Difference between revisions of "Griffin"

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[[Image:Guinea.jpg]]
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===Class===
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'''Elven Apostate'''
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===Stats===
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* '''Health: 24'''
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* '''Mana: 17'''
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* '''Defense: 11'''
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* '''Speed: 14'''
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===Abilities===
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Communication +2, Constitution +1, Cunning +2 (Cultural Lore), Dexterity +2 (Stealth), Magic +3, Perception +2, Strength +0, Willpower +4 (Self-Discipline)
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===Languages===
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* Trade Tongue
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* Elven
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===Mage Traits===
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* '''Weapon Groups:''' Brawling, Staves
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* '''Arcane Lance:''' Ranged magical attack with ''Magic (Arcane Lance)''. ''Range:'' 16 yds. ''Damage:'' 1d6 + Magic.
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* '''Magic Training:''' Understand and know how to cast spells.
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** ''Arcane Bolt:'' (Spirit, Attack, 2MP • Major Action, TN 10) Range 30 yds. Inflicts 2d6 damage on visible target, with bonus damage equal to Dragon Die. If target makes a successful Dexterity (Acrobatics) test vs. Spellpower, bolt only inflicts 1d6 damage.
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** ''Rock Armor:'' (Primal, Defense, 3-8MP • 1 Minute, TN 10) Skin becomes like stone. Gain Armor Rating equal to Magic. Lasts for 1 hour (+1 hour per point of Mana spent above 3)
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** ''Mind Blast:'' (Spirit, Attack, 3MP • Major Action, TN 12) Creates a circular blast of telekinetic force with a 2 yd radius centered anywhere within 50 yards that you can see. Those caught in the blast are knocked prone and cannot take a Major Action on their next turn.
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Targets that make a successful Strength (Might) test vs. Spellpower are only knocked prone. In either case, any prepared actions are lost.
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===Talents===
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* '''Lore:''' You have an inquisitive mind and absorb facts easily.
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** ''Novice:'' When you make a successful Cunning test with a lore focus, the GM should give you an extra piece of information on the topic.

Revision as of 17:23, 8 February 2014

Class

Elven Apostate

Stats

  • Health: 24
  • Mana: 17
  • Defense: 11
  • Speed: 14

Abilities

Communication +2, Constitution +1, Cunning +2 (Cultural Lore), Dexterity +2 (Stealth), Magic +3, Perception +2, Strength +0, Willpower +4 (Self-Discipline)

Languages

  • Trade Tongue
  • Elven

Mage Traits

  • Weapon Groups: Brawling, Staves
  • Arcane Lance: Ranged magical attack with Magic (Arcane Lance). Range: 16 yds. Damage: 1d6 + Magic.
  • Magic Training: Understand and know how to cast spells.
    • Arcane Bolt: (Spirit, Attack, 2MP • Major Action, TN 10) Range 30 yds. Inflicts 2d6 damage on visible target, with bonus damage equal to Dragon Die. If target makes a successful Dexterity (Acrobatics) test vs. Spellpower, bolt only inflicts 1d6 damage.
    • Rock Armor: (Primal, Defense, 3-8MP • 1 Minute, TN 10) Skin becomes like stone. Gain Armor Rating equal to Magic. Lasts for 1 hour (+1 hour per point of Mana spent above 3)
    • Mind Blast: (Spirit, Attack, 3MP • Major Action, TN 12) Creates a circular blast of telekinetic force with a 2 yd radius centered anywhere within 50 yards that you can see. Those caught in the blast are knocked prone and cannot take a Major Action on their next turn.

Targets that make a successful Strength (Might) test vs. Spellpower are only knocked prone. In either case, any prepared actions are lost.

Talents

  • Lore: You have an inquisitive mind and absorb facts easily.
    • Novice: When you make a successful Cunning test with a lore focus, the GM should give you an extra piece of information on the topic.