Casting Call – Dragon Age Roleplaying Game: Hearts of Oak Campaign

Howdy All and Happy Canadian Thanksgiving!

First off, my apologies for the radio silence over the past couple of months.  I will have news on that front that I will be sharing shortly, but for now I hope my apologies and a cryptic promise for a future explanation will suffice to excuse my absence on this blog.

Second, I wanted to introduce you folks to the cast of characters who populate my home group’s new ongoing campaign, “Hearts of Oak”, which we are running using the Dragon Age RPG, published by Green Ronin.

GRR2808e_450_57165edc-ecdc-452a-9af0-7a6e9927866c_1024x1024

After roughly a year of playing 5th Edition Dungeons & Dragons, running the Tyranny of Dragons campaign, and a few months of trying out a bunch of other games, we have collectively decided on Dragon Age as the game we’ll be running for the foreseeable future.

For those who want to view the adventures of our heroes, the first three sessions of this campaign have been posted on the Dungeon Musings YouTube channel, here:

If you are curious about the mechanics and setting of the Dragon Age game, I spend part of the first session explaining those elements to my players.

I hope you enjoy this new campaign and, if you have any questions or concerns about the Dragon Age RPG, the AGE engine that drives the RPG, or the campaign, please do not hesitate to drop me a line.  Otherwise, I look forward to sharing our adventures in Thedas with you all!

Until next time, I remain,

  • The Dungeon Muser

Alastair Oakhart
Alastair
Background: Fereldan Human Circle Mage
Class: Mage Level: 2 (2/3 steps, one star)
Communication: +2 (Animal Handling, Etiquette)
Constitution: 0
Cunning: +3 (Arcane Lore)
Dexterity: +1
Magic: +5 (Primal)
Perception: +1
Strength: 0
Willpower: +1

Combat:
Arcane Lance: To Hit: +5, Damage: 1d6+5
Quarterstaff: To Hit: +1, Damage: 1d6+1
Defense: 10
Armor Rating: 0
Move: 10 yds
Health 27
Mana 29
Spellpower: 15 (17 with Primal)

Languages: Trade Tongue, Speak Elvish

Goals:
Seek autonomy from the Circle of Magi (Very Long Term)
Study with a Great Master (Long Term)
Get a Mabari Warhound (Short Term)

Talents:
Linguistics (Novice) – Alastair can speak Elven.
Primal Magic (Novice) – You can create a small flame in your hand without spending mana points. The flame can’t be used in combat but can set mundane items alight. It remains in your hand until dismissed. Creating and dismissing the flame are free actions.

Spells:
Flame Blast
Magic School: Primal, Spell Type: Attack, Mana Cost: 3, TN 12, Test: Dex (Acrobatics)
Gouts of blazing fire erupt from your outstretched hands, burning nearby targets. The flame blast is 8 yards long and 2 yards wide. Anyone hit by the blast takes 2d6+1 damage. Targets that make a successful Dexterity (Acrobatics) test vs. your Spellpower only take 1d6+1 damage.

Heal
Magic School: Creation, Spell Type: Utility, Mana Cost 1-3, TN 10
Your touch seals wounds and restores vigor to one wounded target. You can choose to spend up to 3 mana points when you cast this spell. For each mana point spent, the target gets back 1d6 Health. You can cast this on yourself.

Rock Armor
Magic School: Primal, Spell Type: Defense, Mana Cost: 3-8, TN 10
Your skin becomes as hard as stone and protects you from harm. Rock armor has an Armor Rating equal to your Magic ability. The spell lasts for 1 hour but its duration can be extended by spending additional mana points. For each additional MP spent beyond the first 3, rock armor remains in effect for another hour, to a maximum of 6 hours total. A mage wearing regular armor gains no benefit from this spell. You can only cast this on yourself.

Spell Wisp
Magic School: Spirit, Spell Type: Utility, Mana Cost: 3, TN 11
You summon a small wisp that floats near you for up to an hour and boosts the power of your spells. While the wisp is aiding you, you gain a +1 bonus to your Spellpower. The wisp itself is insubstantial and cannot be attacked or touched.

