Carter Finwick
(a.k.a. Pop)
Character Sheet
Carter Finwick
Death's Door: 3
Respite HP Recovery: 32
Excess HP: 0
Max HP Modifier: 0
Excess SP: 0
Max SP Modifier: 2
Excess MP: 0
Max MP Modifier: 0
Spellcasting Stat: 30
Spellcasting Stat Quotient: 3
affects your turn order in combat and other scenarios.
Res XP: None
Res Bonus: 0
Modifier: 0
Res XP: None
Res Bonus: 1
Modifier: 2
Carry Limit: 130
Half Carry Limit: 65
Drag/Push/Lift 390
Res XP: None
Res Bonus: 1
Modifier: 4
Res XP: None
Res Bonus: 1
Modifier: 2
Res XP: None
Res Bonus: 1
Modifier: 2
Res XP: Beginner
Res Bonus: 5
Modifier: 6
Common Skills
Knowledges
Tools
Trial 13
Mundane Trial Modifier: 0
Trial 15
Mundane Trial Modifier: 0
Defense 9
Worn Shield Rating:
Size: 3
Defense Unarmored Modifier: 0
Defense 14
Worn Armor Rating: 12
Worn Armor Tier: Light
Worn Shield Rating:
Defense Armored Modifier: 0
Weapons
Attack (attack with a weapon you are holding, or make some other attack roll)
Called Shot (exchange a number of enhancements for flaws to gain an effect on one attack or similar roll)
Evade (attacks against you until the start of your next turn are +1 Flawed)
Exchange (item interaction involving another creature, like giving a potion)
Grapple (attempt to grapple a creature no more than 1 Size larger; Athletics, Grace, or Power check)
Hide (Grace check against Passive Notice. Must be at least Partially Covered)
Hold (Hold one action and define a trigger for it. Wasted if the trigger does not occur by the start of your next turn. Held spells are expended regardless. Holding an attack only triggers a single attack).
Jump (jump a height or distance equal to Might Quotient, or double the distance by running for at least 2 Paces in a straight line)
Sprint (you move an additional time this turn)
Stabilize (make a Trial 15 Knowledge check to attempt to end the Dying state on a creature. Trial increases by 10 for each Death Test the creature has failed thus far).
Tool Usage (use a tool, within reason)
Withdraw (you do not trigger Advantage Attacks for the rest of your turn).
Pulpmaker. Make one attack with my Pulpmaker (colossal sword). Regardless of hit, may draw back the weapon to automatically deal 3 damage for 1 SP.
Light Crossbow. Make one attack with my Light Crossbow.
Draw Colossal Sword
Assist (give a creature +1 Enhancement on their next skill check using the skill you are using to assit them. You must at least be a Beginner with that skill to assist).
Interact (interact with an object like a door, chest, lever, etc. GM may rule in some cases that an interaction requires more than a Secondary Action).
Use (Use an item on yourself, like drinking a potion)
Draw/Load Crossbow
About Face (when you take damage originating from behind you, you may turn around to face the source of the damage)
(1 SP) Insipirational. When an ally makes a check within 10 Paces, I may give it +1 Enhancement, provided it can hear me.
Cosmic Guidance. Page 598
Fast Talk. Page 610
Shooting Stars. Page 544. Only with Star Chart
Solarity. Page 846. Only with Star Chart
Rage (Beginner). Increase your Might or Vigor by 3 (Might)
Orc's Endurance. (Beginner) Increase your maximum Stamina by 2.
Colossal Drawback (Colossal Sword, Beginner). When I attack with a colossal sword, I may spend 1 SP to deal 3 Damage to the target regardless of whether I hit or missed, as long as it is still within reach.
Eloquent Voice (Beginner). After casting a spell with a Voice integrant, I may force a creature within 5 Pces who can hear me to make a Wile Resistance check or be Charmed by me until the end of its next turn. A creature Charmed in this cannot make attacks against me and has +1 Flaw to all attack rolls against my allies. The state ends early if it takes damage.
Astrologer (Beginner). Can create star chart over 5 days. It is used to track the stars, channel spells, and determine the exact date and time. While hold it, it can be used to cast Divine Bolt and Shooting Stars as LowSpells/HighSpells, or it can be destroyed to cast one as a GreatSpell (without an Arcane Reserve).
Energizing Song. Every time you cast a HighSpell or GreatSpell, you may also restore one SP or MP to an ally of your choice within 10 Paces who can see and/or hear you cast the spell.
Over-Energized Every time a Respite or Furlough, gain Excess MP/SP (your choice) equal to your Wile Quotient. Doesn't stack with other sources.
Inspirational (Beginner). As a Reactive Action at the cost of 1 SP, give a creature +1 Enhancement within 10 Paces when it makes a check, provided the creature can hear you.Inspiring Aura (Beginner). After giving an ally +1 Enhancement, you can also give another ally within 10 Paces of you +! Enhancement as well. This new Enhancement can't trigger this ability again, and it must be spent on the next check the ally makes within 1 Minute.
Inspiring Warrior (Beginner).When a creature hits with an attack roll that had an Enhancement you provided, the creature may also roll that Enhancement for the damage roll.
Big, muscular, fatherly man who has helped train numerous newcomers to the brigade by accompanying them on missions and serving as muscle more than mind to ensure that they all get home safely. Friendly ol' half-orc brute.
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