====== Johans Basics ====== **Names:** Johan\\ **Background:** Necromancer\\ - Comes from the north, as a hermit necromancer.\\ **Experience:** 1\\ **Level:** 1\\ \\ **Speed:** 30 Ft\\ **Race:** Human ====== Background: ====== Left in a moist forest as a young, it is mostly a mystery to strangers how someone like Johan could have survived all alone. In fact it's his touch of magic that saved him, being able to control chaos and creation, it came to him when needed.\\ He learnt how to control creatures both made of dead, and made of nature, so he will happily walk around with both skeletons and golems alike. Having been away from society in forever, he understands not why the undead is frowned upon.\\ \\ ====== Johans Attributes: ====== ^__ _Physical _ __^__ _Mental _ __^__ _Social _ __^__ _Magical _ __| | Agility | Learning | Deception |5 Creation | |1 Fortitude | Logic | Presence |5 Entropy | | Might |3 Perception | Persuasion | Influence | | |2 Will | | Movement | ====== Equipment: ====== **Wealth:** 2\\ \\ **Weapons:**\\ Cane\\ 1d20+(Str) - Banes: Slowed. - One-handed, Forceful. \\ \\ **Armor:**\\ Leather Armor:\\ Defense +2, Cost: 1, Required might: 0. \\ \\ **Misc:**\\ Adventurer’s Pack:\\ (bedroll, personal tent, 2 weeks rations, 3 days water, hammer, 6 pitons, 50’ rope, grappling hook, flint and steel, 10 torches.)\\ **Stats:**\\ | ^Janus ^Armor | ^HP |16 | | ^Init |- | | ^Toughn |13 | | ^Evasio |12 |(2) | ^Resolv |12 | | **Feats**\\ **Companion** \\ **Cost 3** \\ http://www.openlegendrpg.com/feats/companion \\ \\ You gain a companion character that acts independently from you. During combat, your companion acts on its own initiative count and gains the usual assortment of actions, which you may choose. You also get to assign your companion's attributes. The companion's highest attribute is determined by your level and your tier in this feat (see below). Your companion also possesses attributes at each number lower than its highest score. For example, if the companion's highest score is 6, then it also has attributes at scores 5, 4, 3, 2, and 1. The companion gains no feats or abilities, only attributes and the corresponding access to banes and boons. Whenever you gain a level or purchase a new tier in this feat, you may reassign your companion's attributes. **Superior Concentration** \\ **Cost 3** \\ http://www.openlegendrpg.com/feats/superior_concentration \\ \\ When you take the sustain a boon minor action, you may sustain one additional boon per tier of this feat which you possess.\\ \\ **Quirks**\\ **Vagabond** \\ **Perk** \\ \\ Having spent significant time fending for yourself in the wilderness, you excel at surviving and navigating in the wild. You always know the direction of true north and you can automatically find enough food to feed yourself plus a number of additional people equal to your Learning attribute score. **Lucky** \\ **Perk** \\ \\ Once per game session, in a moment of need, you can call on luck shine to upon you. The GM decides what form this luck takes. For example, an attack that was meant for you might target an ally instead, you may discover a secret passage to escape from a rolling boulder, or a town guardsman decides to overlook your crime because you happen to have grown up on the same street. **Absent Minded** \\ **Flaw** \\ \\ Your live with your head in the clouds. You might just be ditzy, or maybe you just spend your time contemplating loftier matters. Whatever the source of your absent-mindedness, you are slow to notice important details and have a tendency to get distracted at exactly the worst possible moment. **Literal Minded** \\ **Flaw** \\ \\ You struggle with concepts and turns of phrase that are not literally true, such as idioms and metaphors. You might think sorcery is afoot if someone tells you it is “raining cats and dogs”. If a friend exaggerated by saying “I’d kill myself if Melzak were elected Supreme Justice”, you would be genuinely concerned for your friend’s life if Melzak did get elected. \\