Weapons Groups: Brawling, Staves

Gear:
A backpack, waterskin, apprentice robes, flask of brandy, ink, quill, parchment, quarterstaff, lesser lyrium potion (regain 1d6+5 mana).
Cash: 7 SP

Connor the Just
image
Background: Human Freledan Freeman
Class: Warrior Level: 3 (1/3 steps, two stars)
Communication: +1
Constitution: +3 (Stamina)
Cunning: 0
Dexterity: +2 (Acrobatics, Riding)
Magic: +2
Perception: +1 (Empathy)
Strength: +4 (Axes)
Willpower: +1 (Self Discipline)

Combat:
Battle Axe: To Hit: +6, Damage: 2d6+4
Throwing Axe: Range: 4 yards/8 yards; To Hit: +6, Damage: 1d6+5
Two-Handed Axe: To Hit: +6. Damage: 3d6+4
Unarmed: To Hit: +2. Damage 1d6+4

Defense:12 (14 w/shield)
Armor Rating: 5
Move:10 yds
Health: 51

Languages: Trade Tongue

Goals:
Attain Knighthood (Very Long Term)
Train Under a Master (Long Term)
Prove Himself Worth (Short Term) – Achieved +1 to Communication tests with those of House Oakhart and its Enemies.

Talents
Armor Training (Novice) – You can wear leather and mail armor without suffering a penalty to Dexterity.
Two-Hander Style (Novice) – When you hit with a melee attack with a two-handed weapon, you can move the target 2 yards in any direction.
Unarmed Style (Novice) – Your hands are tough as iron. When you attack with your fist, you inflict 1d6 damage instead of 1d3.
Weapon & Shield Style (Novice) – You can use shields of all shapes and sizes. You get the full Defense bonus when using a shield.

Weapons Groups: Bludgeons, Brawling, Heavy Blades, Axes

Gear:
A backpack, traveling garb, waterskin, light mail armor, medium shield, Throwing axes (2), battle axe, 2 handed axe.
Cash: 30 SP

Marzio (Landon’s Shadow)

Character for Green Ronin's RPG A Song of Ice and Fire

Background: Human Antivan Wayfarer
Class: Rogue Level: 3 (0/3 and zero stars)

Communication: +3 (Bargain)
Constitution: 0
Cunning: 1
Dexterity: +4 (Stealth)
Magic: 0
Perception: +2 (Hearing)
Strength: +2
Willpower: +1

Combat:
Short Sword: To Hit: +4, Damage: 1d6+4
Gauntlet: To Hit: +4, Damage: 1d3+3

Defense:14
Armor Rating: 3
Move:14 yds
Health: 34

Languages: Antivan, Trade Tongue

Goals:
Free Himself from the Antivan Crows (Very Long Term)
Place Niall as head of Oakhart family (Long Term)
Prove Himself to Niall (Short Term) – Achieved +1 to Communication tests with Niall.

Class Powers
Backstab – You can inflict extra damage with a melee attack if you can strike an opponent from an unexpected direction. You must approach your opponent with a move action and win an opposed test of your Dexterity (Stealth) vs. your target’s Perception (Seeing). If you win the test, you can use your major action this round to backstab him. This is a melee attack with a +2 bonus to the attack roll that inflicts +1d6 extra damage. You cannot backstab an enemy that you begin your turn adjacent to.
Rogue’s Armor – You are at home in leather armor. You can ignore the Armor Penalty of leather armor altogether. It affects neither your Speed nor your Dexterity.
Stunt Bonus – You become more adept at finding weak spots in your opponents’ armor. You can perform the Pierce Armor stunt for 1 SP instead of the usual 2. 

