Iztik Bloodrush Reference Sheet
Basic Information (Section 1)
Height: 2'9"__ Weight: 44lbs__ Hair Color: Black braids slicked with dried blood, shoulder length. Six thick braids__
Eye Color: Bloody orange__ Background: Ravager__
Profession and Focus: Blood-Shaman/Musician__ Level: 3/1__
Experience Tracker: _______/________Movement Speed: 30 feet__
Attributes and Vitals (Section 2)
Attributes |
& Vitals |
||||
---|---|---|---|---|---|
Attribute | Score | Boost | Defense Test Modifier | Vitals |
Tracking |
Power | 15 | +2 | +2 | Action Bonus | +2 |
Agility+ | 20 | +5 | +7 | Initiative | +5 (+7 if Violent Excitement) |
Toughness+ | 16 | +3 | +5 | Wounds | 32 |
Intellect+ | 12 | +1 | +3 | Armor Score | 16 |
Sagacity+ | 16 | +3 | +5 | Inspiration | 5 |
Persona+ | 16 | +3 | +5 | Instability Dice | 1d4 |
Hit |
Dice |
---|---|
Number | Die Size |
4 | 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.
Profession Talents and Prowess Abilities (Page 2 and 3)
- Inspiration: Gain use of a special ability costing 1 action to activate, Gifting Inspiration. May only activate this ability 1/round. Has the following options;
- Heroic Encouragement: You remind an ally within 30 feet of you of the stakes, or perhaps at the right time to help overcome some feelings of tenseness, you crack a joke. Maybe you simply provide a bit of helpful information in the form of a rhyme or from a tall tale or story. Whatever it is, you project, insuring you cut through stress, combat and whatever else to make sure your ally hears you. Your target ally gains a Morale Bonus to their attack rolls or damage rolls (your choice) of +2 until the start of your next turn. At 7th level it becomes +4, and at 14th level this bonus becomes +6.
- Keep Your Guard Up!: Calling out to an ally you realize has let their guard drop, clearly a problem. Perhaps they are surrounded, perhaps a Braserker has thrown themselves to far into a Fury. Perhaps a Scoundrel ally has taken a risk that suddenly looks like it will turn on them. 1 target ally within 30 feet of you gains +2 Morale Bonus to their Armor Score or Defense Test rolls (your choice) until your next turn. At 7th level this becomes +4 and at 14th level this becomes +6.
- Inspired Reserves: Giving an ally you can tell is on their last legs a rousing quote, a war chant, a flattering comparison to heroes from tales of yore perhaps. Whatever your methods, you seem to somehow, through a performative moment, exude your own ego and will unto your ally, healing them for wounds equal to your Persona Boost. At 7th level this provides double your Persona Boost in healing. At 14th level this provides triple your Persona Boost in healing.
- Turn up the Volume: A Musician is unique when compared to many other Entertainers in that they don't need to see their targets, merely know they are there, they must be within range, and the target must be able to hear them. This is true for Inspiration and Performances.
- Performances: Songs and Ballads are played using Perform (Pan Pipes) Skill, gains +1 rank in the skill for free. Caster TN= 14
- 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.
- 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 | +4 |
Sagacity/Persona | Awareness+ | 2 | +5 |
Persona/Intellect | Bribery+ | 2 | +5 |
Toughness/Sagacity | Consume Alcohol+ | 2 | +5 |
Power/Intellect | *Craft (Alchemy)+ | 2 | +4 |
Agility/Sagacity | *Drive (Wagon)+ | 2 | +7 |
Intellect/Persona | *Investigate+ | 2 | +3 |
Sagacity/Persona | Intuition+ | 2 | +5 |
Power/Persona | Intimidation+ | 2 | +5 |
Sagacity/Persona | Language (Goblin)+ | 4 | +8 |
Sagacity/Intellect | Langauge (_________) | __ | __ |
Intellect/Sagacity | Lore (Occult)+ | 2 | +3 |
Agility/Intellect | Medical+ | 2 | +7 |
Power/Agility | Melee (Basic Hand Weapons)+ | 2 | +4 |
Power/Agility | Melee (Fencing)+ | 2 | +4 |
Power/Melee | Melee (Flexible)+ | 1 | +2 |
Power/Agility | Melee (_________) | __ | __ |
Intellect/Sagacity | *Navigation (________) | __ | __ |
Persona/Sagactiy | Persuade+ | 2 | +5 |
Persona/Agility | Perform (Pan-Pipes)+ | 4 | +10 |
Agility/Power | Ranged (Bows)+ | __ | __ |
Agility/Sagacity | Ranged (Firearms)+ | 1 | +5 |
Agility/Power | Ranged (Slings)+ | __ | __ |
Toughness/Sagacity | Spell-Weaving (Slaughter Magick)+ | 2 | +5 |
Agility/Persona | Subterfuge+ | 2 | +7 |
Sagacity/Intellect | Survival+ | 1 | +3 |
Agility/Toughness | Ride (__________) | __ | __ |
Power/Intellect | *Craft (_____________) | __ | __ |
Agility/Intellect | *Craft (Herbalism)+ | __ | __ |
Agility/Intellect | *Craft (___________) | __ | __ |
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 Iztik has 3*2+4=10 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 |
Matchlock Pistol | Ranged (Firearms) | Dangerous (4), Range Brackets (50/150 feet), Reload (3) | 1d10+Agility Boost | Piercing |
Bleeder (Sickle) | Melee (Basic Hand Weapons) | +1 weapon, Bleeder's Blessing (If it inflicts a critical hit, it inflicts Bleed [1] on the target.), Light, Finesse | 1d6+Agility Boost+1 | Piercing and Slashing |
___________________ | ______________________ | _____________________________________________________ | _______________________ | _________________________ |
Armor & |
Shields |
|||
Armor/Shield | Armor Type | Armor Score Bonus | Qualities/Drawbacks | |
Bloody Hides | Light Armor (Leathers) | +1 | Wrathful Exuberance: Whenever the wearer inflicts damage upon a creature, the wearer gains 1d4 temporary wounds which last until the start of their next turn. | |
___________ | ___________ | __ | ___________________________________________________ | |
Consumables | Number | Item | Effect | 1 | Minor Healing Elixir | 2d4+2 wound recovery |
1 | Lesser Slaughterer's Philter | Grants +2 on any Spell-Weaving (Slaughter Magick) skill roll for 1 minute. |
Gear |
||
---|---|---|
Item | Benefit | Inventory Slots Consumed |
Belt of the Cat | Grants the wearer +2 to Agility Score, requires attunement | Belt | __________________________ | __________________________ | __________________________ |
Spell/Prayer/Powers/etc-Book (Self Recording Suggested, but Page 6 will be provided)
Shaman TN: 10+(Sagacity Boost)+(Shaman) Level= 16
Entertainer TN: 10+(Persona Boost)+(Entertainer) Level= 14
Spells/Prayers/Powers/etc Known
Shaman Spells
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 the 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 Action__Target(s): 2 creatures within range of you and each other__ 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).
Entertainer Performances
Thunderous Tempo and Tune:
Tier (I) Casting TN: 14__Casting Time: 1 Action__Target(s): Any creature within the area effected.__ Duration: Instant__ Range: 10 foot radius AOE around you__
Effects: Any creature within the radius must make a Toughness Defense Test. Should they fail, they are pushed back 20 feet, thrown prone and take 1d10 Thunder Damage. If they succeed, they take half damage and are not thrown prone but are still pushed back 10 feet. If they would hit a solid object from being pushed back, they take appropriate fall damage as their travel ends. If that object is another creature, they split the fall damage between them.
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