13A:PC/Annalana: Difference between revisions
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HP: (base (7) + con modifier) * (level multiplier; 3 at level 1) | HP: (base (7) + con modifier) * (level multiplier; 3 at level 1) | ||
Staggered: 1/2 max HP | Staggered: 1/2 max HP | ||
AC: | AC: 12 + (mid of con, dex, wis)+ level + "ac modifier to your base ac" | ||
PD: | PD: 10 + (mid of str, con, dex)+ level + "pd modifier to your base pd" | ||
MD: | MD: 12 + (mid of int, wis, cha)+ level + "md modifier to your base md" | ||
Recoveries: 8 | Recoveries: 8 | ||
Roll: lvl d8 + (con mod*tier) | Roll: lvl d8 + (con mod*tier) | ||
Line 54: | Line 54: | ||
'''Target:''' One enemy<br> | '''Target:''' One enemy<br> | ||
'''Attack:''' Strength + Level vs. AC <br> | '''Attack:''' Strength + Level vs. AC <br> | ||
'''Hit:''' WEAPON + Strength damage<br> | '''Hit:''' WEAPON (Shortsword 1d6 or Spear 1d8) + Strength damage<br> | ||
'''Miss:''' Damage equal to your level | '''Miss:''' Damage equal to your level | ||
Line 60: | Line 60: | ||
'''Target:''' One enemy<br> | '''Target:''' One enemy<br> | ||
'''Attack:''' Dexterity + Level vs. AC <br> | '''Attack:''' Dexterity + Level vs. AC <br> | ||
'''Hit:''' WEAPON + Dexterity damage <br> | '''Hit:''' WEAPON (Shortbow, 1d6) + Dexterity damage <br> | ||
'''Miss:''' — | '''Miss:''' — | ||
Line 109: | Line 109: | ||
== Gear == | == Gear == | ||
{{GP| | {{GP|25}} | ||
* Studded leather | |||
== Description == | == Description == |
Revision as of 17:45, 7 November 2016
Annalana Love
I am a prolific journaler for each sunrise wipes my memories clean and my notebooks are my memories. File:Icon-Archmage.svg (Conflicted) | File:Icon-DwarfKing.svg(Positive) | File:Icon-ElfQueen.svg(Negative)
Commander 1
Human Female
Abilities Str 16 +3 | Dex 14 +2 | Con 12 +1 | Int 10 +0 | Wis 10 +0 | Cha 17 +3
Init: +3 (Dex + Level)
- Quick to Fight (Racial Power)
- At the start of each battle, roll initiative twice and choose the result you want.
Defense
HP: 24 (7+Con*3)
Recoveries: 8 (1d8+Con+tier[1])
AC: 14 (12 + middle mod of Con/Dex/Wis + Level)
Physical Defense: 15 (12 + middle mod of Str/Con/Dex + Level)
Mental Defense: 13 (12 + middle mod of Int/Wis/Cha + Level)
Basic Attacks
Melee attack (At-Will)
Target: One enemy
Attack: Strength + Level vs. AC
Hit: WEAPON (Shortsword 1d6 or Spear 1d8) + Strength damage
Miss: Damage equal to your level
Ranged attack (At-Will)
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: WEAPON (Shortbow, 1d6) + Dexterity damage
Miss: —
Class Features
Command points: 1 point at the start of each battle.
- Fight from the Front
- When you hit with a commander melee attack during your turn, gain 1d3 command points.
- Weigh the Odds (Standard action)
- Gain 1d4 command points.
- [Feat] Once per day, add your Charisma modifier to the number of command points you gain when you use this action.
Class Talents
- Battle Captain
- Once per battle when you have 2 or more command points left after giving a command, you can use another interrupt action on a different ally’s turn before the start of your next turn.
- Destined to Lead
- When you roll a 5 or 6 on an icon relationship die, you gain 2 bonus command points that last until the end of the current game session, no matter what events occur due to the advantage gained with that icon.
- [Feat] You now gain the 2 bonus command points when you roll a 4 with an icon relationship die as well.
- Into the Fray
- At the start of each battle before you and your allies roll initiative, roll a d4. A number of your allies equal to the roll gain the following benefit of your choice: a +4 bonus to initiative that battle; OR a +2 bonus to AC until the end of the first round.
Commands and Tactics
- Save Now! (Interrupt action, 1 command point)
- Target—One nearby ally (on the ally’s turn)
- Effect—The target can roll a save against a save ends effect.
- Try Again (Interrupt action, 2 command points)
- Target—One nearby ally that made an attack roll (on that ally’s turn)
- Effect—The target can reroll the attack but must use the new result.
- Basic Tactical Strike (Quick action, Recharge 11+ after battle)
- Target—One nearby ally
- Effect—The target can make a basic attack as a free action.
- Just Stay Calm (Quick action, when the escalation die is 2+, Recharge 16+ after battle)
- Effect—Decrease the escalation die by 1. Then 1d3 of your nearby allies can heal using a recovery.
Backgrounds
- Thief +2
- Was a member of the Salvation, a youth gang, after she ran away from home at age 12.
- Academically Trained Soldier +2
- Formally trained in Forge to be a soldier and strategist.
- Battlefield Captain +1
- Field promoted to Captain during the year-long Siege of the Deep, an attempt to gain ground from the Dark Elves.
- Interrogator +1
- Broke the spirits and bodies of tight-lipped dark elf captives for information.
- Social Worker +2
- Unable to help herself find her memories through dark actions, she is now trying to help the world in the hopes that karma kicks in.
Gear
25
- Studded leather
Description
- Physical Lean and neat with signs of a soldier's life. Shaved head.
- Mannerisms Direct and efficient with movements
- Personal Goals To ensure that others do not suffer needlessly.
- Heuristic Think first, then act.
- Religion Openly follows the Dwarven Pantheon while privately dismissing all gods.
- Family/Origin/Etc Raised by dairy farmers who evaded taxes. She sold them out for 30 silver to fund her running away at age 12.
- Catchphrase/Song/Etc Taps
- Token A helmet forged of steel with the faceguard shaped like a beard.