Difference between revisions of "Hero Wars: Kauri"

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(Kauri)
(Kauri)
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After spending the majority of his life to that point working with and around mounts and livestock the laconic, quiet, and seemingly infinitely patient Kauri found himself in the newly created town of Alone.  Ostensibly there as a hostler, the near constant Giant attacks on the city forced him into a more guard-like role.  It was his idea to build fake huts/houses with spikes inside to cripple the giants when they would step on them.  It seems likely that Kauri will move on from Alone soon, his personality matches his runes, and he seldom stays in any one place for too long.  Kauri is 5'11", with very tanned skin and a bald head.  He is more lithe than burly, protective, and a blur in combat.
 
After spending the majority of his life to that point working with and around mounts and livestock the laconic, quiet, and seemingly infinitely patient Kauri found himself in the newly created town of Alone.  Ostensibly there as a hostler, the near constant Giant attacks on the city forced him into a more guard-like role.  It was his idea to build fake huts/houses with spikes inside to cripple the giants when they would step on them.  It seems likely that Kauri will move on from Alone soon, his personality matches his runes, and he seldom stays in any one place for too long.  Kauri is 5'11", with very tanned skin and a bald head.  He is more lithe than burly, protective, and a blur in combat.
 
  
 
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<br /><br />
  
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{| class="wikitable" style="width: 60%; height: 14em;"
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|-
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| '''Melee Attack (short sword)'''<br />At-Will<br />Target: One Enemy<br />Attack: +5 vs. AC (Adjusted for Umath's Warband)<br />Hit: 1d6+3 damage<br />Miss: 1 damage || '''Ranged Attack (javelin)'''<br />At-Will<br />Target: One Enemy<br />Attack: +5 vs. AC (Adjusted for Umath's Warband)<br />Hit: 1d6+3 damage<br />Miss: 0 damage
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|}
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'''Backgrounds'''
 
'''Backgrounds'''
  
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''Inner Wind'' - Adds "Deep Breath" maneuver<br />
 
''Inner Wind'' - Adds "Deep Breath" maneuver<br />
 
''Wind Step'' - Use quick action as move action once per battle.  With light armor can also use a quick action as a move action once per turn when escalation die is even.
 
''Wind Step'' - Use quick action as move action once per battle.  With light armor can also use a quick action as a move action once per turn when escalation die is even.
 
Melee attack (short sword) Ranged attack (javelins)
 
At-Will At-Will
 
Target: One enemy Target: One enemy
 
Attack: +4 vs. AC Attack: +4 vs. AC
 
Hit: 1d6+3 damage Hit: 1d6+3 damage
 
Miss: 1 damage Miss: —
 
  
  
 
'''Talents'''
 
'''Talents'''
  
Umath's Warband - +1 to attacks if wearing light armor
+
''Umath's Warband'' - +1 to attacks if wearing light armor
  
Path of Heroes - One additional Exploit at 1st and 7th levels
+
''Path of Heroes'' - One additional Exploit at 1st and 7th levels
  
Skilled Intercept - Once per round as a free action, roll a normal save (11+) to intercept an enemy who is moving to attack one of your nearby allies. You can pop free from one enemy to move and intercept the attack (if you are engaged with more than one enemy, the
+
''Skilled Intercept'' - Once per round as a free action, roll a normal save (11+) to intercept an enemy who is moving to attack one of your nearby allies. You can pop free from one enemy to move and intercept the attack (if you are engaged with more than one enemy, the
 
others can take opportunity attacks against you). The moving enemy makes its attack with you as a target instead.  
 
others can take opportunity attacks against you). The moving enemy makes its attack with you as a target instead.  
  
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'''Maneuvers'''
 
'''Maneuvers'''
  
Deep Breath - Natural 16+ flexible melee attack; Can use a single exploit later in the battle, no stockpiling breaths, up to max number of exploits (max = number of completed battles that day +1)
+
''Deep Breath'' - Natural 16+ flexible melee attack; Can use a single exploit later in the battle, no stockpiling breaths, up to max number of exploits (max = number of completed battles that day +1)
  
In Motion - Natural even roll; +5 to disengage checks until the end of your turn.
+
''In Motion'' - Natural even roll; +5 to disengage checks until the end of your turn.
  
Together! - Natural odd miss; Next ally to swing at same target gets +2 attack.  
+
''Together!'' - Natural odd miss; Next ally to melee same target gets +2 attack.  
  
  
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'''Exploits'''
 
'''Exploits'''
  
The Laughing Cut - Melee, Once per battle
+
''The Laughing Cut'' - Melee, Once per battle
 
Attack: STR + Level vs. AC
 
Attack: STR + Level vs. AC
 
Hit: WEAPON + STR damage (if escalation is 2+ roll one extra WEAPON damage die)
 
Hit: WEAPON + STR damage (if escalation is 2+ roll one extra WEAPON damage die)
 
Deal half of the damage to the target as weapon damage.  Deal the full damage as lightning or thunder damage to a nearby enemy of your choice.
 