Talents
Contact (Novice) – You can attempt to make a contact out of a NPC with a successful Communication (Persuasion) test. The GM will set the target number based on the likelihood of you knowing the NPC or having mutual friends.  The more distant the NPC’s homeland or social class from yours, the more difficult the test will be. A contact will be friendly to you, but won’t go out of the way to help you without additional motivation. You can’t make a contact out of a NPC who already dislikes you or is an enemy.
Dual Weapon Style (Novice) – You can fight with a weapon in your main hand (your primary weapon) and another in your off hand (your secondary weapon). Neither can be a two-handed weapon, and the secondary weapon is considered to have a Minimum Strength 2 higher than normal (you need Strength 1 to use a shortsword as a secondary weapon, for example). Unless otherwise stated, your attacks come from the primary weapon.
Wielding two weapons can aid you in attack or defence. If you take the Activate action, you can gain either a +1 bonus on your melee attack rolls or a +1 Defense bonus vs. melee attacks until the end of the encounter. You can switch the bonus you are taking with another activate action.

Weapons Groups: Bows, Brawling, Light Blades, Staves

Gear:
A backpack, traveling garb, waterskin, light leather armor, short sword, and lined gauntlet.
Cash: 8 SP 

House Oakhart – Minor Noble House
Oakhart

Might 4 (Garrison)
Wealth 3
Influence 2 (State)
Intrigue 1
Magic 0

Structure 4   Stability 25

Casting Call – Dragon Age Roleplaying Game: Hearts of Oak Campaign

Casting Call – Iron Kingdoms RPG: Blackacre Campaign

Howdy All and Happy Friday!

In the very near future, my gaming group will be returning to an old Iron Kingdoms RPG campaign featuring the fine folks in this week’s Casting Call entry.

As you can likely tell, these characters don’t look like starting Iron Kingdoms RPG character, because they have seen roughly a year and a half of play.

So, without further ado, I hope you enjoy meeting the Silver Swords!

Brother Decklin Bray – Gifted Human (Ryn) Gun Mage/Priest of Morrow/Rifleman   XP: 110
Harlan

STATS
PHY 5 SPD 7
STR 4
AGI 5 PRW 5
POI 4
INT 6 ARC 6
PER 5
WILLPOWER (PHY + INT) 11
FEAT POINTS: 3
DEF SPD + AGL + PER + EQUIP = 17
ARM PHY + ARMOR = 10
INITIATIVE SPD + PRW + PER + EQUIP = 17
COMMAND RANGE INT + COMMAND + ABIL = 9
RANGED WEAPON RNG RAT POW
Magelock Pistol 10” 6 10
NOTES: Ext Rng 300 ft AMMO: 1
RANGED WEAPON RNG RAT POW
Dual Magelock Pistol 10” 6 10
NOTES: Discharging both barrels together is treated as a single attack, and the weapon suffers -2 on the attack roll. If the attack hits, add +3 to the damage roll.

Ext Rng 300 ft

AMMO: 2

Reloading each barrel takes one quick action.

MELEE WEAPON MAT POW
Battle Staff 6 8
NOTES: Spend 1 feat point to make trip attack. If attack hits, target is knocked down.

On critical hit, a living target hit has a chance to be knocked out. If target suffers damage, he must make a Willpower roll against TN 13. If he fails, he is knocked out.

SKILLS:
Military: Great Weapon 1 (6), Pistol 2 (6)
Occupational: Command 3, Craft (Gunsmithing) 1 (7), Cryptography 2 (8), Detection 1 (6), Etiquette 1, Intimidation 1, Law 1 (7), Lore (Morrowan Faith) 2 (8), Lore (Laelese History ) 1 (7), Lore (Menothan Faith) 2 (8), Lore (Nobility) 1 (7), Medicine 3 (9), Negotiation 1, Oratory 1, Research 2(8), Survival 1 (6)
BENEFITS & ABILITIES:
Additional Study: Decklin learns the Force of Faith spell.Combat Caster: When Decklin makes a magic attack roll, he gains an additional die. Discard the lowest die of each roll.

Connection: Morrowan Church

Craft Rune Shot: Decklin can craft his own rune shot ammunition. Instead of paying 5 gc for each metal cartridge round of rune shot ammo, he can pay 1 gc and use his rune shot casting kit to press one round of rune shot ammo. Decklin can craft up to five per hour.

Dual Shot: Decklin can forfeit his movement during his turn to make one additional ranged attack with a pistol or rifle.

Empower: During Decklin’s turn, while he is base to base with a non-incapacitated friendly character, he can spend 1 feat point to cause the friendly character to regain d3+1 vitality points.

