Tyrien e'Adrianne, Elven Arcane Archer

GM: Technospawn
Savage High Fantasy
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Tyrien e'Adrianne
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Tyrien e'Adrianne, Elven Arcane Archer

Post by Tyrien e'Adrianne »

Image
Name: Tyrien e'Adrianne
Race: Half-Elf
Gender: Female
Languages: Dwarven (d6), Draconic (d6), Common (d6), Elven (native, d8)
Rank: Seasoned

Attributes:
  • Agility d8
  • Smarts: d8
  • Spirit: d6
  • Strength: d6
  • Vigor: d6
Pace: 6; Parry: 6 (7 w/Staff, 8 w/bow); Toughness: 7 (2) (Without Protection)
Bennies: 3

Hindrances: Wanted (major) - Dwarf Gratchek Plugnose, Driven (minor) - No negotiating with orcs or goblinoids, Quirk (minor) - Prejudicial against Dwarves, Armor Interference (Light) (-4 Roll if Med/Hvy Armor)
Special Abilities: Flexibility (Starts with d6 Agility), Elven Magic (Reroll resisting Powers), Low Light Vision, Martial Flexibility (Free Use of Combat Edge for 5 rounds)
Edges: Fighter Class, Arcane Background (Magic), Trademark Weapon (bow), Improved Trademark Weapon (bow), Deadly Blow (+1 Damage), Arcane Archer 1

Skills:
  • Athletics: d6
  • Common Knowledge: d4
  • Notice: d6
  • Fighting: d8
  • Shooting: d8 (+2 using bow , +3 adding Arcane Archer Enhancement)
  • Spellcasting: d8
  • Stealth: d6
  • Survival: d4
  • Riding: d4
  • Persuasion: d4
  • Language (Elven - Native): d8
  • Language (Common): d6
  • Language (Dwarven): d6
  • Language (Draconic): d6
Powers: - 15 Power Points
  • Smite (2PP) - Imbue arrow with Magical Lightning, causing it to fly faster with more energy. Also arrow illuminated with light blue energy as is flies almost like a lightning bolt
    Duration: 5 on 20 Arrows
    +2 Damage (+4 on Raise)
    +1PP/AP2 (Max AP6)
    +2PP Greater Smite, Damage +4 (+6 on Raise) & treat as Heavy Weapon
    +1PP Double Range, +2PP Triple Range
  • Protection (2PP) - Mage Armor.
    Duration: 5
    +2 Armor (Toughness instead on Raise)
    +1PP increase success to +4
    +1PP to affect additional target
  • Boost Skill/Trait (2PP) - Activates Draconic blood to increase abilities
    Duration: 5
    +1PP to affect additional target
    +1PP to Hurry target +2 Pace
Armor: +2 All
- Leather Jacket (torso, arms) 11lbs
- Leather Leggings (Legs) 8lbs
- Leather Cap 1lbs

Weapons:
- Unarmed (Range Melee, Damage Str d6+1)
- Mwk Dagger (Range 3/6/12, Damage Str d6+d4+1) 1lbs
- Staff (Range Melee, Damage Str+d4+1, +1 Parry, Reach 1) 4lbs
- Mwk Composite Bow “Quick Silver” (Range 12/24/48, Damage Str d6+d6+2, ROF 1, AP 1) 3lbs - Trademark Weapon
- Quiver: 40 Arrows 6lbs

Gear:
- Belt Pouch (Flint & Steel, Chalk)
- Light Horse, Saddle bags, Saddle, Bit/Bridle
- Rope 50-ft Hemp
- Canvas Tent
- Bedroll 5lbs
- Cold Weather Outfit
- Hand Axe & Shovel
- Mess Kit, Grooming Kit
- Water skin 1lbs
- Trail Rations 5lbs

Current Wealth: 120gp

She is an attractive woman with light olive skin and elven beauty. She is not very strong looking, yet has slender athletic build that lacks an ample bosom. Yet her there are enough curves on her chest, waist, and hips to distinguish her as feminine. Her almond shaped eyes are brown and her long dark brown hair is straight, falling halfway down her back. Despite being slender, she has good physical conditioning and stamina from adventuring and she makes up for her lack of strength with agility.
Height: 5' 8"
Weight: 120 lbs

She wears a mottled cloak when outdoors, and brown and dull green jerkin over her armor. Her trousers and doe-skin leather boots are brown as well, marking her as person more accustomed to being outdoors. Her longbow is of fine quality and is the most obvious of her weapons with a sword strapped across her back.
A secretive woman, not easily trusting of anyone. She enjoys being in the outdoors and wilderness, but also feels that she can create her own following and teach others her trade craft. She can being polite and friendly if necessary. However, she is not afraid to use her looks and gender to get her way, and not above using deceit or threats of intimidation to do it either. She can be extremely vengeful when scorned and is not afraid of violence to accomplish her goals. Not really trusting in the laws of man or morality, she tends to just be herself and pragmatic instead of worrying about the conflicts between good and evil.
Tyrien e'Adrianne's family was a prominent elven house in Silverymoon. While children were not so common, she was the youngest of three by 100's of years and thought to be the most impetuous. With her mother being positively ancient, her older sister was expected to assume the matron role within the family. Her older brother only 10 years younger than her sister had more martial training and was expected to assist her in those issues. With coming troubles in the realm, neither were particularly remarkable in their track records for getting things done.