Deal half of the damage to the target as weapon damage.  Deal the full damage as lightning or thunder damage to a nearby enemy of your choice.
  
Mastakos' Wheel - Once per battle - Quick Action
+
''Mastakos' Wheel'' - Once per battle - Quick Action
 
Effect: You and 1d4 nearby allies can each use a move action.
 
Effect: You and 1d4 nearby allies can each use a move action.
  
Shield of Arran - Once per battle - Quick Action (must be using a shield)  
+
''Shield of Arran'' - Once per battle - Quick Action (must be using a shield)  
 
Effect: You gain resist damage 16+ against the next attack that targets your AC.
 
Effect: You gain resist damage 16+ against the next attack that targets your AC.
 +
<br /><br /><br /><br /><br /><br />

Revision as of 10:19, 2 February 2019

Kauri

Level 1 Wind Lord, worshiper of Orlanth, Heortlian

After spending the majority of his life to that point working with and around mounts and livestock the laconic, quiet, and seemingly infinitely patient Kauri found himself in the newly created town of Alone. Ostensibly there as a hostler, the near constant Giant attacks on the city forced him into a more guard-like role. It was his idea to build fake huts/houses with spikes inside to cripple the giants when they would step on them. It seems likely that Kauri will move on from Alone soon, his personality matches his runes, and he seldom stays in any one place for too long. Kauri is 5'11", with very tanned skin and a bald head. He is more lithe than burly, protective, and a blur in combat.

Stats Initial Race/Class
STR 16 (+3) 14 +2
CON 17 (+3) 15 +2
DEX 17 (+3) 17
INT 10 (+0) 10
WIS 13 (+1) 13
CHA 12 (+1) 12

HP: 30
AC: 18 (14+3+1) (light leather armor with small targe shield)
PD: 14
MD: 12
Initiative: +4 (roll twice, choose result)
8 recoveries, 1D10+3

Runes: Air, Movement, Beast

One Unique Thing: Birthmark shaped like a Bison that covers entire left shoulder blade. Birthmark is stark white, never darkens or stays marred in any way.

Melee Attack (short sword)
At-Will
Target: One Enemy
Attack: +5 vs. AC (Adjusted for Umath's Warband)
Hit: 1d6+3 damage
Miss: 1 damage
Ranged Attack (javelin)
At-Will
Target: One Enemy
Attack: +5 vs. AC (Adjusted for Umath's Warband)
Hit: 1d6+3 damage
Miss: 0 damage


Backgrounds

Lead Hills cowboy: 4
Kauri's history really starts in the Lead Hills, just south and west of Whitehall. It was there he herded and drove cattle and horses. He rides a horse like its an extension of himself, and even to this day finds himself out of his element in cities.

Caravan guard in Caravan Alley: 3
Wanting to learn to ride more exotic beasts Kauri traveled to Prax, where he was able to see the nomads and their many different mounts. To his regret, he never got to ride one.

Giant fighter in Alone: 1
After leaving Prax Kauri fell in with some settlers and wound up helping to found the small town of Alone. There he helped fortify and defend the town from giants who resented this incursion of the small folk.

Equipment

Saddlebags, short sword (on belt), lasso, small targe shield, leather armor, trail rations, camp cookware, simple spices, machete, soap, bedroll, sundries.

Class Features:

Inner Wind - Adds "Deep Breath" maneuver
Wind Step - Use quick action as move action once per battle. With light armor can also use a quick action as a move action once per turn when escalation die is even.


Talents

Umath's Warband - +1 to attacks if wearing light armor

Path of Heroes - One additional Exploit at 1st and 7th levels

Skilled Intercept - Once per round as a free action, roll a normal save (11+) to intercept an enemy who is moving to attack one of your nearby allies. You can pop free from one enemy to move and intercept the attack (if you are engaged with more than one enemy, the others can take opportunity attacks against you). The moving enemy makes its attack with you as a target instead.


Maneuvers

Deep Breath - Natural 16+ flexible melee attack; Can use a single exploit later in the battle, no stockpiling breaths, up to max number of exploits (max = number of completed battles that day +1)

In Motion - Natural even roll; +5 to disengage checks until the end of your turn.

Together! - Natural odd miss; Next ally to melee same target gets +2 attack.


Feats

Adventurer Feat for the Deep Breath maneuver: Once per battle when the escalation die is 2+ you can trigger Deep Breath with natural even roll.


Exploits

The Laughing Cut - Melee, Once per battle Attack: STR + Level vs. AC Hit: WEAPON + STR damage (if escalation is 2+ roll one extra WEAPON damage die) Deal half of the damage to the target as weapon damage. Deal the full damage as lightning or thunder damage to a nearby enemy of your choice.

Mastakos' Wheel - Once per battle - Quick Action Effect: You and 1d4 nearby allies can each use a move action.

Shield of Arran - Once per battle - Quick Action (must be using a shield) Effect: You gain resist damage 16+ against the next attack that targets your AC.