Anzik Raw-tooth Reference Sheet

Basic Information (Section 1)

Name: Anzik Raw-tooth__ Species: Goblin__ Gender: Female__ Age: 22_
Height: 3'1"__ Weight: 61 lbs__ Hair Color: Shaggy black-grey__
Eye Color: Clouded Red__ Background: Ravager__
Profession and Focus: Blood-Shaman/Battle-Rager__ Level: 3/1__
Experience Tracker: _______/________Movement Speed: 40 feet__

Attributes and Vitals (Section 2)


Attributes
& Vitals
Attribute Score Boost Defense Test Modifier
Vitals
Tracking
Power+ 16 +3 +5 Action Bonus +2
Agility+ 18 +4 +6 Initiative +4 (+6 if Violent Excitement)
Toughness++ 16 +3 +7 Wounds 36
Intellect 14 +2 +2 Armor Score 15
Sagacity+ 17 +3 +5 Fury Damage Dice 1d4
Persona 12 +1 +1 Instability Dice 1d4


Hit
Dice
Number Die Size
1 d12
3 d8


Attributes marked with a '+' sign are the ones your profession lets you add your Action Bonus when you roll Defensive Tests.

Hit Dice: These are used when taking a Regroup, you can spend any number up to your maximum of these, and heal for wounds equal to rolls of them plus your Toughness Boost on each. However once used they are gone. You recover 1/2 of them over a Rest, to a minimum of 1.

Species Traits



  • Small Size: Goblins naturally need to either step down the damage dice of any weapon that would be its normal amount 1 step, or the weapon would become a Great Weapon or Polearm for them as appropriate as they are to small to wield weapons made for human/humanoid sized creatures. Similarly to gnomes and halflings.


  • Sneaky little Murderer: Goblins, despite their brutal greenskin heritage, are actually rather sneaky bastards, and though not natural inclined to the arts of stealth and ambush, are generally pretty good at naturally moving quiet and not being spotted until they choose to be. They have a racial boost of +2 to Subterfuge skill rolls.


  • Violent Excitement: A goblin that is rolling initiative after witnessing an act of violence, or suffering from an act of violence, or participating in an act of violence, gets to roll their initiative with an additional +2.


  • Wrathful Blood: Goblins, like all greenskins, are just inherently sort of resistant to poisoning or toxins. Though their small stature means their resistance to poison is not noteworthy, since you simply just dose them as you would a human to get the results you'd hope for, this more effects the ability to actually afflict them with the Toxic condition. Their blood seems to almost run at a temperature that most poisons simply don't last long in their blood stream. They get a natural +2 boost to Toughness Defensive Tests against suffering instances of the Toxic condition.


  • Small Fury Syndrome: Though when they have a notable numerical advantage, or believe the odds are equal, or are driven by religious zeal they are dangerous, goblins are quite frail of body when compared to well most other creatures or things they may be fighting. So very often they will gang up, and effectively goblin pile one target at a time. Because of their thirst for blood they also aren't what one would call careful of their compatriots. A goblin that rolls a natural 1 on an attack roll with any melee weapon, if there is another goblin that is adjacent to the target of their attack, the failed attacker moves to be adjacent to that ally and hits them instead, basically throwing themselves so recklessly into battle they miss their target and crash into their other goblin companion.


  • Slaughter's Protection: Anzik is a protected by the will of her fell and foul diety. She has a +1 boost to her Armor Score.


  • Fueled by Slaughter: Whenever she lands a critical hit, as long as it was her first attack of the round, she may immediately use her reaction to attack that same target a second time. This reaction does not count towards her multiple attack penalty (MAP) for the combat round.


Profession Talents and Prowess Abilities (Page 2 and 3)



  • Fury: She has use of Fury 3 times before she needs a rest. Fury is activated in bursts of 6 rounds, and when a Fury runs out, she suffers Exhaustion (1) for 10 minutes. Fury gives momentum on all POWER and TOUGHNESS based d20 rolls.


  • Fury over Fear: Fully embracing the Fury which drives you, the braserker is completely immune to the Fearful condition if they are in a Fury, and furthermore, whilst in a Fearful condition, if they enter a Fury, they overcome the Fearful condition automatically at the end of the current turn.


