turned out to be a wilderness spirit of unknown provenance, who raised him for a while, then left him at his father's hearth 8 years later. Ghareen has only scattered and vague recollections of his mother; he was largely raised by alynxes and minor spirits, and has an unusual affinity with both. He seems to recall he was furred like an alynx when very young, and gradually lost most of it as he grew.
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'''Bravado'''
 
'''Bravado'''
 
Once per battle as a quick action, you pull off a daring stunt the likes of which others could scarcely conceive. If you want to make an attack while pulling off this crazy stunt, go ahead and use a standard action instead of a quick action and roll for the attack normally.
 
Once per battle as a quick action, you pull off a daring stunt the likes of which others could scarcely conceive. If you want to make an attack while pulling off this crazy stunt, go ahead and use a standard action instead of a quick action and roll for the attack normally.
 
 
Adventurer Feat: When you use Bravado, gain momentum if you don’t already have it.
 
Adventurer Feat: When you use Bravado, gain momentum if you don’t already have it.
  
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Bravado (Adventurer feat)
 
Bravado (Adventurer feat)
  
Beast Ancestor: Yinkin
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Beast Ancestor: Yinkin
Yinkin Blessing - ''Free Cat''
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Grants Yinkin Blessing - ''Free Cat''
Once per day as a quick action, you can ignore a wide range of problems until the start of your next turn. The problems are obstacles, traps, and various conditions and effects that might slow you down.
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Once per day as a quick action, you can ignore a wide range of problems until the start of your next turn. The problems are obstacles, traps, and various conditions and effects that might slow you down.
  
 
== Powers ==
 
== Powers ==
  
'''''Roll With It'''''
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''Roll With It''
Momentum power
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Momentum power
At-Will (once per round)
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At-Will (once per round)
Interrupt action; requires momentum
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Interrupt action; requires momentum
Trigger: A melee attack that targets AC hits you.
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Trigger: A melee attack that targets AC hits you.
Effect: You take half damage from that attack.
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Effect: You take half damage from that attack.
 
 
'''''Consistent Trouble'''''
 
At-Will
 
Requires momentum
 
Attack: Dexterity + Level vs. AC (+5)
 
Hit: WEAPON + Dexterity damage (1D8+4)
 
Natural Even Hit: As a hit, and until the start of your next turn, deal 1d6 damage to the next enemy to target you with a melee attack. (3rd level: 1d6 + Level damage instead of 1d6; 5th level: 2d6 + level damage; 7th level:  3d6 + level damage; 9th level: 4d6 + Level damage.)
 
Miss: Damage equal to your level. (1)
 
 
 
'''''Flashy Blade'''''
 
At-Will
 
Target: One staggered non-mook enemy
 
Attack: Dexterity + Charisma + Level vs. AC (+8)
 
Hit: WEAPON + Dexterity damage. (1D8+4)
 
Miss: Damage equal to your level. (1)
 
 
 
'''''Sure Cut'''''
 
Melee attack
 
At-Will
 
Special: You must have momentum and be able to deal your Opening Strike damage to the target if you hit.
 
Target: One enemy
 
Attack: Dexterity + Level vs. AC (+5)
 
Hit: WEAPON + Dexterity damage. (1D8+4)
 
Miss: Deal your Opening Strike damage + damage equal to your level. (1d8+1)
 
 
 
== Basic Attacks ==
 
 
 
Melee attack
 
At-Will
 
Target: One enemy
 
Attack: Dexterity + Level vs. AC (+5)
 
Hit: WEAPON + Dexterity damage (1d8+4)
 
Miss: Damage equal to your level (1)
 
  
Ranged attack
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''Consistent Trouble''
At-Will
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At-Will
Target: One enemy
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Requires momentum
Attack: Dexterity + Level vs. AC (+5)
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Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage (1d6+4)
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Hit: WEAPON + Dexterity damage
Miss: Damage equal to your level (1)
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Natural Even Hit: As a hit, and until the start of your next turn, deal 1d6 damage to the next enemy to target you with a melee attack. (3rd level: 1d6 + Level damage instead of 1d6; 5th level: 2d6 + level damage; 7th level: 3d6 + level damage; 9th level: 4d6 + Level damage.)
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Miss: Damage equal to your level.
  
== Gear ==
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''Flashy Blade''
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At-Will
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Target: One staggered non-mook enemy
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Attack: Dexterity + Charisma + Level vs. AC
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Hit: WEAPON + Dexterity damage.
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Miss: Damage equal to your level.
  
leather armour, a pair of large hunting knives with carved hilts, a brace of javelins, travelling gear, hunting gear
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''Sure Cut''
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Melee attack
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At-Will
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Special: You must have momentum and be able to deal your Opening Strike damage to the target if you hit.
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Target: One enemy
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Attack: Dexterity + Level vs. AC
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Hit: WEAPON + Dexterity damage.
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Miss: Deal your Opening Strike damage + damage equal to your level.

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