zoofman

hummelfaust

Oct 12th, 2016
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  1. Hummelfaust
  2. Warrior/Spellbinder/Brute
  3.  
  4. STR 14
  5. AGI 8
  6. INT 12
  7. WILL 10
  8. POW 2
  9.  
  10. Weapon: 3 boons, 8d6 dmg, +8 to attack rolls
  11.  
  12. Perception 12
  13. Defense 12
  14. Health 61
  15. Healing Rate equals one-quarter your Health, round down
  16. Size 3, Speed 6, Power 0
  17. Damage 0, Insanity 0, Corruption 0
  18.  
  19. Profession - Militia Member, Bartender
  20.  
  21. 1. Warrior: +1 STR, INT, +5 HP
  22. 2. Warrior: +5 HP
  23. 3. Spellbinder: +1 STR, INT, +3 HP, POW +1, Rune Magic Tradition
  24. 4. Clockwork: +5 HP, Gain Spell
  25. 5. Warrior: +1 Def, +5 HP
  26. 6. Spellbinder: +3 HP, Gain Spell
  27. 7. Brute: +1 STR, INT, WILL, +8 HP
  28. 8. Warrior: +5 HP
  29. 9. Spellbinder, +3 HP, +1 POW, Gain Spell
  30. 10. Brute: +8 HP
  31.  
  32. Warrior Bonuses
  33. ------
  34. Catch Your Breath - You can use an action or a triggered action on your turn to heal damage equal to your healing rate. Once you use this talent, you cannot use it again until after you complete a rest.
  35.  
  36. Weapon Training - When attacking with a weapon, you make the attack roll with 1 boon.
  37.  
  38. Combat Prowess - Your attacks with weapons deal 1d6 extra damage.
  39.  
  40. Forceful Strike - When the total of your attack roll is 20 or higher and exceeds the target number by at least 5, the attack deals 1d6 extra damage.
  41.  
  42. Combat Expertise - When you use an action to attack with a weapon, you either deal 1d6 extra damage with that attack or make another attack against a different target at any point before the end of your turn.
  43.  
  44. Grit - You can use Catch Your Breath twice between each rest.
  45.  
  46. Combat Mastery - When you use an action to attack with a weapon, you either deal 1d6 extra damage with that attack or make another attack
  47. against a different target at any point before the end of your turn. This talent is cumulative with Combat Expertise. You must choose a different target for each attack you make.
  48.  
  49. Spellbinder Bonuses
  50. ------
  51. Invest Power - You can use an action or a triggered action on your turn to invest greater power into the target of your spellbound weapon spell. Expend the casting of a rank 1 or higher spell. For 1 minute, eldritch flames dance across the weapon, lighting the area within 10 yards of it. Until the effect ends, your attacks with the weapon deal 1d6 extra damage.
  52.  
  53. Magic Weapon - When you attack with a weapon under the effects of your spellbound weapon spell, you make the attack roll with 1 boon and your attack deals 1d6 extra damage.
  54.  
  55. Brute Bonuses
  56. ----
  57. Brawn - You make Strength attack rolls and challenge rolls with 1 boon.
  58. Mighty Thews - You add your Strength modifier to the damage rolls of attacks you make using basic, military, or heavy weapons
  59.  
  60. Spells
  61. ------
  62. Spellbound Weapon - You imbue the target with magical energy that lasts for the duration. When you attack with the target weapon, you make the attack roll with 1 boon. The target functions as your implement (see Chapter 7). You can use an action to teleport the target to your hand provided the target is within 1 mile of you. You can use an action to touch the target and remove all damage from it, even if it was destroyed, provided you have at least a fragment of it.
  63.  
  64. Celerity, Close Wounds, Mighty Attack, Arc of Death
  65.  
  66. Racial Bonuses
  67. ------
  68. Immune - damage from disease and poison; asleep, diseased, fatigued, poisoned
  69.  
  70. Key - You have a key somewhere on your body that you cannot reach. When the key is cranked and turning, you count as a creature. When it stops, you become an object. Your key stops turning when you become incapacitated. It also stops turning at the end of any round in which you got a total of 0 or lower on an attack roll or challenge roll. While you are an object, you cannot use actions, move, talk, or perceive your surroundings. Any creature that can reach you can use an action to wind up your key. If you are not incapacitated, you become a creature once more. If you are incapacitated, roll a d6. On a 3 or lower, there is no effect. On a 4 or higher, you heal 1 damage and become a creature at the end of the round. Although you are an object while you are incapacitated, you are still subject to the rules for incapacitated creatures.
  71.  
  72. Mechanical Body - You do not eat, drink, or breathe. You do not age and you cannot be transformed into an undead creature. Your mechanical body makes it impossible for you to swim, so you sink to the bottom when you are submerged in liquid.
  73.  
  74. Repairing Damage - When you are a creature, you heal damage as any other creature. If you are an object, a creature can use an action to start repairing you with a tool kit. The creature must work for at least 4 hours. At the end of this time, it makes an Intellect hallenge roll with 1 bane. On a success, you heal damage equal to your healing rate.
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