Pendleton Grell

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Pendleton.jpg

"Quote goes here." - Whosaid

Pendleton Grell

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Background

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Rumors & Tendencies

There are a variety of local rumors about Pendleton:

  • Words go here.

Abilities

  • Agility - 3
  • Animal - 3
  • Athletics - 5; Strength 2b
  • Awareness - 3
  • Cunning - 2
  • Deception - 2
  • Endurance - 5; Resistance 2b, Stamina 1b
  • Fighting - 4; Pole-arm 3b
  • Healing - 2
  • Language - 2
  • Knowledge - 2
  • Marksmanship - 2
  • Persuasion - 4; Charm 3b
  • Status - 2
  • Stealth - 2
  • Survival - 2
  • Thievery - 1
  • Warfare - 2
  • Will - 3


Intrigue & Combat

  • Intrigue Defense: 7 (Awareness+Cunning+Status)
  • Composure: 9 (Will Ranks x3)
  • Combat Defense: 8 (Agility+Athletics+Awareness+Defensive Bonus-Armor Penalty)
  • Health: 17 (Endurance Ranks x3)
  • Armor: scale (6+1)
  • Armor Rating: 7
  • Armor Penalty: -3
  • Weapons
    • Halberd: Test 4D+2b, Damage 10, Keywords: Defensive+1, Offhand+1


Qualities

  • Destiny Points: 1
  • Pole-Arm Fighter I: You can sweep your pole-arm out to knock your foes to the ground. Roll a Fighting test as normal, but subtract 2 from your test result for each opponent within reach that you want to attack with the sweep. Compare the test result to the Combat Defense of each opponent within reach. Opponents whose Combat Defense you equal or beat are knocked to the ground.
  • Knowledge Focus (geography): Select one of the following areas of expertise—alchemy, architecture, astronomy, geography, heraldry, history and legends, magic, nature, religion, or underworld. When testing Knowledge in the chosen area(s), convert your Education bonus dice into test dice. You may select this quality multiple times. Each time, select a new area of expertise.
  • Armor Mastery: Armor you wear fits like a second skin. Increase your armor’s AR by +1, and reduce the Bulk (if any) by 1.
  • Tough: You may add the number of bonus dice you have in the Resilience specialty to your Health.
  • Charismatic (Charm): Whenever you test Persuasion to use the Charm specialty, add +2 to your test result.
  • Magnetic: Whenever you defeat a foe using Charm, that foe’s disposition increases by a number of steps equal to the number of bonus dice you invested in Charm (minimum 2 steps).


Drawbacks & Flaws

  • Clumsy (Agility flaw); Disregard the lowest test die result on Agility rolls.
  • Unsubtle (Thievery flaw); Disregard the lowest test die result on Thievery rolls.
  • Forgetful; Whenever you test Cunning, you must re-roll any die result of a 6 and take the second roll.


Possessions

Possessions: Stuff

Projects

  • Words go here.



Advancement

Earned: 30xp + #gl
  • Starting Experience: 30xp
  • Session x.x.14: #xp

Spent: 30xp; Unspent: 0xp

  • Raised Charm from 1b to 2b (10)
  • Raised Pole-Arm Fighting from 2b to 3b (10)
  • Raised Charm from 2b to 3b (10)