  • Battle Fervor: Battle-Ragers have a true bloodrage flowing through their veins, and they seem capable of just flat out ignoring pain and injuries. When you select this Focus at first level, gain the usage of Battle-Fervor when in a Fury. Battle-Fervor can be used 1/rest at first level, 2/rest at eighth level and 3/rest at sixteenth level. Using Battle-Fervor takes an action, and when used you heal 1d10+1/Braserker Level wounds.


  • Slaughter Magick: A Blood Shaman can cast their magicks even if in a fury, a unique trait utilized by Anzik with gusto and gumption. As with normal shamanistic magicks, any spell woven causes her to gain instability.


  • Unstable Magick: ___/100. This is a natural condition of being a shaman. Every time they attempt to weave a spell, they build up instability, by rolling their Instability Dice. The Instability score increases the TN of any spell-form they are attempting to weave. Instability can be cleansed by discharging it or is cleansed naturally after a Rest. To discharge it a shaman must give into the chaos, and declaring they are 'letting go.' Their next spell-form regardless if they succeed in casting it or not, triggers a minor miscast, and when they roll on the minor miscast table, they add their instability score to the 1d100 roll. This then removes all Instability from them.


  • Wrath's Blessed: A Blood Shaman can cast magick even if in a Fury.


  • Maddening Aura: So long as you have an Instability Score of at least 1, you have a 10 foot maddening aura, where any creature that ends the turn within the radius of the aura must make a Sagacity Defensive Test against the Shaman's caster TN or gain Confused (1) Condition.


  • Shrieking in the Mind: This is a spell-weave with a TN of 20. At the cost of one action and a roll of their Unstable Magick Dice, a cultist can shriek at a target within 60 feet letting the gibbering of the Void channel through them. The target takes an amount of psychic damage equal to 1d6/1 of the Unstable Magick roll (so if they rolled a 4, they'd roll 4d6 psychic damage) and become Frightened (1).


  • Manna Surge: Whenever the Shaman successfully casts a spell, they gain resistance to one of the elemental damage types at random until the start of their next turn, or until they cast again.


  • Destabilizing Bolt: As a Reaction a Shaman can choose to burn off their Instability, having to roll a Minor Miscast, reacting to another creature within 60 feet attempting to weave for a spell of the arcane. They reduce the Spell-weave skill test of the caster by the amount of instability they had, as well as applying the Minor Miscast roll to their target as well as themselves.


Skills Tracking Table (Page 4)



Skills marked with an * cannot be attempted unless you have at least 1 rank in them. Skills marked with a + are his accessible skills by level up at current.

Ranks: 1 is (Trained), 2 is (Well-Trained), 3 is (Journeyman Training), and 4 is (Mastery). Trained adds primary attribute boost, well-trained adds their Action Bonus, Journeyman can choose to use Secondary attribute instead of Primary, and Mastery adds both attribute boosts.

Attributes (Primary/Secondary) Skills Rank (1, 2, 3, or 4) Skill Roll Bonus
Persona/Sagacity *Animal Care-Taking __ __
Power/Agility Athletics+ 2 +5
Sagacity/Persona Awareness+ 2 +5
Persona/Intellect Bribery __ __
Toughness/Sagacity Consume Alcohol+ __ __
Power/Intellect *Craft (Blacksmith)+ __ __
Agility/Sagacity *Drive (_________) __ __
Intellect/Persona *Investigate __ __
Sagacity/Persona Intuition+ 4 +6
Power/Persona Intimidation+ 2 +5
Sagacity/Persona Language (Goblin)+ 4 +6
Sagacity/Intellect Langauge (Arcanis)+ 2 +5
Intellect/Sagacity Lore (Arcana)+ 2 +4
Intellect/Sagacity Lore (Occult)+ 2 +4
Agility/Intellect Medical+ 1 +4
Power/Agility Melee (Polearm)+ 4 +9
Power/Agility Melee (Basic Hand Weapons)+ 1 +3
Power/Melee Melee (Great Weapons)+ 1 +3
Power/Agility Melee (Brawling)+ 1 +3
Intellect/Sagacity *Navigation (________) __ __
Persona/Sagactiy Persuade+ __ __
Persona/Agility Perform (__________) __ __
Agility/Power Ranged (Bows)+ 1 +4
Agility/Sagacity Ranged (Firearms)+ __ __
Agility/Power Ranged (__________) __ __
Toughness/Sagacity Spell-Weaving (Slaughter Magick)+ 2 +5
Agility/Persona Subterfuge+ 2 +6
Sagacity/Intellect Survival+ 1 +3
Agility/Toughness Ride (__________) __ __
Power/Intellect *Craft (_____________) __ __
Agility/Intellect *Craft (Alchemy)+ __ __
Agility/Intellect *Craft (Herbalism)+ __ __
Sagacity/Intellect Language (__________) __ __
Agility/Toughness Ride (__________) __ __


