Advertisement
Hybban

Farth, Level 10 Faun male Rogue/Thief/Corsair

Dec 23rd, 2016
190
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 10.83 KB | None | 0 0
  1. Farth, Level 0 Faun male (starting character)
  2. Attribute Scores
  3. Strength: 10 (+0)
  4. Agility: 11 (+1)
  5. Intellect: 11 (+1)
  6. Will: 9 (-1)
  7.  
  8. Perception: 12 (+2)
  9. Defense: 11
  10. Health: 10
  11. Healing Rate: 2
  12. Speed 12
  13. Languages: Common, Elvish
  14. Professions: Farmer, Peasant conscript
  15.  
  16. Talents:
  17. - Quick Step: When you use an action, you can move 1 yard before or after the action, provided your Speed is greater than 0.
  18. - Shadowsight: You see in areas obscured by shadows as if those areas were lit.
  19. - Skittish: You make Will challenge rolls with 1 bane.
  20.  
  21. Equipement:
  22. You have a sling (1d3) with 20 stones, patched basic clothing, a sack, bread, a waterskin, a tinderbox, a candle, and a pouch containing 5 bits.
  23.  
  24. Character info:
  25. - You are a young adult, 26 years old.
  26. - You have a typical height and weight for a faun.
  27. - You look like most other fauns, with small horns on your brow and legs covered in fur down to your cloven feet.
  28. - You warned a human village of a monstrous threat. You are always welcome there.
  29. - You do and say what you please. You try not to hurt other people, but if it happens, there’s not much you can do about it.
  30. - You have a shameful past.
  31.  
  32. --------------------------------------------------
  33.  
  34. Farth, Level 1 Faun male Rogue
  35. Attribute Scores
  36. Strength: 10 (+0)
  37. Agility: 12 (+2)
  38. Intellect: 12 (+2)
  39. Will: 9 (-1)
  40.  
  41. Perception: 13 (+3)
  42. Defense: 12
  43. Health: 13
  44. Healing Rate: 3
  45. Speed 12
  46. Languages: Common, Elvish
  47. Professions: Farmer, Peasant conscript, Hunter
  48.  
  49. Talents:
  50. - Quick Step: When you use an action, you can move 1 yard before or after the action, provided your Speed is greater than 0.
  51. - Shadowsight: You see in areas obscured by shadows as if those areas were lit.
  52. - Skittish: You make Will challenge rolls with 1 bane.
  53. - Nimble Recovery: You can use an action to heal damage equal to your healing rate and then move up to half your Speed without triggering free attacks. Once you use this talent, you cannot use it again until after you complete a rest.
  54. - Trickery: Once per round, you can make an attack roll or challenge roll with 1 boon. If you attack with 1 boon from this talent, your attack deals 1d6 extra damage.
  55.  
  56. Equipement:
  57. You have a dagger (1d3), a sling (1d3) with 20 stones, a bow (1d6) with 20 arrows, patched basic clothing, a sack, bread, a waterskin, a tinderbox, a candle, and a pouch containing 5 bits.
  58.  
  59. Character info:
  60. - You are a young adult, 26 years old.
  61. - You have a typical height and weight for a faun.
  62. - You look like most other fauns, with small horns on your brow and legs covered in fur down to your cloven feet.
  63. - You warned a human village of a monstrous threat. You are always welcome there.
  64. - You do and say what you please. You try not to hurt other people, but if it happens, there’s not much you can do about it.
  65. - You have a shameful past.
  66.  
  67. --------------------------------------------------
  68.  
  69. Farth, Level 3 Faun male Rogue/Thief
  70. Attribute Scores
  71. Strength: 11 (+1)
  72. Agility: 13 (+3)
  73. Intellect: 12 (+2)
  74. Will: 9 (-1)
  75.  
  76. Perception: 14 (+4)
  77. Defense: 15
  78. Health: 20
  79. Healing Rate: 5
  80. Speed 12
  81. Languages: Common, Elvish
  82. Professions: Farmer, Peasant conscript, Hunter, Burglar
  83.  