Fast Reload: Decklin gains one extra quick action each turn that can be used only to reload a ranged weapon.

Feat: Quick Cast: Decklin can spend 1 feat point to immediately cast one upkeep spell at the start of combat before the first round. When casting a spell as a result of this benefit, Decklin is not required to pay the COST of the spell.

Feat: Strength of Will: After failing a fatigue roll, Decklin can spend 1 feat point to instead be automatically successful on the roll.

Gun Fighter: Decklin does not suffer a -4 penalty on ranged attack rolls with pistols or carbines while engaged.

Rallying Cry: Decklin can spend a feat point to use Rallying Cry. For one round, Decklin’s command range is doubled and friendly characters in his command range, including Decklin, become fearless.

Warding Circle: Decklin can spend 15 minutes to create a circle around a small room or campsite. Whenever any other characters (other than those named) enter the circle, the named characters are alerted. While in the circle, non-named characters lose incorporeal, and non-named undead and infernal characters suffer -2 on attack rolls.

GEAR:
Battle staff, Surgical Kit, Symbol of Faith, Belt, Belt Pouch, Work Boots, Clock (Waterproof), Robe, Water Skin, Sewing Kit, Paper, Charcoal – 5 sticks, Paper – 10 sheets, Goggles, Morrowan Lorebook (Enkheridion), Locked Wooden Box, Rune Shot Casting Kit, materials for 10 rune shots, ammunition bandoleer, gun brace, leather shoulder strap and oiled hide cloth.
SPOKEN LANGUAGE RELIGIOUS BELIEFS
Llaelese, Cygnaran Morrowan
SPELLS
NAME COST RNG AOE POW UP OFF
Banishing Ward
Enemy upkeep spells on the targeted friendly character expire. The affected character cannot be targeted by enemy spells or animi.
2 6 YES NO
Blade of Radiance

Infernal and Undead characters hit by this spell suffer an extra die of dmg.

2 10 10 NO YES
Force of Faith
Enemies currently in Decklin’s control area are immediately pushed d6” directly away from him in the order he chooses.
4 SELF CTRL NO NO
Hand of Fate
Target character gains additional die on attack and damage rolls. Discard low die in each roll.
2 6 YES NO
Rune Shot: Accuracy
The spellcaster’s next rune shot ranged attack roll this turn is boosted.
1 SELF NO NO
Rune Shot: Black Penny
The spellcaster’s next rune shot ranged attack roll this turn ignores the firing into melee penalty.
1 SELF NO NO
Rune Shot: Brutal
The spellcaster’s next rune ranged attack gains a boosted ranged attack damage roll against the target directly hit.
1 SELF NO NO
Rune Shot: Iron Rot
If Decklin’s next shot hits a steamjack, in addition to any other damage and effects from the attack, the steamjack also suffers d3 damage points.
1 SELF NO NO
Rune Shot: Fire Beacon
Decklin’s next shot becomes AOE 5 and POW -. While a character is within the AOE he loses Camouflage and stealth, and other characters can ignore cloud effects when determining LOS to him. The AOE lasts one round.
Rune Shot: Thunderbolt
If the spellcaster directly hits a target with his next rune shot ranged attack this turn, the target is pushed d3” directly away from this character. On a critical hit, the target is knocked down after being pushed.
1 SELF NO NO
True Sight
This character ignores concealment, Camouflage, and stealth. The character can also see in complete darkness.
2 SELF YES NO

GORGOSH THUNDERFIST – Skilled Trollkin Investigator/Pugilist/Rifleman        XP: 115
Gorgosh

