Difference between revisions of "Griffin"
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− | + | ===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. |
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.