Tanner Interis 8, 12, 14, 15, 10, 15 +2 -2 +1 +1 10, 12, 12, 16, 10, 16 12 Wounds 42 Vitalicity ADVENTURER You chart your own course, exploring tombs one day and rescuing damsels the next. • Bonus Feat: Adventurer’s Luck Benefit: Each time your party rolls for treasure you may roll twice, keeping both results. This benefit only applies once per Treasure roll, no matter how many characters possess this feat. • Glory-Bound: You may purchase Heroic Renown for 20 Reputation per rank (see page 187). • More than Luck: You gain 1 additional starting action die. • Origin Skill: Choose 1 additional Origin skill. Get 2 ranks of Heroic Renown Buy Class enhancement for 25 rep, 5-rep discount for weapon, 10 for armor HUMAN • Attributes: No Species modifiers • Base Speed: 30 ft. STERN When worn and haggard from your trials, you reveal a core a tough as iron. • Attributes: +2 Strength, –2 Constitution • Base Speed: 30 ft. • Grueling Combatant: Each time an adjacent opponent attacks you and misses, he suffers 2 points of subdual damage. • Light Sleeper: Sleeping is never a Terminal Situation for you. • No Pain: You ignore the first fatigued or shaken condition you gain in each scene. • Relentless Attack: You gain the Relentless Attack trick. Attack Trick: The character focuses completely on one opponent, keeping the pressure on until an attack gets through. If the character’s last attack was also against the current opponent and missed, he gains a +2 bonus with this attack. • Unbreakable: Each time you suffer attribute impairment, it decreases by 1 (minimum 0). Feats: HIDDEN SPELLS You can cast spells without muttering or gesturing. Prerequisites: Spellcasting 1+ ranks Benefit: Your Spellcasting checks are not obvious. You make no sound while casting and may cast even when you can’t speak. CASTING BASICS Your spellcasting ability shows remarkable promise. Benefit: You gain a +2 insight bonus and a threat range of 19–20 with Spellcasting checks. CASTING MASTERY Your command of spellcasting is precise and practiced. Prerequisites: Casting Basics Benefit: You gain a +3 insight bonus and a threat range of 18–20 with Spellcasting checks. Also, once per scene, you may reroll a Spellcasting check. CASTING SUPREMACY Your spells impress even the most jaded mentor. Prerequisites: Casting Mastery Benefit: You gain a +4 insight bonus and a threat range of 17–20 with Spellcasting checks. Also, you may activate Spellcasting critical successes for 1 less action die (minimum 0). Skills 9 Spellcasting 9 Bluff 9 Impress 9 Acrobatics (Origin) 9 Athletics (Origin) 9 Notice 9 Prestidigitation 9 Resolve 1 Intimidate 1 Investigate 1 Medicine 1 Ride (Haws) 2 Search 2 Sense Motive 1 Sneak (Origin) Interests: native Language a Study in your native culture or homeland +1 +1 +1 +1 Proficiencies: Forte Edged Proficient Blunt Proficient Powder Lifestyle: 6 Panache 0 Prudence Equipment: 20r Robe of vanishing winds: 15 Class Enhancement Flannel shirt of holding 5 Greater Storage, store up to 5 items that can be picked up. 560s Moderate Leather Armor (DR2, FR7, CR4, DP0, ACP0, 4lb.) Drakecraft +2 gear bonus with Spellcasting Fitted –1 to DP/ACP penalties (Owner only) Lightweight Armor is lightened, -25% weight Light Fittings DR+1, ACP-1, Disguise-4 Warm Cold Resistance 4 Discreet Disguise+4 Fireproofed Fire resistance 4 20s Thieves Tools 3s Large Sack 5s Large Blanket 8s Grooming Case 4s Torches (10) Arcane Adept: You learn 4 additional Level 0 spells from any School. Also, once per scene as a free action, you may spend and roll up to 3 action dice to gain a number of spell points equal to the result. These action dice cannot explode. Arcane Might: At Levels 2, 11, and 19, the highest of your Intelligence, Wisdom, or Charisma scores rises by 1. Also, you may choose up to 3 spells you know, gaining a +2 bonus with Spellcasting checks to cast them Spellcasting: 18 9(Ranks)+3(INT)+4(Feat)+2(Armor) Spellpoints: 12 SpellSave DC: 10+chamod+#spellcasting feats 3m Call Lightning I - 2d6 dmg ref/half 6 times 3m Control Weather II - Makes bad weather, or good weather 2 Chill Storm 2 Deadly Draft - 3round escalating cold damage in a line 2 Gust of wind - Huge Bull Rush with check equal to casting check 2s Wall of Wind - Flings people about dealing 2d6+6 falling damage. 3m Fireball I 2 Scorching Ray - 3 rays deal 3d4 damage each 2 Mage Armor - +4 Gear Bonus to Defense 3 Water Breathing 1 Detect Magic 1 Jump - 3xCL bonus to jump for one dude 0 Create Water - Makes water 0 Dancing Lights - Makes humanoid light or 4 small lights 0 Detect Secret Doors - Does what it says 0 Endure Elements 0 Feather Fall 0 Magic Vestment - +1 Magic bonus to defense 0 Polar Ray I 0 Whispers - Conversation becomes whispers and works anywhere within local distance 0 Water Walk {{http://img12.deviantart.net/22d9/i/2014/258/a/6/lucien_by_chibi_oneechan-d7zabfg.jpg?400}}