Wednesday, 12 December 2012
Pregenerated Character for First Level: The Wronged Woman
You had everything: fame, respect, fortune, the love of the people. Then some bastard slit your throat, and you died choking on your own blood. You awoke, some days later, in the court of the Elf Queen. The Elf Queen smiled and told you that she had patched up your corpse with starshine and sorrow, that she reached into the heavens and pulled your soul back into your body.
She has given you back your life, and demands three favors in exchange for this, which she will call in whenever the fancy strikes her. Her first favor is simple: find the bastard who slit your throat, and kill him.
The Wronged Woman
Level 1 (reskinned barbarian)
Strength: 18 (+4)
Dexterity: 14 (+2)
Constitution: 16 (+3)
Intelligence: 10 (+0)
Wisdom: 10 (+0)
Charisma: 10 (+0)
Armor Class: 15
Physical Defense: 15
Mental Defense: 11
Recoveries: 8 (roll 1d10+3 per recovery spent)
Feats: Improved Whirlwind
I Can Speak With Dead People: 2 (roll MOD+3)
I Remember Everything: 3 (roll MOD +4)
Relentless Will: 3 (roll MOD+4)
2 Conflicted, The Elf Queen
1 Negative, Player's Choice (this Icon can be anything, but it's best if you decide that the Icon in question is the one who had your character assassinated)
Racial Bonus: Revenant, Never Say Die. Whenever you drop to 0 HP or below, roll a normal save if you have a recovery available. On an 11+, instead of falling unconscious, you stay on your feat and can heal using a recovery as a free action. Add the recovery hit points to 0 HP to determine your HP total.
1. Blood Oath: Usable once per day as a free action after a miss. Add +1d4 to damage on hit and miss (Maximum: 3d4).
2. Unstoppable: Usable once per battle, but you declare that you're using this power before you roll to hit. If you hit, spent 1 recovery as a free action.
3. Whirlwind: When engaged with at least two enemies, you may attack both of them. Your attack rolls each take -1 to hit, and deal only half damage.
4. Vengeful Rage: Recharge 16+, lasts for one entire battle. For the duration of your rage, you roll 2d20 to attack and choose the result you like. When both dice roll 11+, you score a critical hit and deal double damage to the target.
Roll: +5 vs. AC
Miss: 1 damage
Roll: +3 vs. AC
Gear: Scythe, longbow, leather armor, 100 gold pieces, and 2 healing potions.