Premade Character -- Emir Almas, Guerilla

Emir Almas, Guerilla

Mercenary under the employ of the Primalozzan War Tribunal.


1 Heavy Crossbow (+3% spade), 1h scimitar, 1h axe. 3 smoke bombs, leather armor, vial of “rigid muscle” poison (5 uses)


STR 30 INT 30
AGI 40 PER 20

END 30   CHA 10


Spade: 44

Heart: 30

Diamond: 30


INI: 4(7)

MS: 10 (5+AGI+1/2 Diamond rounded down)

DR: 5

BHP: 19

HP: 6


Road-weary, pragmatic, seasoned, mysterious, a piercing intellect, surprising depth of empathy, calm/collected/composed, man of few words, cynical/harsh attitude, eyes that never seem to blink, deeply-dried skin, inhales through nose when he finishes a sentence. Won't turn down a lucrative opportunity. he doesn't mind drugs, likes tavern minstrels, loves war songs, distrusts most people, impossible to get under his skin, a little arrogant, a little greedy. Nocturnal.

Clean-shaven, or a black goatee if anything, with patches of hair on his jaws. Wears a necklace with no talisman. slender-jawed, thick bridge on his nose. Hair is slicked backwards, wavy and dark. His eyes are such a brown they are almost black, sometimes bloodshot. Moderately tall, strong muscles, thin and flexible body. Pronounced chest muscles.

Wears a tunic that shows his chest hair. Rolled up sleeves, both wrists and ankles. Keeps a heavy back pack with him at all times that contains a bedroll, canteen for water, rations, and various tools necessary for braving the wilderness. Across his chest are his vials for poisons and other concoctions. He carries his crossbow across this backpack.


HEART


A

add highest diamond card rounded down to DR against A/O

dodge bonus +5%


2

while wearing no armor, light armor, or medium armor, gain dodge and evasion bonus, +5%

adds +1 DR while under the effect of a heal over time spell (potions count).


3

dodge bonus, 10%, additional +5% against A/O

prerequisite: poison focus. gain +2 DR to poison, +10% END save to resist effects of poison, venom, or toxins.


4 (unavailable)

bonus to save against mind-altering spells and effects, +10%

while wearing light armor or medium armor, gain dodge and evasion bonus, +10%


DIAMOND


A –

field strategist – add INT bonus to initiative roll

Stealth strike (passive). This card can be slotted at any level: while tapped, add Yd6 damage when striking from stealth.


2 -

Backstab (passive): this card can be slotted at any level: while tapped, gain backstab bonus damage (add highest diamond card d6 worth of damage to flank attacks); ranged attacks to the back also allow the bonus dice.


3

sidewind (passive): bonus to hide and move silently checks 15%. Attacks from stealth gain +10% bonus to hit.


SPADE

1

Targeted Focus, +5% to hit and +2 damage to target for 10 turns

First Strike: When striking first, you may also tap a diamond: add Yd6 damage, where Y is the value of the diamond card tapped.

Weighted bolt: make BA, if opponent fails STR save they are knocked down.

2

poison expertise 1: rigid muscle poison (1d6+INT bonus STR and 1d6+INT bonus AGI damage. If target fails AGI save they are immobilized

Penetrating Bolt: make 1 BA, target takes -2 penalty to DR for 5 turns.

Crossbow proficiency 1: all attacks made with a crossbow add +5% to hit, and cause -1 penalty to target's  DR until your next turn. 

Dual-wield proficiency 1

3

Concealed Shot: attacking from cover grants you +10% to hit, and +1d6 damage.

Skirmish: PASSIVE: If you move before you attack, you can add half your highest diamond card rounded down to the damage of the attack.

Steady Aim: ( passive) any time you take a full round to attack, add +10% to hit and 1d6 damage to one attack.

+2 bonus to DR and +2 DAM while outnumbered

4

crossbow proficiency 2: all attacks made with a crossbow add +10% to hit, and cause -2 penalty to target's DR until your next turn.

poison expertise 2: you can combine rigid muscle poison with 1 other poison of your choice.

quick reload: make 2 BA with your crossbow

critical snipe: BA+ 3d6 (ranged weapon only)


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