Stats
PHY 9 SPD 5
STR 9
AGI 3 PRW 5
POI 4
INT 3 ARC –
PER 3
WILLPOWER: (PHY + INT)
12
DAMAGE CAPACITY
1 – PHY □□ □□□
2 – PHY □□□
3 – AGI □□
4 – AGI
5 – INT □□
6 – INT
FEAT POINTS: 3
DEF SPD + AGL + PER + EQUIP = 10
ARM PHY + ARMOR = 15
INITIATIVE SPD + PRW + PER + EQUIP = 13
COMMAND RANGE INT + COMMAND + ABIL = 3
RANGED WEAPON RNG RAT POW
Custom Ogrun Battle Cannon 12” 5 12
NOTES: AOE 3 AMMO: 1
MELEE WEAPON MAT POW
Fist 8 9
NOTES:
RANGED WEAPON RNG RAT POW
Thrown Bottle 6” 5 9
NOTES: AMMO:
MELEE WEAPON MAT POW
Rune Axe 7 14
NOTES: Magic
RANGED WEAPON RNG RAT POW
Large Thrown 3” 4 12
NOTES: AMMO:
MELEE WEAPON MAT POW
Bottle 6 10
NOTES:
SKILLS:
Military: Hand Weapon 2 (7), Rifle 2 (6), Unarmed Combat 3 (8)
Occupational: Detection 4 (7), Forensic Science 2 (5), Interrogation 2 (5), Intimidation 3 (12), Law 3 (6), Medicine 2 (5), Negotiation 3, Sneak 2 (5), Streetwise 2 (5), Survival 4 (7)
BENEFITS & ABILITIES:
Additional Attack: Gorgosh gains an additional attack during his Activation Phase if he chooses to attack that turn.Anatomical Precision: When Gorgosh hits a living target with a melee attack but the damage roll fails to exceed the target’s ARM, the target suffers d3 damage points instead of the damage rolled.

Astute: Gorgosh can reroll failed Detection rolls. Each failed roll can be rerolled only once as a result of Astute.

Brawler: When Gorgosh attacks with an improvised weapon he can add his Unarmed Combat skill instead of his Hand Weapon skill to the attack roll.

Feat: Disarm: After hitting an enemy with a non-spray, non-AOE ranged or melee attack, instead of making a damage roll, Gorgosh can spend 1 feat point to disarm his opponent, causing the weapon to fly from his grasp, and suffers no damage.

Feat: Revitalize: Gorgosh can spend 1 feat point during his turn to regain a number of vitality points equal to his PHY (7) immediately. An incapacitated character cannot use Revitalize.

Feat: Swashbuckler: Once during Gorgosh’s turn, he can spend 1 feat point to make his next hand weapon attack extend to 360 degrees and he can make one melee attack against each enemy in his line of sight and melee range.

Flying Fists: While fighting unarmed or with a weapon in only one hand Gorgosh gains an additional punch unarmed melee attack with his other hand.

Hulking Presence: Gorgosh adds an additional die to Initimidation skill rolls made using his PHY.

Hyper Perception: Gorgosh’s PER rolls are boosted.

Language: Cygnaran.

Preternatural Awareness: Gorgosh gains boosted Initiative rolls and enemies never gain back strike bonuses against him.

Serpent Strike: Gorgosh’s unarmed strikes have reach.

Tough: When Gorgosh is disabled, roll a d6. On a 5 or 6, the character heals 1 vitality point, is no longer disabled, and is knocked down.

Virtuoso: Hand Weapon: When making non-AOE attacks with his hand weapon attacks, Gorgosh gains an additional die on his attack and damage rolls and discards the lowest.

Virtuoso: Unarmed: When making non-AOE attacks with his unarmed attacks, Gorgosh gains an additional die on his attack and damage rolls and discards the lowest.

Waylay: When Gorgosh makes an attack that may knock out a target, increase the target number for Willpower roll to resists the knockout by 2.

GEAR:
Custom Battle Armor, Knuckledusters, Greylord Rune Axe, Custom Ogrun Battle Cannon, 135 gc in savings.
SPOKEN LANGUAGE RELIGIOUS BELIEFS
Cygnaran, Llaelese, Molgur-Trul. Dhunian.

