Hero Wars: Ghareen

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Ghareen Leikisson

Human Level 1 Rebel, devotee of the Alusar the Spy subcult of Yinkin and a Sartarite exile.

Stat            Initial Race/Class
STR 12 (+1)     12
CON 14 (+2)     14
DEX 19 (+4)     17      +2
INT 13 (+1)     13
WIS 10 (+0)     10
CHA 17 (+3)     15      +2

HP 24 currently 16

AC 14

PD 14

MD 11

Initiative 20

Recoveries 8 @ 1D8+2 Used: 1

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.

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

One Unique Thing

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.

Backgrounds

Wild Walker 5 Ghareen is an accomplished hunter, has masterful knowledge of beasts and wilderness spirits, and is utterly at home in the wilderness

Catlike Rake and Ne'er-do-well 3 Ghareen spent most of his time in the wilds - and was encouraged to do so when not on a mission - because he usually got into trouble in civilization. He exhibits all the personality features of his divine ancestor: laziness, curiosity, vanity, and lust - and has acquired the necessary knowledge and social talents to pursue them.

Alusar The Spy Devotee 5 (from Thievery Talent) Ghareen is specifically tied to the Alusar the Spy aspect of Yinkin, and was engaged by his clan to infiltrate and spy on their enemies (and allies).

Class Features

Momentum Many of the rebel’s powers function only when the rebel has momentum. You gain momentum by hitting an enemy with an attack. You lose momentum when you are hit by an attack.

Opening Strike +1D8 The first time you make a melee attack against each enemy during a battle (including the first mook of a mob), the target takes extra damage on a hit.

Transgress Once per day, you can slip, sneak, scrape, or bamboozle your way into a forbidden place: a treasure vault, a cloister, an invitation-only festival, or similar restricted place. Generally speaking, you can also get out again.

Talents

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.

Adventurer Feat: When you use Bravado, gain momentum if you don’t already have it.

Thievery You have the Thief background (by any name that feels fun, engaging, and correct for your character’s background) at its full possible bonus of +5, without having to spend your normal background points on it.

Kinda Lucky A number of times per level equal to your Charisma modifier, you can reroll a natural even d20 roll as a free action, adding your Charisma modifier to the reroll. You must take the new result.

Feats

Bravado (Adventurer feat)

Beast Ancestor: Yinkin
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.

Powers

Roll With It
Momentum power
At-Will (once per round)
Interrupt action; requires momentum
Trigger: A melee attack that targets AC hits you.
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
At-Will
Target: One enemy
Attack: Dexterity + Level vs. AC (+5)
Hit: WEAPON + Dexterity damage (1d6+4)
Miss: Damage equal to your level (1)

Gear

leather armour, a pair of large hunting knives with carved hilts, a brace of javelins, travelling gear, hunting gear