Drinking & Dragons

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Foster Ironforge

Once a fortnight, I dream of a confrontation between ancient dwarves and ancient elves. These dreams are from the first person perspective. I do not remember these dreams when I wake up.

File:Icon-DwarfKing.svg (Conflicted) | File:Icon-DwarfKing.svg (Conflicted) | File:Icon-DwarfKing.svg (Conflicted)

Fighter 3
Dwarf Female
Abilities Str 18 4 | Dex 16 3 | Con 14 2 | Int 10 0 | Wis 8 -1 | Cha 12 1
Initiative: 6 (Dex + Level)

That's Your Best Shot? (Racial Power)
Once per battle as a free action after you have been hit by an enemy attack, you can heal using a recovery. If the escalation die is less than 2, you only get half the usual healing from the recovery. Unlike other recoveries that might allow you to take an average result, you have to roll this one!
Note that you can’t use this ability if the attack drops you to 0 hp or below. You’ve got to be on your feet to sneer at their attack and recover.

Defense

HP: 50 ([8+Con]*5) Staggered: 25
Recoveries: 9 (3d10[16]+Con[2]), 18 average

AC: 20 (15 + middle mod of Con/Dex/Wis [2/3/-1] + Level) [21 with shield]
Physical Defense: 16 (10 + middle mod of Str/Con/Dex [4/2/3] + Level)
Mental Defense: 13 (10 + middle mod of Int/Wis/Cha [0/-1/1] + Level) [+1 if wearing scarf]
Disengage: +0

Basic Attacks

Melee Attack
Indigo Scarf-Sword
At-Will
Target: One enemy
Attack: +8 vs. AC
Hit: 3d8 + 5
Miss: 3
Melee Attack
Warhammer
At-Will
Target: One enemy
Attack: +7 vs. AC
Hit: 3d8 + 4
Miss: 3
Melee Attack
Dragon-bone sword
At-Will
Target: One enemy
Attack: +7 vs. AC
Hit: 3d8 + 4
Miss: 3
Melee Attack
Handaxe
At-Will
Target: One enemy
Attack: +7 vs. AC
Hit: 3d6 + 4
Miss: 3
Ranged Attack
Javelin
At-Will
Target: One nearby enemy
Attack: +6 vs. AC
Hit: 3d8 + 3
Miss:

Class Features

Extra Tough

You start with nine recoveries instead of the usual eight.

Threatening (3)

Whenever an enemy attempts to disengage from you, it takes a penalty to its check equal to your Dexterity or Constitution modifier, whichever is higher.

The penalty doesn’t apply if you are stunned, grabbed, or otherwise incapable of making an opportunity attack.

Class Talents

Cleave

Once per battle, make a fighter melee attack as a free action after one of your melee attacks drops an enemy to 0 hp.

Counter-Attack

Once per round when the escalation die is even and an enemy misses you with a natural odd melee attack roll, you can make a basic melee attack dealing full damage against that enemy as a free action. (The attack can’t use any limited abilities or flexible attack maneuvers.)

Skilled Intercept

Once per round as a free action, roll a normal save (11+) to intercept an enemy who is moving to attack one of your nearby allies. You can pop free from up to two enemies to move and intercept the attack. If you are engaged with more than two enemies, the others can take opportunity attacks against you.

The moving enemy makes its attack with you as a target instead. If you’re wearing heavy armor and the attack hits, you only take half damage.


Feats

Counter Attack (Talent): Adventurer

Your Counter-Attack attack now deals full damage.

Deadly Assault (Maneuver): Adventurer

Now you can reroll both 1s and 2s with deadly assault.

Skilled Intercept (Talent): Adventurer

You can pop free from up to two enemies when using Skilled Intercept.

Maneuvers

Any

Hack and Slash
Flexible Melee Attack
At-Will
Trigger: Any natural even roll, when the escalation die is 2+
Effect: Make another melee weapon attack against a different target.
Special: You can use this maneuver only once per round.

Hit

Deadly Assault
Flexible Melee or Ranged Attack
At-Will
Trigger: Any natural even hit
Effect: Reroll any 1s or 2s from your damage roll. You’re stuck with the rerolls.

Miss

Brace for It
Flexible Melee Attack
At-Will
Trigger: Any miss
Effect: Until the end of your next turn, the first critical hit you take from a melee attack becomes a normal hit instead.
Grim Intent
Flexible Melee Attack
At-Will
Trigger: Any natural even miss
Effect: The next time you would deal miss damage with a melee attack, add a WEAPON die to that damage.


Backgrounds

Statistic Bonus
STR +7
CON +5
DEX +6
INT +3
WIS +2
CHA +4
Acrobat Extraordinare +3
Background history
Always Invited to Certain Parties +1
Background history
Crafting and Repairing Aircraft Devices +1
Background history
Crowd Favorite +1
Background history
Gloves Off - Throw Down +2
Background history

Possessions

55 Gold Piece

Typical Arms

  • Heavy Armor
  • Dragon bone sword
  • Shield
  • Warhammer
  • Handaxe
  • Javelin ×3


True Magic Items

Indigo Scarf-blade
Weapon. Prone to being extravagant and over-the-top
+1MD
With a command word, can change into a +1 Longsword
An indigo infinity scarf that shimmers like small scales in bright lights

Consumables

Adventurers Healing Potion ×1
Use on self or other as a standard action
Spend a recovery and heal an additional 1d8 HP
Maximum healing of 30 HP
Adventurers Healing Potion ×1
Use on self or other as a standard action
Spend a recovery and heal an additional 2d8 HP
Maximum healing of 60 HP
Adventurer Oil (choose one when used)
Weapon: Non-magic item gains +1 to hit and damage for a combat
Armor: +1 AC to non-magic armor for a combat.
Adventurer Rune (choose one when used)
Weapon: Non-magic item gains +1 to hit and damage for a combat. Can reroll 1 missed attack roll that combat.
Armor: +1 AC/PD/MD to non-magic armor for a combat. May reroll one failed save that combat when active.

Gear

  • Woolen Blanket (+1 saves vs cold)
  • Small hammer
  • Small drum
  • Iron spike
  • Hammock
  • Well made helmet covered in runes
  • Odd gears
  • Personal Glider

Story Bonuses

Dreams become reality
???

Extra References