LADIMIR MICHOVICH – Gifted Human (Umbrean) Arcanist/Aristocrat        XP: 43
greylord

STATS
PHY 6 SPD 6
STR 4
AGI 3 PRW 4
POI 4
INT 5 ARC 4
PER 5
WILLPOWER: (PHY + INT)
11
DAMAGE CAPACITY
1 – PHY □□ □□
2 – PHY □□
3 – AGI □□
4 – AGI
5 – INT □□ □□
6 – INT
FEAT POINTS: 3
DEF SPD + AGL + PER + EQUIP = 13
ARM PHY + ARMOR = 13
INITIATIVE SPD + PRW + PER + EQUIP = 15
COMMAND RANGE INT + COMMAND + ABIL = 6
RANGED WEAPON RNG RAT POW
Repeating Rifle 14” 5 10
NOTES: Scope (+3” RNG when aiming) AMMO: 5
MELEE WEAPON MAT POW
Sword 5 7
NOTES:
MELEE WEAPON MAT POW
Rune Axe 5 9
NOTES: Magic
RANGED WEAPON RNG RAT POW
Cannon Shield 8” 3 12
NOTES: Spend 1 feat point to make a ranged attack while Ladomir charges. AMMO: 1
SKILLS:
Military: Hand Weapon 1 (5), Rifle 1 (5)
Occupational: Command 1 (6), Etiquette 2, Lore (Arcane) 2 (7), Oratory 2, Research 1 (6)
BENEFITS & ABILITIES:
Combat Caster: When Ladimir makes a magic attack roll, he gains an additional die. Discard the lowest die of each roll.Family Income: Ladimir earns 50 gc a month from his family holdings.

Feat: Strength of Will: After failing a fatigue roll, Ladomir can spend 1 feat point to instead be automatically successful on the roll.

Good Breeding: Ladimir can reroll failed Etiquette rolls. Each roll can be rerolled only once as a result of Good Breeding.

Great Power: Ladimir can upkeep one spell each turn without spending fatigue.

Rune Reader: Ladimir can identify any spell cast in his line of sight by reading the accompanying spell runes. He can also learn the type of magic cast and the tradition of the character casting the spell.

Privilege: Ladimir is immune to persecution for petty crimes and can be tried only by a court of his peers. With a successful Etiquette skill roll, Ladimir can demand hospitality and request aid from other nobles not at war with his kingdom. Additionally, Ladimir gains +2 on social rolls when dealing with those beneath his station who recognize his status and respect the nobility.

GEAR:
Tailored plate, sword, scope, Greylord Rune Axe, cannon shield, 208 gc of other equipment.
SPOKEN LANGUAGE RELIGIOUS BELIEFS
Khadoran, Llaelese Old Faith
SPELLS
NAME COST RNG AOE POW UP OFF
Arcane Bolt 2 12 11 NO YES
Aura of Protection

While in Ladimir’s control area, friendly characters gain +2 ARM.

2 SELF CTRL YES NO
Light in the Darkness

The area around Ladimir glows with enough light for anyone in his control area to see in darkness.

1 SELF CTRL YES NO
Rock Wall

Place a wall template anywhere completely in Ladimir’s control area where it does not touch a character’s base, an obstruction, or an obstacle. The wall is a   linear obstacle that provides cover.

2 CTRL WALL YES NO
Vision

The next time the target is hit by an attack, he suffers no damage roll from the attack, then Vision expires.

2 6 YES NO
Wind Blast

Place a 5” AOE anywhere completely in Ladimir’s control area. Cloud effects overlapping the AOE expire. Characters suffer -3 RAT while within the AOE. It remains in play for one round.

2 CTRL 5 NO NO
GRENADES & ALCHEMICAL ITEMS
NAME QTY RNG AOE POW EFFECT RAT
Smoke Grenade 2 8” 3 Creates a cloud effect. 8

+1 stat (suggested +1 POI or +1 STR)
+2 occupational skills (suggested +1 Negotiation and +1 Riding)
+1 spell, ability, connection, or military skill (suggestions Celerity, Occultation, or Telekinesis)

THALE FELCYR VYRE – Skilled Iosan Pistoleer/Seeker/Rifleman                                   XP: 96
d3de69c57035b32e34b546be521d1de4

