Difference between revisions of "13A:PC/Kaelon"
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; Curse of Chaos (Racial Power) | |||
:Once per battle as a free action when a nearby enemy rolls a natural 1–5 on an attack or a save, turn their roll into a natural 1 and improvise a further curse that shows how their attempt backfires horribly. | |||
:A curse should have about the same impact as a typical once-per-battle ability. For example, a typical curse might lead to the cursed attacker dealing half damage to themself with their fumbled attack and being dazed until the end of their next turn. The GM may reward storytelling flair and/or limit the suggested effects of the curse. | |||
=== Possessions === | === Possessions === |
Revision as of 19:33, 24 October 2016
Kaelon
Demontouched (Half-Elf)
Ranger
1 (Tier)
Stats
STR | 16 | +3 | +4 |
---|---|---|---|
CON | 16 | +3 | +4 |
DEX | 18 | +4 | +5 |
INT | 8 | −1 | 0 |
WIS | 10 | 0 | +1 |
CHA | 8 | −1 | 0 |
Combat
Init: 5
HP: 30
Staggered: 15
AC: 18
PD: 15
MD: 10
Recoveries: 8
Roll: 1d8+3
Average: 0
Basic Attacks
Melee Attack
At-Will
Target: One enemy
Attack: Stat + Level vs. AC
Hit: WEAPON + Stat damage
Miss: —
Target: One enemy
Attack: Stat + Level vs. AC
Hit: WEAPON + Stat damage
Miss: —
Ranged Attack
At-Will
Target: One enemy
Attack: Stat + Level vs. AC
Hit: WEAPON + Stat damage
Miss: —
Target: One enemy
Attack: Stat + Level vs. AC
Hit: WEAPON + Stat damage
Miss: —
One Unique Thing
My demon side dominates my perception of the world.
Icon Relationships
File:Icon-HighDruid.svg ✔ 2 File:Icon-Diabolist.svg ✘ 1
Backgrounds
- Winking Eye Guild - Youth thieving guild 2
- Reform School 1
- Wandering Caravan 2
- Advance Scout Order of Azrul 3
- Hunter's Circle (Order of Azrul) 5 (tracker)
Class Features
Talents
- Tracker
- You have the Tracker background at its full possible bonus of +5, without having to spend your normal background points on it. You are an expert wilderness tracker, capable of reading clues from the environment that others can't perceive. Tracking doesn't work well, however, in heavily traveled urban environments.
- In addition, you have the terrain stunt power.
- Terrain stunt: At the start of each battle in a non-urban environment, roll a d6. Any time after the escalation die reaches that number, you'll be able to use a quick action to execute a terrain stunt. Normally you can only use terrain stunt once per battle, but circumstances, geography, or excellent planning may suggest that you can pull it off more than once.
- Terrain stunts are improvisational effects that play off your preternatural understanding of the wilderness and all the diverse forms of the natural world. Things like knocking a hornets nest no one had noticed onto your enemy's head, maneuvering a foe onto a soggy patch of ground that slows them down, shooting the cap off a mushroom spore in a dungeon that erupts on your enemies, getting your enemy's sword wedged into a stalactite, finding the tree branch that lets you vault up to attack the flying demon that thought it was out of axe range, and similar types of actions.
- Double Ranged Attack
- When you attack with a ranged weapon that does not need to be reloaded, your default option is to make a double ranged attack.
- Your weapon damage die drops one notch, usually from d8s to d6s. If your first attack is a natural even roll (hit or miss), you can make a second attack as a free action.
- If you decide you don't want to try for a double ranged attack when firing your bow or other ranged weapon, declare it before rolling your attack; the single attack will deal the normal damage dice instead of using reduced damage dice.
- Lethal Hunter
- Once per battle as a free action, choose an enemy. The crit range of your attacks against that enemy expands by 2 for the rest of the battle. A mob of mooks counts as a single enemy.
Feats
- Tracker - Adventurer Feat
- Your grasp of the way the world is put together increases; you now can use terrain stunt in urban environments.
Powers
- Curse of Chaos (Racial Power)
- Once per battle as a free action when a nearby enemy rolls a natural 1–5 on an attack or a save, turn their roll into a natural 1 and improvise a further curse that shows how their attempt backfires horribly.
- A curse should have about the same impact as a typical once-per-battle ability. For example, a typical curse might lead to the cursed attacker dealing half damage to themself with their fumbled attack and being dazed until the end of their next turn. The GM may reward storytelling flair and/or limit the suggested effects of the curse.
Possessions
0
Typical Arms
- Melee Weapon (Category)
- Ranged Weapon (Category)
- Armor (Category)
- Shield?
True Magic Items
- None
Consumables
- Duis ×4 Does what?
- Aute ×2 Does what?
Gear
Excepteur, sint, occaecat, cupidatat, non, proident, sunt, in, culpa, qui, officia, deserunt, mollit, anim, id, est, laborum.
Arms Chart
1h | 2h | Thrown | Xbow | Bow | |
---|---|---|---|---|---|
Small | 1dX (-Y) | 1dX (-Y) | 1dX (-Y) | 1dX (-Y) | n/a |
Light | 1dX (-Y) | 1dX (-Y) | 1dX (-Y) | 1dX (-Y) | 1dX (-Y) |
Heavy | 1dX (-Y) | 1dX (-Y) | n/a | 1dX (-Y) | 1dX (-Y) |
Type | AC | Penalty |
---|---|---|
None | XX | — |
Light | YY | — |
Heavy | ZZ | — |
Shield | +1 | — |
Incremental Advances
- None
Description
- Physical Description
- Foo.
- Mannerisms Description
- Fizz.
- Personal (non-Icon) Goals
- Bar.
- Action Heuristic (c.f., alignment)
- Baz.
- Religion
- Qux.
- Family, hometown, city/region of origin?
- Wibble.
- Catchphrase, theme song, etc
- Wobble
- Languages Determined
- Low Imperial
- Graphic Representation (icon for maps)
- Flob.