Name | Fisker Bryce | ||
Homeland | Brookeshaven | ||
Occupation | Former CEO now Monk | ||
Race/Species | Human | ||
Goal | Getting back to being rich | ||
Description | Incredibly out of touch | ||
Background | Merchant | ||
Background Details | |||
Class | Adventurer | ||
Partial Class | Mage/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. |
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Level | 1 | XP | 0 |
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 |
Skill | Lvl |
Connect | 0 |
Convince | 0 |
Stab | 1 |
Trade | 0 |
Armsmaster | Lvl | 1 |
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 Hard | Lvl | 1 |
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 Assault | Lvl | 1 |
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. |
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 |
RDY | Armor | AC | ENC | |||
Clothes | 14 | 0 | ||||
Mods |
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! |
Goal | XP |