STATS
PHY 5 SPD 7
STR 4
AGI 5 PRW 4
POI 6
INT 6 ARC –
PER 6
WILLPOWER: (PHY + INT)
11
DAMAGE CAPACITY
1 – PHY □□
2 – PHY □□
3 – AGI □□
4 – AGI □□
5 – INT □□ □□
6 – INT □□
FEAT POINTS: 3
DEF SPD + AGL + PER + EQUIP = 17
ARM PHY + ARMOR = 11
INITIATIVE SPD + PRW + PER + EQUIP = 19
COMMAND RANGE INT + COMMAND + ABIL = 5
RANGED WEAPON RNG RAT POW
Repeating Pistol x2 8” 9 10
NOTES: AMMO: 5
MELEE WEAPON MAT POW
Dagger 4 6
NOTES:
RANGED WEAPON RNG RAT POW
Scattergun SP8 9 12
NOTES: AMMO: 1
RANGED WEAPON RNG RAT POW
Holdout Pistol x2 4” 10 8
NOTES: AMMO: 1
SKILLS:
Military: Pistol 3 (9), Rifle 3 (9)
Occupational: Craft (Gunsmith) 3(9), Cryptography 1(7), Deception 2, Disguise 1 (7), Detection 2 (8), Etiquette 2, Intimidation 1, Law 1 (7), Lore (Arcane) 1(7), Lore (Divine Court) 1 (7), Lore (Fine Arts) 1 (7), Lore (History) 1 (7), Medicine 1 (7), Navigation 1 (7), Negotiation 3, Research 1 (7), Sneak 2 (7 or 4 in armor), Streetwise 2(7), Survival 1 (7).
BENEFITS & ABILITIES:
Additional Attack: Thale gains an additional attack during his Activation Phase if he chooses to attack that turn.Ambidextrous: Thale does not suffer a penalty with a second weapon when using Two-Weapon Fighting.

Connection: Seekers

Cover Identity: Thale’s cover ID of a bounty hunter permits him to make boosted Disguise rolls when disguised as a bounty hunter.

Dodger: When Thale is missed by an enemy attack, he can immediately advance 2” (12ft) after the attack is resolved, unless he was missed while advancing. Thale cannot be targeted by free strikes during this movement.

Fast Draw: Thale gains +2 to initiative rolls (already included) and gains an additional quick action during his first turn that can only be used to draw a weapon.

Fast Reload: Thale gains one extra quick action each turn that can only be used to reload a ranged weapon.

Feat – Disarm: After directly hitting an enemy with a non-spray, non-AOE ranged or melee attack, instead of making a damage roll, Thale can spend 1 feat point to disarm his opponent.

Gun Fighter: Thale does not suffer a -4 penalty on ranged attack rolls with pistols or carbines while engaged.

Instructor: While within 12 ft of Thale, friendly characters gain an additional die on occupational skill rolls also possessed by Thale. Discard the lowest die in each roll.

Preternatural Awareness: Thale gains boosted Initiative rolls and enemies never gain back strike bonuses against him.

Return Fire: Once per round, when Thale is missed by an enemy’s ranged attack, immediately after the attack is resolved he can make one normal attack against the attacking enemy.

Sniper: When Thale forfeits his movement to aim during his turn, Thale’s first ranged attack that turn gains boosted damage.

Targeteer: When Thale hits with a ranged attack, he chooses the branch of the target’s life spiral or the column of the target’s damage grid that is hit, if applicable.

Two-Weapon Fighting: While fighting with a one-handed weapon or pistol in each hand, Thale gains an additional attack for the second weapon. He suffers -2 on attack rolls with the second weapon while doing so.

University Education: Thale can reroll failed Lore and Research skill rolls. Each roll can be rerolled only once as a result of University Education.

Virtuoso – Pistols: When making non-AOE attacks with pistols, Thale gains an additional die on his attack and damage rolls and discards the lowest.