The problem was that Tyrien had actually been out in the forests and traveled instead of sticking around the city and playing at politics. While significantly younger, many thought she was more capable when it came to practical solutions, particularly those that could be solved with a well-placed arrow. But the young archer was not very found of the dwarven allies in the region, and was not afraid to say so. She had even gotten into a duel with a Gratchek Plugnose, a self-important merchant that had business dealings with her family. He survived the experience despite not being the hardy warrior he claimed to be. Yet, he claimed reparations from her family for his wounds instead of losing with grace.

That did not sit well will mainstream opinion in her family. Her older siblings thought it best that she find something better to do instead of aggravating their associates. She left the city seeking a better fortune and found herself traveling without any money, her starting funds having run out. She had helped some human rangers dealing with orc and goblin bandits. She had learned from what those evil creatures did to captives that they all deserved death if they were encountered. She was inclined to send them on to the afterlife, and did not believe in peaceful coexistence with their like anymore. It was not a hatred, just practical necessity.


  • Novice 1: Trademark Weapon (bow)
  • Novice 2: Power Points (+5)
  • Novice 3: Increase Trait Smarts
  • Seasoned 1: Increase Skills (Spellcasting, Fighting)
  • Seasoned 2: Improved Trademark Weapon (bow)
  • Seasoned 3: Deadly Blow (+1 Damage)
  • Seasoned 4: Arcane Archer 1 (Auto +1 one "quality" to arrow fired (designated per shot): Enhance: The archer's arrow adds +1 to
    Shooting and damage, Arrow has an environmental Trapping such as fire, cold, darkness, etc)
  • Veteran 1: Arcane Archer 2 (2 new qualities each 1x/Enc) Phase Arrow (Ignore Cover/Concealment) & Hail of Arrows (Arrow split to Large Blast Template, 1 Shooting Roll vs. all)
Last edited by Tyrien e'Adrianne on Sat Dec 19, 2020 10:51 pm, edited 13 times in total.
Character Sheet
Notice: d6 (Low-light Vision)
Parry: 6 (7 w/Staff, 8 w/bow)
Toughness: 7 (2), * Protection could add more
Powers (Focus d8): Smite (+1 Focus), Boost Trait, Protection
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Tyrien e'Adrianne
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Joined: Thu Dec 10, 2020 8:18 pm

Re: Tyrien e'Adrianne, Elven Arcane Archer

Post by Tyrien e'Adrianne »


Background Hooks 1d10 1d10: [6]+[3] = 9
So no need to add them. Hooks 6 and 3.
I am the 3rd born of a noble house and I am leaving before my siblings view me as a threat.
I am wanted by powerful people and it is time for me to leave town for a while.

With these, I should change Major Hindrance to Wanted instead, I think.
Character Sheet
Notice: d6 (Low-light Vision)
Parry: 6 (7 w/Staff, 8 w/bow)
Toughness: 7 (2), * Protection could add more
Powers (Focus d8): Smite (+1 Focus), Boost Trait, Protection
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Technospawn
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Re: Tyrien e'Adrianne, Elven Arcane Archer

Post by Technospawn »

The party is seasoned so add 4 advances to your character.
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
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Re: Tyrien e'Adrianne, Elven Arcane Archer

Post by Ndreare »

Your powers need to have trappings assigned.
Gifted don't start with three powers.
Add 4 advances
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Technospawn
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Re: Tyrien e'Adrianne, Elven Arcane Archer

Post by Technospawn »

Ndreare wrote: Fri Dec 11, 2020 10:21 am Your powers need to have trappings assigned.
Gifted don't start with three powers.
Add 4 advances
Dragon Blooded Sorcerers use AB gifted with 1 power and get +1 when the power trapping matches their draconic heritage. They must declare the trapping for all powers at write up.

Chaos sorcerers get 3 powers and trappings are randomly rolled on every casting.