  84. Talents:
  85. - Quick Step: When you use an action, you can move 1 yard before or after the action, provided your Speed is greater than 0.
  86. - Shadowsight: You see in areas obscured by shadows as if those areas were lit.
  87. - Skittish: You make Will challenge rolls with 1 bane.
  88. - Nimble Recovery: You can use an action to heal damage equal to your healing rate and then move up to half your Speed without triggering free attacks. Once you use this talent, you cannot use it again until after you complete a rest.
  89. - Trickery (x2): Once per round, you can make an attack roll or challenge roll with 1 boon. If you attack with 1 boon from this talent, your attack deals 1d6 extra damage.
  90. - Dirty Tricks: Your attacks deal 1d6 extra damage when you make an attack roll with 1 boon.
  91. - Quick Reflexes: You can use a triggered action on your turn to hide or retreat.
  92. - Keen Senses: You make all Perception rolls with 1 boon.
  93. - Scale Walls: You ignore the effects of difficult terrain when climbing, and you make challenge rolls to climb with 1 boon.
  94.  
  95. Equipement:
  96. You have a dagger (1d3), a sling (1d3) with 20 stones, a bow (1d6) with 20 arrows, a hard leather armor, patched basic clothing, a sack, bread, a waterskin, a tinderbox, a candle, and a pouch containing 5 bits.
  97.  
  98. Character info:
  99. - You are a stealer of rare antiquities, specifically items of religious import. Your thefts ensure that items of power rest in the right hands.
  100.  
  101. --------------------------------------------------
  102.  
  103. Farth, Level 7 Faun male Rogue/Thief/Corsair
  104. Attribute Scores
  105. Strength: 12 (+2)
  106. Agility: 14 (+4)
  107. Intellect: 13 (+3)
  108. Will: 9 (-1)
  109.  
  110. Perception: 16 (+6)
  111. Defense: 16
  112. Health: 36
  113. Healing Rate: 9
  114. Speed 12
  115. Languages: Common, Elvish, Secret language (Corsair)
  116. Professions: Farmer, Peasant conscript, Hunter, Burglar
  117.  
  118. Talents:
  119. - Quick Step: When you use an action, you can move 1 yard before or after the action, provided your Speed is greater than 0.
  120. - Shadowsight: You see in areas obscured by shadows as if those areas were lit.
  121. - Skittish: You make Will challenge rolls with 1 bane.
  122. - Nimble Recovery: You can use an action to heal damage equal to your healing rate and then move up to half your Speed without triggering free attacks. Once you use this talent, you cannot use it again until after you complete a rest.
  123. - Trickery (x2): Once per round, you can make an attack roll or challenge roll with 1 boon. If you attack with 1 boon from this talent, your attack deals 1d6 extra damage.
  124. - Exploit Opportunity: Once per round, when the total of your attack roll is 20 or higher and exceeds the target number by at least 5, you can take another turn at any point before the end of the round.
  125. - Subterfuge: You can use an action to make an Intellect attack roll against the Intellect of one creature within short range that can hear you and understand what you say. On a success, the target becomes charmed for 1 round or until it you attack it. On a failure, the target becomes immune to your Subterfuge until it completes a rest.
  126. - Dirty Tricks: Your attacks deal 1d6 extra damage when you make an attack roll with 1 boon.
  127. - Quick Reflexes: You can use a triggered action on your turn to hide or retreat.
  128. - Keen Senses: You make all Perception rolls with 1 boon.
  129. - Scale Walls: You ignore the effects of difficult terrain when climbing, and you make challenge rolls to climb with 1 boon.
  130. - Fight or Flight: While you are frightened, you gain a +2 bonus to Speed and you make challenge rolls to resist attacks with 2 boons. Also, creatures make attack rolls against you with 1 bane.
  131. - Dodge: You can use an action or a triggered action on your turn to choose one creature you can see within short range. Until the end of the round, the target makes attack rolls against you with 1 bane and you make challenge rolls to resist its attacks with 1 boon.
  132. - Trap Sense: When you search for traps or would resist a trap’s effects, you make the challenge roll with 1 boon.
