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Evette DelAzoulet Human Female K'alicia

Name Race Gender Player


Ranger (Rogue) 10 29 Orleasian Noble
Class Level Experience Age Background

68 Speed 14 = 10 D - AP
R + 4 Armor Rating 3 Armor Type Light leather duster
maximum current

MP Defense 14 4 + Sh
= 10 + D Armor Penalty Initiative 3d6+ 4 + 0
= D F

Communication ■ 6 Constitution 1 Weapon Attack Damage Range


LEADERSHIP 1 RUNNING 1

ANIMAL HANDLING 1
The Tongue of Orlais (Fine shortsword) 5 = A4 + F1 1 d6+4 = A6 + W SR LR
ETIQUETTE 1

The Teeth of Orlais (Fine shortsword) 5 = A4 + F1 1 d6+4 = A2 + W SR LR

= A + F d6+ = A + W SR LR

Cunning 2 Dexterity ■ 4 = A + F d6+ = A + W SR LR


CRYPTOGRAPHY 1 STEALTH 1

CARTOGRAPHY 1 RIDING 1
= A + F d6+ = A + W SR LR

= A + F d6+ = A + W SR LR

Talents & Class Powers


Magic 0 Perception ■ 3
RANGER(N)- lure nearby animals to you, Comm(animal handl) RANGER(J)- When you attack a surprised opponent +2 damage RANGER(M)-May now call on larger animals (Spiders, Brontos)

EMPATHY 1
Takes 2d6 minutes base TN13, each degree of sucess -1min ROGUE ARMOR- no penalty to leather armor Still TN13, but may be more ornory requiring additional Tests.
HEARING 1

BACKSTAB- move>win Dex(stealth)Vs.Perception(Seeing) SCOUTING(N)- Reroll failed dex(Stealth) must keep second roll. STUNT BONUS- Pierce armor costs 1SP

gain +2 to attac roll and +1d6 to damage roll. LETHALITY- Cunning is added to ranged damage STUNT BONUS- "That makes me wonder" Costs 2SP

ANIMAL TRAINING(N)-a week of training lets you teach a one <(J) Able to teach more complex orders: "Return to me when <(M) Your training is above and beyond, you can increase the

word command. "Sit" "attack" "Stay" = to your communication strangers approach" "Guard this place". This number= Comm+2 STR or DEX of any animal you train by +1. also gain Will(moral

Strength 2 Willpower 2
DUAL WEAPONS(N)- activate action to add +1 to ATK or DEF

INTIMIDATION 1 COURAGE 1

Languages
SPEAK/READ Orlesian
SPEAK/READ Trade tongue
Equipment Concept, Goals, & Ties
Tongue of Orlais- When in main hand use Comm as ability mod on attack.
The Hand: The Orlesian courts always bored Evette, what good were talking to people when there were far more important things to do.

Teeth of Orlais- When in main hand all beasts gain +1 to Str. Like raising her beasts in secret and selling them off to high paying bandits and far away lords, it wasn't until The Hand made.

a purchase that she decided she was done with the silk dresses and fancy courts, it was time to take the world by

claw and blood.

Standard Stunts
1+ SKIRMISH: You can move yourself or the target of your attack 2 yards in any direction for each 1 SP you spend.

1 RAPID RELOAD: You can immediately reload a missile weapon.

2 KNOCK PRONE: You knock your enemy prone. Any character making a melee attack against a prone foe gains +1 bonus on the attack roll.

2 DEFENSE STANCE: Your attack sets you up for defense. You gain a +2 bonus to Defense until the beginning of your next turn.

2 DISARM: You attempt to disarm the target with your melee attack. You and your opponent must make an opposed attack roll. These attack rolls do not generate
stunt points. If you win the test, you knock your enemy’s weapon 1d6 + Strength yards away in a direction you nominate.

2 MIGHTY BLOW: You inflict an extra 1d6 damage on your attack.

2 PIERCE ARMOR: You find a chink in your enemy’s armor. His armor rating is halved (rounded down) vs. this attack.

3 LIGHTNING ATTACK: You can make a second attack against the same enemy or a different one within range and sight. You must have a loaded missile weapon to
make a ranged attack. If you roll doubles on this attack roll, you do not get any more stunt points.

4 DUAL STRIKE: Your attack is so strong it affects two targets. First, pick a secondary target. He must be adjacent to you if you are using a melee weapon or
within 6 yards of your primary target if you are using a missile weapon. Apply the test result of your original attack roll to the secondary target (in other
words, you only make one attack roll and apply it to both opponents). If you hit the secondary target, inflict your normal damage on him.

4 SEIZE THE INITIATIVE: Your attack changes the tempo of the battle. You move to the top of the initiative order. This means you may get to take another
turn before some of the combatants get to act again. You remain at the top of the order until someone else seizes the initiative.

Horn of Tal'Shok- A qunari battle horn.

ROW-??? (2d6 1/2 self. X2 after kill)


Standard Spell Stunts
1+ PUISSANT CASTING: Increase the Spellpower of your spell by 1 per stunt point spent, to a maximum of 3.

Valuables 2

2
SKILLFUL CASTING:

MIGHTY SPELL:
Reduce the mana cost of the spell by 1. This can reduce the mana cost to 0.

If the spell does damage, one target of the spell of your choice takes an extra d6 damage.

3 MANA SHIELD: You use the residual mana of the spell casting to set up a temporary protective shield. You gain a +2 bonus to Defense until the
Copper beginning of your next turn.

Silver 4 FAST CASTING: After you resolve this spell, you can immediately cast another spell. The second spell must have a casting time of a major action or a
minor action. If you roll doubles on this casting roll, you do not get any more stunt points.

Gold 4 IMPOSING SPELL: The effect of the spell is much more dramatic than usual. Until the beginning of your next turn, anyone attempting to make a melee atttack you
must make a successful Willpower (Courage) test. The target number (TN) is 10 + your Magic ability. Those who fail must take a move or defend action instead.
Casting Roll 3d6+ = M + F Spellpower = 10 + Magic + Focus Creation

Entropy
For each full hour of rest and/or meditation, you get back 1d6 + Magic mana
points. If you manage 8 hours of uninterrupted rest and/or meditation, you get Primal
all your mana points back.
Spirit

Spell School Type Cost Time TN Test


Notes:

Spell School Type Cost Time TN Test


Notes:

Spell School Type Cost Time TN Test


Notes:

Spell School Type Cost Time TN Test


Notes:

Spell School Type Cost Time TN Test


Notes:

Spell School Type Cost Time TN Test


Notes:

Spell School Type Cost Time TN Test


Notes:

Spell School Type Cost Time TN Test


Notes:

Spell School Type Cost Time TN Test


Notes:

Spell School Type Cost Time TN Test


Notes:

Spell School Type Cost Time TN Test


Notes:

Spell School Type Cost Time TN Test


Notes:

Spell School Type Cost Time TN Test


Notes:

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