Lux Mahariel♛ (Duncan)

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Profile


Name
Duncan
BGDBackground
Orlesian Commoner
Age
???
Gender
Male
Appearance
TraitsDistinguishing Traits
Height  ??? 
Bearded, Muscular, Graying
Weight  ??? 
Hair, Has a Noble Bearing
Communication
Score
Etiquette
3
Leadership

Constitution
Score
Stamina
5
Cunning
Score
Cultural Lore
3
Historical Lore

Military Lore

Dexterity
Score
Initiative
8
Legerdemain

Light Blades

Lock Picking

Magic
Score

0
Perception
Score
Empathy
3
Detect Darkspawn

Strength
Score
Might
4
Willpower
Score
Courage
3
Self-Discipline

Class
Lvl
Experience
Rogue
15
40,000xp
Speed
Defense
Armor
Penalty
Health
Mana
18
18
4
N/A
105
N/A
Warden Heavy Leather
Armor
Class Abilities & Specializations

Backstab


You can inflict extra damage with an attack if you can strike an opponent from an unexpected direction or catch them unawares. You must approach your opponent with a move action If attacking with a melee weapon. Then you must win an opposed test of your Dexterity (Stealth) vs. your target’s Perception (Seeing). If you win the test, you can use your major action this round to Backstab him. This is an attack with a +2 bonus to the attack roll that inflicts +1d6 extra damage. You cannot Backstab an enemy that you begin your turn adjacent to.

Rogue's Armor
You are at home in leather armor. You can ignore the Armor Penalty of leather armor altogether. It affects neither your Speed nor your Dexterity.

Stunt Bonus
You become more adept at finding the weak spots in your opponents’ armor. You can perform the Pierce Armor stunt for 1 SP instead of the usual 2.

Bluff
You can try to Backstab an opponent that you begin your turn adjacent to. You must first use a minor action to try to deceive him. This is an opposed test of your Communication (Deception) vs. your opponent’s Willpower (Self-Discipline). If you win, you have wrong-footed your opponent and can Backstab him. As usual with a Backstab, you make a melee attack with a +2 bonus and inflict +1d6 extra damage if you hit.

Stunt Bonus
You become adept at instantly noticing the many dimensions of a tricky situation. You can perform the That Makes Me Wonder exploration stunt for 2 stunt points instead of the usual 3.

Duelist Specialization
Novice: You learn the Dueling Weapon Group, a weapon group unique to Duelists. When fighting in the Dual Weapon Style and using a melee weapon that uses Dexterity, you gain both +1 on your attack rolls and +1 Defense vs. melee attacks.
Journeyman: Your precise attacks hit opponents where it hurts. While fighting in the Dual Weapon Style, you inflict +1 damage with melee attacks.
Master: Your pinpoint accuracy can find the gaps in your opponents’ armor. When you perform the Pierce Armor stunt, your damage is penetrating. (That stunt normally halves your opponent’s Armor Rating, but penetrating damage allows you to ignore it altogether.)

Dirty Fighting
You can daze opponents with sharp blows to vulnerable areas. To use Dirty Fighting, you must first hit with a melee attack. If successful, you inflict no damage but your opponent must make a successful TN 15 Constitution (Stamina) test or become stunned. A stunned character can attempt the test again at the start of their turn, and if successful can act normally. Otherwise, the only thing a stunned character can do on their turn is take a single move action. While your opponent is stunned, all attacks against them from rogue characters are considered Backstabs. Stunts are possible on your initial attack roll, so you could stun your opponent and then use Lightning Attack for an immediate Backstab, for example.

Lethality
You use your wits to hit enemies where it hurts. You can add your Cunning to your damage when making ranged attacks.

Slippery
You are hard to pin down in combat. Opponents do not gain an attack bonus for outnumbering you in melee combat. Normally, attackers can gain up to a +2 bonus in such circumstances (see page 216). If you also have the Master degree in the Single Weapon Style, your Defense bonus increases to +3 when fighting in that style.

Stunt Bonus
You know how to act with style and grace. You can perform the With a Flourish exploration stunt for 3 SP instead of the usual 4.

Diplomat Specialization
Novice: You are adept at social graces that win friends and avoid embarrassing faux pas. You may reroll tests with any one of the following abilities and focuses (pick one) but must take the second roll: Communication (Etiquette), Intelligence (Cultural Lore), and Intelligence (Heraldry).

Perforate
You know how to take advantage of an enemy when their guard is down. Perforate is a special stunt that you can perform for 2 SP if you’ve just hit an opponent with a Backstab. You can make a second Backstab attack against the same opponent; this second attack does not generate stunt points.
Move
Charge
Run
8
4
16



Melee Weapon
RollAttack Roll
Damage
Shortsword
+11
1d6+6
Dagger
+11
1d6+5
Duncan's Sword
+11
2d6+6
Duncan's Dagger
+11
2d6+5






Weapon Groups and Notes
Bows, Brawling, Light Blades, Staves
Ranged Weapon
Attack
Damage
Min-Max
Time










Spell Name
School
Type
Mana
TN
Test






















































Talent Name
Novice
Journeyman
Master
Novice: You don’t let locks stand in your way. If you fail a Dexterity (Lock Picking) test, you can re-roll it, but you must keep the results of the second roll.
Novice: Wielding two weapons can aid you in attack or defense. If you take the activate action, you can 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 stunt for 2 SP instead of the usual 3 but the extra attack must come from your secondary weapon.
Master: You can overwhelm opponents with blows from both weapons. If you make a melee attack with your primary weapon and you are not charging, you can make another attack with your secondary weapon as a minor action. The second attack cannot generate stunt points, and you only add half of your Strength (rounded down) to damage.
Novice: You can attempt to make a contact out of a NPC with a successful Communication (Persuasion) test. The GM will set the target number based on the likelihood of you knowing the NPC or having mutual friends. The more distant the NPC’s homeland or social class from yours, the more difficult the test will be. A contact will be friendly to you, but won’t go out of the way to help you without additional motivation. You can’t make a contact out of a NPC who already dislikes you or is an enemy.
Journeyman: Once you’ve established a contact, you can try to get a favor with another successful Communication (Persuasion) test. The target number is based on the nature of the favor and whether it puts the contact in any danger.
Novice: You learn an additional language from the following list: Ancient Tevene, Ander, Antivan, Arcanum, Dwarven, Elven, Orlesian, Qunlat, Rivaini, Trade Tongue.
Intimacy
Bond






Languages
Trade Tongue, Orlesian, Rivaini
Equipment
Backpack, Traveler’s Garb, a Waterskin,
Warden Heavy Leather Armor, Duncan's Earring,
Duncan's Sword, Duncan's Dagger, Duncan's Shield
Master Silverite Rune, Master Cold Iron Rune
Tent (small), Bedroll, Flint & Steel
Money
GP
sP
Cp
0
0
0
GM Notes
None