So yes since they chose bronze dragon they only get 1 power and it has to be lightening based to get the +1.
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
User avatar
Technospawn
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Posts: 598
Joined: Thu Mar 12, 2020 9:28 pm

Re: Tyrien e'Adrianne, Elven Arcane Archer

Post by Technospawn »

Tyrien e'Adrianne wrote: Thu Dec 10, 2020 9:34 pm
  • Novice 1: New Power (Boost Trait)
  • Novice 2: Increase Trait Spirit
  • Novice 3: Increase Skills (Focus,
  • Seasoned 1: Improved Trademark Weapon (bow)
Novice 1: New Power - gives you 2 powers
Novice 3: Increase skill - please list you second skill.
Seasoned 1: Improved Trademark Weapon - please indicate which weapon is trademark.
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
User avatar
Tyrien e'Adrianne
Posts: 58
Joined: Thu Dec 10, 2020 8:18 pm

Re: Tyrien e'Adrianne, Elven Arcane Archer

Post by Tyrien e'Adrianne »

I think I got it.
Character Sheet
Notice: d6 (Low-light Vision)
Parry: 6 (7 w/Staff, 8 w/bow)
Toughness: 7 (2), * Protection could add more
Powers (Focus d8): Smite (+1 Focus), Boost Trait, Protection
User avatar
Technospawn
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Re: Tyrien e'Adrianne, Elven Arcane Archer

Post by Technospawn »

Approved
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
User avatar
Ndreare
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Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Tyrien e'Adrianne, Elven Arcane Archer

Post by Ndreare »

As a note, you need to name your bow. It not only gives it more flavor, but it is required by the Trademark weapon edge.

PS: Excited to see you join the game.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Tyrien e'Adrianne
Posts: 58
Joined: Thu Dec 10, 2020 8:18 pm

Re: Tyrien e'Adrianne, Elven Arcane Archer

Post by Tyrien e'Adrianne »

Done. And Thanks 😊
Character Sheet
Notice: d6 (Low-light Vision)
Parry: 6 (7 w/Staff, 8 w/bow)
Toughness: 7 (2), * Protection could add more
Powers (Focus d8): Smite (+1 Focus), Boost Trait, Protection
User avatar
Tyrien e'Adrianne
Posts: 58
Joined: Thu Dec 10, 2020 8:18 pm

Re: Tyrien e'Adrianne, Elven Arcane Archer

Post by Tyrien e'Adrianne »

Switched to Half-Elf, and adjusted the Special Abilities. Since the concept was an Arcane Archer, I am planning to use a Base Class Edge of Fighter and add the Arcane Background to it for Starting 2 Edges at Creation (1 for Free, other from Hindrances)

  • Novice 1: Trademark Weapon (bow)
  • Novice 2: New Power (Protection, Boost Trait/Skill)
  • Novice 3: Increase Trait Spirit
  • Seasoned 1: Increase Skills (Focus, Fighting)
  • Seasoned 2: Improved Trademark Weapon (bow)
  • Seasoned 3: Deadly Blow (+1 Damage)
  • Seasoned 4: Increase Trait Vigor
Character Sheet
Notice: d6 (Low-light Vision)
Parry: 6 (7 w/Staff, 8 w/bow)
Toughness: 7 (2), * Protection could add more
Powers (Focus d8): Smite (+1 Focus), Boost Trait, Protection
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Tyrien e'Adrianne, Elven Arcane Archer

Post by Ndreare »

Tyrien e'Adrianne wrote: Sat Aug 28, 2021 10:36 pm Switched to Half-Elf, and adjusted the Special Abilities. Since the concept was an Arcane Archer, I am planning to use a Base Class Edge of Fighter and add the Arcane Background to it for Starting 2 Edges at Creation (1 for Free, other from Hindrances)

  • Novice 1: Trademark Weapon (bow)
  • Novice 2: New Power (Protection, Boost Trait/Skill)
  • Novice 3: Increase Trait Spirit
  • Seasoned 1: Increase Skills (Focus, Fighting)
  • Seasoned 2: Improved Trademark Weapon (bow)
  • Seasoned 3: Deadly Blow (+1 Damage)
  • Seasoned 4: Increase Trait Vigor
This is a good approach, it will let you wear armor also without wasting an edge.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Tyrien e'Adrianne
Posts: 58
Joined: Thu Dec 10, 2020 8:18 pm

Re: Tyrien e'Adrianne, Elven Arcane Archer

Post by Tyrien e'Adrianne »

Finished refiguring the character sheet to reflect changes in House Rules, and re-bought gear.
Character Sheet
Notice: d6 (Low-light Vision)
Parry: 6 (7 w/Staff, 8 w/bow)
Toughness: 7 (2), * Protection could add more
Powers (Focus d8): Smite (+1 Focus), Boost Trait, Protection
User avatar
Tyrien e'Adrianne
Posts: 58
Joined: Thu Dec 10, 2020 8:18 pm

Re: Tyrien e'Adrianne, Elven Arcane Archer

Post by Tyrien e'Adrianne »

Christmas Advance: Arcane Archer 2
Character Sheet
Notice: d6 (Low-light Vision)
Parry: 6 (7 w/Staff, 8 w/bow)
Toughness: 7 (2), * Protection could add more
Powers (Focus d8): Smite (+1 Focus), Boost Trait, Protection
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