Equipment (Page 5)



Besides Armor and one weapon, which is just ignored, every character can carry an amount of equipment equal to 3*Power Boost+their level in inventory slots. So Anzik has 3*3+4=13 inventory slots. Every character can carry 3 consumables without them mattering against inventory slots. Afterwards every 3 consumable items you have count as 1 inventory slot, (minimum 1).

Weapons
Weapon Weapon Type (Family) Qualities Damage Damage Type
Skull-Cracker quarterstaff Melee (Polearm) +1 Weapon, Skullcracker Blessing (If critical hit, inflicts Stunned(1) on target), Double Weapon 1d6+Power Boost+1 Bludgeoning
__________________ __________________ _________________________________________ ____________________ _________________________
___________________ ______________________ _____________________________________________________ _______________________ _________________________
Armor &
Shields
Armor/Shield Armor Type Armor Score Bonus Qualities/Drawbacks
_____________________ ________________ __ _____________________________________________
___________________ ___________ __ ___________________________________________________
Consumables
Number Item Effect
1 Minor Healing Elixir 2d4+2 wound recovery
1 Slaughter's Draught If in a Fury, grants the drinker Hasten (1) however they must draw blood in melee combat (strike a creature and cause it to lose wounds with a melee weapon) at least once each round or both the Fury and Hasten forcibly fade and are gone, and the negative of those abilities ending is inflicted.


Gear
Item Benefit Inventory Slots Consumed
Belt of the Bull Grants the wearer +2 Power, requires attunement Belt slot
__________________________ __________________________ __________________________


Spell/Prayer/Powers/etc-Book (Self Recording Suggested, but Page 6 will be provided)



Caster TN: 10+(Attribute Boost)+(Profession) Level= 16

Spells/Prayers/Powers/etc Known



Grevious Wounding:

Tier (I) Casting TN: 9__Casting Time: 1 action__
Target(s): Self (weapon you are holding)__ Duration: 1 minute or until discharged__ Range: Range of weapon you used the spell on.__
Effects: This weapon's next successful attack inflicts Bleeding (1) on the target struck by it. Should you land a critical hit, this becomes Bleeding (2)

Wrathful Chain:

Tier (I) Casting TN: 13__Casting Time: 2 actions__
Target(s): 2 creatures within range of each other and you___ Duration: Maintained, up to 1 minute__ Range: 60 feet___
Effects: Both targets make Toughness Defensive Tests against your Caster TN. A chain of bone, blood and sinew erupts from them both, connecting them, pulling them within 30 feet of eachother and allowing them to move no further away than that from one another. If they crictically fail their test, they take 2d10 Thunder Damage doubled and become Stunned (2). A regular Failure takes 2d10 Thunder Damage and becomes Stunned (1). A regular success takes half damage and is not Stunned. A critical success takes no damage. Regardless of success or failure, the two targets are chained together by this and must fight to the death, or at least attempt to kill each other for the duration. They will only be freed when the spell ends or if one kills the other. If they do not attempt to harm each other in a lethal fashion at least once each round, they will take 1d10 thunder damage at the end of their turn. They cannot be harmed by outside sources for the duration, nor can they inflict harm to other opponents. However they inflict double damage upon each other for the duration.

Barbed Aura:

Tier (I) Casting TN: 12_Casting Time: 1 Action__
Target(s): Self__ Duration: Maintained, up to 1 minute__ Range: 10 foot aura__
Effects: Any creature that attempts to attack you in melee whilst this effect is upon you, and is within range, immediately takes 1d8 piercing damage and is afflicted with Bleeding (1).

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