Remove these ads. Join the Worldbuilders Guild
Worlds Without Number
NameFisker Bryce
HomelandBrookeshaven
OccupationFormer CEO now Monk
Race/SpeciesHuman
GoalGetting back to being rich
DescriptionIncredibly out of touch
BackgroundMerchant
Background Details
ClassAdventurer
Partial ClassMage/Warrior
Class Benefits Partial Mage
A Partial Mage is treated as a Mage, and gains the Ar
cane Tradition ability, allowing them to pick a magical
tradition for their powers. That tradition’s abilities will
be more limited for Partial Mages, however, as described
under each of the paths.
It’s even possible for a PC to pick the Partial Mage
class twice for two different magical traditions, gaining
portions of both arcane powers. They then use the usual
full Mage chart for hit dice, attack bonus, and Foci, and
the spellcasting table on page 64 if both partial classes
cast spells.
A Partial Mage must adhere to the restrictions and
limits of their magical tradition in order to use its abili
ties, regardless of whatever other partial class they may
have.
Partial Warrior
A Partial Warrior gains certain of the benefits of a full
Warrior, including the improved hit die and a somewhat
improved attack bonus. They do not have the Veteran’s
Luck special ability or the Killing Blow power, however,
and must trust to their own talents to land blows and
crush their enemies

Martial Style: Regardless of class, your hit die can’t be
worse than 1d6 per level. When attacking with the
Punch skill, your class hit bonus can be no worse
than that of an Expert of your same character lev
el. At third level, any attack using the Punch skill
counts as a magic weapon.
Unarmed Might: Your unarmed attack damage increases
as you gain levels, as noted on the chart. You may
add your Punch skill to the damage done by these
attacks as usual, but Foci such as Unarmed Com
batant that replace or improve your usual Punch
damage do not apply to you.
Unarmored Defense: When not wearing armor or using
a shield, your base Armor Class is equal to 13 plus
half your character level, rounded down.

Style Weaponry: Pick three general classes of weapons,
such as “swords”, “bows”, “axes”, “daggers”, or the like.
When using weapons of those classes, you may use
Punch for hit rolls instead of Stab or Shoot. Your
Punch skill does not add to the damage done by
these weapons, however, though the benefits of
Martial Style apply to their hit rolls.


Level1 XP0
Attributes
STR DEX CON INT WIS CHA
7 14 12 10 11 9
Modifier
-1 +1 +0 +0 +0 +0

HP CURR HP MAX Syst. Strain
9 9 0

Attack
AB MAB RAB IniB
+1 +0 +0 +1
Saving Throws
PHYS EVADE MENT LUCK
15 14 15 15
Skills
Skill Points:
Skill Lvl
Connect0
Convince0
Stab1
Trade0
Skills (unlearned)
Skill Lvl
Administer-1
Alchemy-1
Convince-1
Craft-1
Exert-1
Heal-1
Know-1
Lead-1
Magic-1
Notice-1
Perform-1
Pray-1
Punch-1
Ride-1
Sail-1
Shoot-1
Sneak-1
Survive-1
Work-1
Foci
ArmsmasterLvl1
You have an unusual competence with thrown weapons
and melee attacks. This Focus’ benefits do not apply to
unarmed attacks or non-thrown projectile weapons. This
Focus’ bonuses also don’t stack with Deadeye or other
Foci that add a skill’s level to your damage or Shock.
Level 1: Gain Stab as a bonus skill. You can Ready a
Stowed melee or thrown weapon as an Instant action. You may add your Stab skill level to a melee
or thrown weapon’s damage roll or Shock damage,
assuming it has any to begin with.
Level 2: The Shock from your melee attacks always treats
the target as if they have AC 10. Gain a +1 bonus
to hit with all thrown or melee attacks.
Die HardLvl1
You are surprisingly hard to kill. You can survive injuries
or bear up under stresses that would incapacitate a less
determined hero.
Level 1: You gain an extra 2 maximum hit points per lev
el. This bonus applies retroactively if you take this
Focus after first level. You automatically stabilize
if Mortally Wounded, provided you have not been
incinerated, dismembered, or otherwise torn apart.
Level 2: The first time each day that you are reduced to
zero hit points by an injury, you instead survive with
one hit point remaining. This ability can’t save you
from large-scale, instantly-lethal trauma.
Shocking AssaultLvl1
You’re extremely dangerous to enemies around you. The
ferocity of your melee attacks stresses and distracts ene
mies even when your blows don’t draw blood.
Level 1: Gain Punch or Stab as a bonus skill. The Shock
damage of your weapon treats all targets as if they
were AC 10, assuming your weapon is capable of
harming the target in the first place and the target
is not immune to Shock.
Level 2: In addition, you gain a +2 bonus to the Shock
damage rating of all melee weapons and unarmed
attacks that do Shock. As usual, regular hits never
do less damage than this Shock would do on a miss.
Weapons
RDY Weapon Dmg Rng/Spec/Shk # ENC
Punch Shock 1/15 0
Hit +1 Mods LL
Dagger +2 Shock 1/15 Range 30/60 1
Hit +1 Mods S, T, PM
Armor
RDY Armor AC ENC
Clothes 14 0
Mods
Belongings
gp, 47 sp, cp
RDY Gear ENC
Daggers(2) 6 2
Lantern 10 1
Rope 50 ft 2 20
Tinderbox 1 0
Rations (3) 15 12
Total items of max 3 (add +2/+4 with slowdown) 3
Total Encumbrance of max 7 (add +4/+8 with slowdown) 33
Note: encumbered, max 15ft/move!
Current Goals
Goal XP

Created by

Rendell.

Link/Embed