  133. - Agile: You make Agility challenge rolls with 1 boon.
  134. - Derring-Do: When you use an action to attack with a swift weapon, disarm, distract, feint, knock down, pull, or shove, you make the attack roll with 1 boon.
  135.  
  136. Equipement:
  137. You have a dagger (1d3), a sling (1d3) with 20 stones, a bow (1d6) with 20 arrows, a hard leather armor, patched basic clothing, a sack, bread, a waterskin, a tinderbox, a candle, and a pouch containing 5 bits.
  138.  
  139. --------------------------------------------------
  140.  
  141. Farth, Level 10 Faun male Rogue/Thief/Corsair
  142. Attribute Scores
  143. Strength: 12 (+2)
  144. Agility: 14 (+4)
  145. Intellect: 13 (+3)
  146. Will: 9 (-1)
  147.  
  148. Perception: 16 (+6)
  149. Defense: 16
  150. Health: 46
  151. Healing Rate: 11
  152. Speed 12
  153. Languages: Common, Elvish, Secret language (Corsair)
  154. Professions: Farmer, Peasant conscript, Hunter, Burglar
  155.  
  156. Talents:
  157. - Quick Step: When you use an action, you can move 1 yard before or after the action, provided your Speed is greater than 0.
  158. - Shadowsight: You see in areas obscured by shadows as if those areas were lit.
  159. - Skittish: You make Will challenge rolls with 1 bane.
  160. - Nimble Recovery: You can use an action to heal damage equal to your healing rate and then move up to half your Speed without triggering free attacks. Once you use this talent, you cannot use it again until after you complete a rest.
  161. - Trickery (x2): Once per round, you can make an attack roll or challenge roll with 1 boon. If you attack with 1 boon from this talent, your attack deals 1d6 extra damage.
  162. - Exploit Opportunity: Once per round, when the total of your attack roll is 20 or higher and exceeds the target number by at least 5, you can take another turn at any point before the end of the round.
  163. - Subterfuge: You can use an action to make an Intellect attack roll with one boon against the Intellect of one creature within short range that can hear you and doesn't have to understand what you say. On a success, the target becomes charmed for 1 round or until it you attack it. On a failure, the target becomes immune to your Subterfuge until it completes a rest.
  164. - Dirty Tricks: Your attacks deal 1d6 extra damage when you make an attack roll with 1 boon.
  165. - Quick Reflexes: You can use a triggered action on your turn to hide or retreat.
  166. - Keen Senses: You make all Perception rolls with 1 boon.
  167. - Scale Walls: You ignore the effects of difficult terrain when climbing, and you make challenge rolls to climb with 1 boon.
  168. - Fight or Flight: While you are frightened, you gain a +2 bonus to Speed and you make challenge rolls to resist attacks with 2 boons. Also, creatures make attack rolls against you with 1 bane.
  169. - Dodge: You can use an action or a triggered action on your turn to choose one creature you can see within short range. Until the end of the round, the target makes attack rolls against you with 1 bane and you make challenge rolls to resist its attacks with 1 boon.
  170. - Trap Sense: When you search for traps or would resist a trap’s effects, you make the challenge roll with 1 boon.
  171. - Agile: You make Agility challenge rolls with 1 boon.
  172. - Derring-Do: When you use an action to attack with a swift weapon, disarm, distract, feint, knock down, pull, or shove, you make the attack roll with 1 boon.
  173. - Opportunist: When a creature within your reach takes damage from an attack, you can use a triggered action to attack that creature.
  174. - Move Silently: You make challenge rolls to sneak with 2 boons.
  175. - Battle Daring: When you get a success on an attack roll to disarm, distract, feint, knock down, pull, or shove, you can use a triggered action to make an attack with a swift weapon.
  176.  
  177. Equipement:
  178. You have a dagger (1d3), a sling (1d3) with 20 stones, a bow (1d6) with 20 arrows, a hard leather armor, patched basic clothing, a sack, bread, a waterskin, a tinderbox, a candle, and a pouch containing 5 bits.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement