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Takkamer of the White Feather

TRAITS & ABILITIES


  • Rapid Fire - Novice - Action - can use movement action to shoot second arrow as long as also use combat action. Doesn't have to be at same target. Rolled for separately.

  • Arrow Jab - Novice - Reaction - on successful combat roll in melee, can attack with arrow for 1D6 damage.

  • Trapper - Adept - NOVICE Level - Active - with a cunning test, can use a combat action to deploy or disarm a mechanical trap. Can also build an improvised trap with the use of one turn. Improvised trap does 1D6. Adept - Active - can handle alchemical mines in the same way as mechanical traps. Improvised traps now do 1D8 damage.


BURDENS & BOONS

  • Bushcraft - 1 - successful vigilance test allows you to find enough food/water for self. Can also use this in 'Bright Davokar' (edge of the Wild Woods). Can also find sustenance for others, but takes more time and they have to be camped.

  • Pathfinder - second chance to pass all vigilance tests when following a trail to or back from somewhere.

  • Code of Honour


EQUIPMENT/ARMOUR/MONEY

  • Bow - 1D8 per arrow

  • 10 Arrows

  • Hatchet (short weapon) - 1D6 - short

  • 1 weak mechanical trap - 1D8

  • Light armour - deflects 1D4 damage

  • Basic camping set.

  • 7 thaler, 2 shillings (3 of these are for Mayve)



 


StatLevelCurrent
Accurate12N/A
Cunning11N/A
Discrete10N/A
Persuasive8N/A
Quick11N/A
Resolute7N/A
Strong11N/A
Vigilant10N/A
TOUGHNESS1111
PAIN THRESHOLD6N/A
CORRUPTION THRESHOLD40
DEFENCE9N/A

Created by

Bo Squiddley.

Statblock Type

Generic, Table

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