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=Pei Feverfew=
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=Pei Huai=
 
*Background: Physician
 
*Background: Physician
 
*Appearance: A man with graceful bearing and a noble demeanor...if he puts his mind to it. And bothers to shave that day. Pei has dark hair tied usually tied back in a loose bun or ponytale, with dark eyes and sharp cheekbones to match. The elegance of his long fingers and soft hands is marred only by the occasional chemical burn stain or small, enigmatic scar that speaks to a more chaotic past.
 
*Appearance: A man with graceful bearing and a noble demeanor...if he puts his mind to it. And bothers to shave that day. Pei has dark hair tied usually tied back in a loose bun or ponytale, with dark eyes and sharp cheekbones to match. The elegance of his long fingers and soft hands is marred only by the occasional chemical burn stain or small, enigmatic scar that speaks to a more chaotic past.
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*Class: Expert
 
*Class: Expert
  
*Legendary Expertise: Once per scene, as an Instant action, automatically succeed at any non-combat skill check of difficulty 12 or less. If used in an opposed skill check, you may instead reroll the check and use the best roll of the two.
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*Class Ability: Masterful Expertise
*Heroic Skill: Pick any one non-combat, non-Magic skill; that skill is immediately set to level-4 proficiency, regardless of your character level and the usual maximum allowed. If you already have that skill at some level from some other source, you may exchange the existing score for an equal rating in any other non-combat, non-Magic skill of your choice that you don’t already have.
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**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
*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.
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the resulting total isn’t good enough to succeed. In cases where it matters, the better of the two rolls may be used.
*Heroic Expert’s Fray: Once per round, as an On Turn action, inflict 1d8 damage plus half your level, rounded down, to any one target within reach of
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*Class Ability: Quick Learner
any of your Readied weapons, provided they have equal or fewer hit dice than you have levels. This damage is not modified by any ability or bonus, and can affect any creature who could be hurt by that Readied weapon.
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**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
 
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save this point to spend later if you wish.
*HP: 26/26
 
*System Strain: 9/9
 
*Level: 3
 
*XP: 6/12
 
  
 
=Attributes=
 
=Attributes=
*Strength: 9  
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*Strength: 9 (+/-)
*Dexterity: 12  
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*Dexterity: 12 (+/-)
*Constitution: 9  
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*Constitution: 9 (+/-)
 
*Intelligence: 14 (+1)
 
*Intelligence: 14 (+1)
*Wisdom: 11  
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*Wisdom: 11 (+/-)
*Charisma: 10  
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*Charisma: 10 (+/-)
  
 
=Combat=
 
=Combat=
*Movement: 30
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*Movement:
 
*Armor: (List the actual armor + shield worn)
 
*Armor: (List the actual armor + shield worn)
 
**AC:  (+shield, if any)
 
**AC:  (+shield, if any)
*Base Attack Bonus: +1
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*Base Attack Bonus  
 
*Weapon:
 
*Weapon:
 
**+X, XdX+X. Shock: Range:
 
**+X, XdX+X. Shock: Range:
 
*Weapon:
 
*Weapon:
 
**+X, XdX+X. Shock: Range:
 
**+X, XdX+X. Shock: Range:
*Physical: 13
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*Physical:  
*Evasion: 12
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*Evasion:  
*Mental: 13
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*Mental:  
*Luck: 13
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*Luck:  
 
 
 
=Abilities=
 
=Abilities=
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==Skills==
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*Heal - 0
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*Convince - 0
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*Administer - 0
  
==Skills==
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[[+2 Physical]]
*Heal - 2
 
*Stab - 1
 
*Shoot - 0
 
*Sneak - 0
 
*Connect - 0
 
*Craft - 4
 
*Know - 0
 
*Notice - 1
 
*Craft - 4
 
  
 
==Foci==
 
==Foci==
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Level 1: Gain Connect as a bonus skill. You can fluently speak all the common languages of your native region and convey at least basic information in the
 
Level 1: Gain Connect as a bonus skill. You can fluently speak all the common languages of your native region and convey at least basic information in the
 
uncommon or esoteric ones. You can learn a new language with only a week’s practice with a native speaker. Once per game day, your polished ways automatically gain a minor favor from an NPC that would not put them to significant expense or risk, assuming the NPC isn’t hostile to you.
 
uncommon or esoteric ones. You can learn a new language with only a week’s practice with a native speaker. Once per game day, your polished ways automatically gain a minor favor from an NPC that would not put them to significant expense or risk, assuming the NPC isn’t hostile to you.
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=Gear=
 
=Gear=
 
*Readied Items:
 
*Readied Items:
Dungeoneering Bundle
 
 
Short Sword (1d6 dmg, Shock 2/AC 15) (1)
 
Throwing Blades, 5 (1d4 dmg, no Shock) (1)
 
Backpack (1)
 
Lantern, tinder box, and 2 pint flasks of oil (3)
 
Writing kit & 20 sheets of paper (1)
 
Rations, 1 week 4
 
Waterskin (1)
 
Healer’s pouch (1)
 
80 silver pieces in cash -
 
 
 
 
**Total: X/X
 
**Total: X/X
 
*Stowed Items:
 
*Stowed Items:

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