Seawolf

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Archos Kiwalkar aka Seawolf
Seawolf.jpg
Race: Sea Folk/Night Folk, Class: Warrior 3
Background: Mariner, Social Class:
Calling:
Destiny:
Fate:
Conviction: 4 • Corruption: 0
Abilities
Accuracy
2
Focuses:
Communication
2
Focuses: Bargaining, Persuasion
Constitution
2
Focuses: Swimming
Dexterity
2
Focuses: Acrobatics, Stealth
Fighting
3
Focuses:
Intelligence
0
Focuses:
Perception
1
Focuses: Psychic
Strength
3
Focuses: Intimidation, Climbing
Willpower
0
Focuses:
Combat Traits
Health Speed Defense Armor Penalty
47 12 12 5 0
Move: 12 • Charge: 6 • Run: 24
Attacks
Attack Roll Damage Range Other
Falchion Fighting 2d6 Melee
Trident Fighting 2d6+2 Melee Two-Handed
Crossbow Accuracy 2d6 30/60 major action to reload
{{{Attack4}}} {{{Roll4}}} {{{Damage4}}} {{{Range4}}} {{{Other4}}}
Class Powers
Dark Sight • Nightvision • Weapons Groups: Brawling, Bows, Light Blades, Polearms • Heroes' Armor
Talents
Armor Training (N), Dual Weapon Style (J), Two-Handed Style (N)
Specializations
None
Arcana
None
Possessions
Companions
{{{Companions}}}

History

Mother was Sea-Folk, Father was Night Folk. Grew up on the coast, along the water. Trained as Sovereign's Finest.

Goals

Racial & Warrior Class Powers

  • Dark Sight: You are able to see up to 20 yards in darkness (including deep under water) without a light source.
  • Swimming: Swim at your speed as a minor action
  • Blowfish powers activate: Hold breath 72 rounds
  • Gurl, I'm thirsty: You must be immersed in water once per day or consume twice as much water as a normal human. A sea-folk with no immersion and who is limited to normal human water consumption or less gains a level of fatigue each day and cannot recover from fatigue until they are properly hydrated.
  • Weapons Groups: Brawling, Bows, Light Blades, Polearms
  • Heroes' Armor: * You are considered to have an armor rating of 1 even if you are not wearing armor at all

Talents

  • Armor Training: Novice- You can wear Light and Medium Armor without suffering a penalty to Dexterity
  • Two-Handed Style: Novice: You are deadly with two-handed melee weapons. The length of your weapon and the power of your attacks forces your foes to yield ground. When you hit with a melee attack with a two-handed weapon, you can move the target 2 yards in any direction.
  • Dual Weapon Style: Novice- Wielding two weapons can aid you in attack or defense. If you take the Activate action, you gain either a +1 bonus on your melee attack rolls or a +1 Defense bonus vs. melee attacks until the end of the encounter. You can switch the bonus you are taking with another Activate action.

Journeyman- You can perform the Lightning Attack combat stunt for 2 SP instead of the usual 3, but the extra attack must come from your secondary weapon.


Specializations

None (Swashbuckler intended at level 4)

Arcana


Possessions

Relationships

Advancement

2nd Level

  • Added 6 to Health
  • Increased Fighting from 2 to 3.
  • Gained Climbing (Strength) focus.
  • Gained Stealth (Dexterity) focus.

3rd Level

  • Add 5 to Health
  • Increased Communication from 1 to 2.
  • Gained Persuasion (Communication) focus.
  • Upgraded Dual Weapon Style talent from Novice to Journeyman.
  • Gained Heroes' Armor power