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I'm interested in playing a Harrier Archer. A cool set-piece would be sneaking/fighting through a pitched battle (complete with cavalry charges and random artillery fire) in order to steal a macguffin out from everyone's nose.
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# ¿ Jun 27, 2016 22:15 |
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# ¿ Apr 29, 2024 06:31 |
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Some sort of mercenary guild? It would explain why the party sticks together and give a reason to go to interesting places and kill interesting things.
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# ¿ Jun 28, 2016 18:31 |
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I'll be on a plane for the next ten hours or so, so I won't be able to post until tomorrow morning.
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# ¿ Jun 29, 2016 09:25 |
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Sidewinder, Harrier Archer Sidewinder doesn't talk much about her life before the guild. She showed up one day, bloody and broken, then proceeded to ace every entry test that the guild threw her way. The prevailing theory is that she was living in one of the cities that the Verge Republic sacked on its march towards the sea. Whatever the case may be, she has now dedicated her life to her work. Sidewinder usually works on the guild's urban assignments. Anything ranging from securing goods to discreet elimination of key targets. HP 24/24 Reserves 4/4 Trained Skills --- CHA Knowledge (Local, Streetwise, Royalty and Nobility) Proficient Skills --- DEX Performance (Juggling, Stringed Instruments) AGIL (All) FORT (All) CHA (All) Skill Expertise --- DEX (All) Detection Class Abilities --- Archer: Agile Acrobat 1. Minor Action: any Move action (Engage or Disengage 1 enemy, Tumble, Withdraw+Provoke) 1a. Add 1d4 to the check, if you use this action to Tumble 2a. When you roll defense, treat 1s as 20 2b. When you make trade-offs, you can treat 1s as the highest number on that die 3. When you Power Attack with a ranged basic attack, you can roll a trade-off using 2d4 ~or~ 1d4 and 1d20; in either case, subtract the lower roll from your attack roll and add the higher roll to the damage roll Archer: Archery Fighting Style 1. When you make a ranged basic attack, roll 2d4 1a. If the attack is successful, deal the 2d4 result as damage 1b. If the attack is unsuccessful but the 2d4 result is doubles, deal damage to the target equal to the result of the attack roll 1c. if the attack is unsuccessful but equals either of the results of the 2d4 roll, make the d20 roll again 2. When you are not engaged with your target, you ranged attack rolls never have disadvantage, and you can treat 1s as 20 on those rolls Archer: Pin Down 1. At the start of each of your turns, roll 1d4, and treat 1s as 4
Tricky fucked around with this message at 22:43 on Jun 30, 2016 |
# ¿ Jun 30, 2016 17:00 |