Yacob Muleskinner

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This is a character developed for The Wyzard's WWN Caverns Without Number campaign.

Cob Muleskinner

  • Background: Labourer
  • Appearance:
    • Cob is shorter than most and seems to be made of little other than sinew. He has sunken cheeks and his skin is more weather-worn from the elements than most of The City. His clothing is bland, simple, and durable.
  • Description:
    • Iakob Muleskinner (or just "Cob") grew up in a family of porters who helped move cargo coming into and out of The City. While still young, he was able to get an apprenticeship with a game warden who would lead hunts for the nobles outside of the city. The last hunt ended horribly when Lord Gerald Openhand insisted upon delivering a coup de grace on a dire boar, which he then mishandled. Cob’s horse was killed by the dying boar, and Lord Gerald abandoned Cob in the wilderness in order to get back to The City before it moved. Cob is not happy.
  • Goal:
    • Exact revenge on the noble who abandoned him.
  • Class: Heroic 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 of the two rolls.
    • Heroic Skill - Survive
      • Pick any 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.
    • Heroic Expert's Fray
      • Once per turn, as an On Turn action, inflict 1d8 damage plus half your level, rounded down, to any one target within reach of 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 effect any creature who could be hurt by that readied weapon.
    • 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.
  • HP: 14/14
  • System Strain: X/X
  • Level: 3
  • XP: X/X

Attributes

  • Strength: 9 (+/-0)
  • Dexterity: 14 (+1)
  • Constitution: 12 (+/-0)
  • Intelligence: 11 (+/-0)
  • Wisdom: 9 (+/-0)
  • Charisma: 7 (-1)

Combat

  • Movement:
  • Armor: (List the actual armor + shield worn)
    • AC: X
  • Weapon:
    • +X, XdX+X. Shock: Range:
  • Weapon:
    • +X, XdX+X. Shock: Range:
  • Physical:
  • Evasion:
  • Mental:
  • Luck:

Abilities

Skills

  • Administer: NA
    • (0 due to Polymath)
  • Connect: NA
    • (0 due to Polymath)
  • Convince: NA
    • (0 due to Polymath)
  • Craft: NA
    • (0 due to Polymath)
  • Exert: NA
    • (0 due to Polymath)
  • Heal: NA
    • (0 due to Polymath)
  • Know: NA
    • (0 due to Polymath)
  • Lead: NA
    • (0 due to Polymath)
  • Magic: NA
    • (0 due to Polymath)
  • Notice: 2
    • (1 from Alert, 2 from Advancements)
  • Perform: NA
    • (0 due to Polymath)
  • Pray: NA
    • (0 due to Polymath)
  • Punch: NA
    • (0 due to Polymath)
  • Ride: 1
    • (1 from Background, 1 from Advancement)
  • Sail: NA
    • (0 due to Polymath)
  • Shoot: 2
    • (1 from Deadeye, 2 from Advancement)
  • Sneak: 2
    • (1 from Background, 2 from Advancement)
  • Stab: 1
    • (1 from free skill, 1 from Advancement)
  • Survive: 4
    • (4 from Heroic Skill)
  • Trade: NA
    • (0 due to Polymath)
  • Work- Porter: 1
    • (1 from Background)

Foci

  • Alert
    • Gain Notice as a bonus skill. You cannot be surprised, nor can others use the Execution Attack option on you. If the GM rolls initiative by sides, you can add a +1 bonus to your side’s initiative roll, though multiple Alert PCs don’t stack this bonus. If you roll initiative individually, you can roll it twice and take the better result
  • Deadeye
    • Gain Shoot as a bonus skill. You can Ready a Stowed ranged weapon as an Instant action. You may use a bow or two-handed ranged weapon even when an enemy is within melee range, albeit at a -4 hit penalty. You may add your Shoot skill level to a ranged weapon’s damage roll.
  • Polymath
    • Gain any one bonus skill. You treat all non-combat skills as if they were at least level-0 for purposes of skill checks, even if you lack them entirely

Spells & Arts

  • Spells Per Day: X/X
  • Effort: X/X
  • Known Arts:
  • Prepared Spells:
  • Spells Known:
    • Spell: Summary
    • Spell: Summary
    • Spell: Summary
    • Spell: Summary
    • Spell: Summary

Gear

  • Readied Items:
    • Total: X/X
  • Stowed Items:
    • Total: X/X

Miscellanea

Notes

Assets