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
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