GEAR:
Custom battle armor, 2 Iosan repeating pistols, 2 holdout pistols, dagger, gun brace, 2 spring loaded wrist holsters, travelling clothes, green cloak, backpack, lantern, rope, flintstrike, canteen, chalk (5), 2 ammo wheels, 20 pistol bullets, 12 scattergun rounds, materials for 50 light rounds, material for 20 scattergun rounds, ammo bandoleer (4 scattergun shells, 2 ammo wheels), spy glass, scholar’s tools, gunsmith’s kit, sewing kit, compass, scattergun, pocket watch. 70 gc
SPOKEN LANGUAGE RELIGIOUS BELIEFS
Cygnaran, Shyr, Llaelese Scyrah (Nyrro)

Ozunuggangardavi (Ozzie) – Skilled Gobber Cutthroat/Thief/Alchemist   XP: 48
Gobber Guttersnipe

STATS
PHY 5 SPD 7
STR 4
AGI 5 PRW 5
POI 4
INT 4 ARC –
PER 4
WILLPOWER (PHY + INT)
9
DAMAGE CAPACITY
1 – PHY □□ □□
2 – PHY
3 – AGI □□ □□
4 – AGI
5 – INT □□
6 – INT
FEAT POINTS: 3
DEF SPD + AGL + PER + EQUIP = 16
ARM PHY + ARMOR = 11
INITIATIVE SPD + PRW + PER + EQUIP = 16
COMMAND RANGE INT + COMMAND + ABIL = 4
RANGED WEAPON RNG RAT POW
Repeating Crossbow 10” 5 10
NOTES: Replacing the weapon’s magazine is a quick action. AMMO: 6
MELEE WEAPON MAT POW
Assassin’s Blade 7 8
NOTES: +2 to back strike damage rolls with this weapon.
MELEE WEAPON MAT POW
Assassin’s Blade 7 8
NOTES: +2 to back strike damage rolls with this weapon.
SKILLS:

Military: Crossbow 1 (5), Hand Weapon 2 (7), Thrown 1 (6)

Occupational: Alchemy 2 (6), Animal Handling 1, Bribery 1, Climbing 1 (6), Craft (Bowyer) 1 (5), Deception 1 (5), Escape Artist 1 (6), Forgery 1 (6/5), Interrogation 1, Intimidation 1, Gambling 1 (5), Lock Picking 2 (7), Lore (Swamp Gobber) 1 (5), Pickpocket 2 (7), Riding 1 (6), Sneak 2 (6 or 3 in armor), Streetwise 2 (6).

BENEFITS & ABILITIES:

Additional Attack: Ozzie gains an additional attack during his Activation Phase if he chooses to attack that turn.

Ambidextrous: Ozzie does not suffer a penalty with a second weapon when using Two-Weapon Fighting.

Appraise: Ozzie can judge the value of most fine goods with an inspection. Truly good fakes might require a Detection + INT roll to spot.

Backstab: Ozzie gains an additional die on his back strike damage rolls.

Brew Master: Ozzie can reroll failed Alchemy rolls. Each failed roll can be rerolled only once as a result of Brew Master.

Conniver: Ozzie can reroll failed Bribery and Deception-based social skill rolls. Each roll can be rerolled only once as a result of Conniver.

Deft: Ozzie gains boosted AGL rolls.

Dodger: When Ozzie is missed by an enemy attack, he can immediately advance up to 2” after the attack is resolved unless he was missed while advancing. He cannot be targeted by free strikes during this movement.

Prowl: Ozzie gains stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect.

Specialization (Assassin Blade): Ozzie does not suffer attack roll penalties when attacking with an Assassin Blade.

Two-Weapon Fighting: While fighting with a one-handed weapon or pistol in each hand, Ozzie gains an additional attack for the second weapon. He suffers -2 on attack rolls with the second weapon while doing so.

Virtuoso – Crossbows: When making non-AOE attacks with Crossbows, Ozzie gains an additional die on his attack and damage rolls and discards the lowest.

Virtuoso – Hand Weapons: When making non-AOE attacks with Hand Weapons, Ozzie gains an additional die on his attack and damage rolls and discards the lowest.

GEAR:
Riding pony, assassin’s blade, repeating crossbow, 24 bolts, two crossbow magazines, thief’s tools, custom battle armor.
SPOKEN LANGUAGE RELIGIOUS BELIEFS
Gobberish, Cygnaran Dhunian
GRENADES & ALCHEMICAL ITEMS
NAME QTY RNG AOE POW EFFECT RAT
Acid Bomb 0 8” 3 12 Corrosion continuous 6
Concussion Grenade 2 8” 3 Characters in the AOE are knocked down. 6
Cinder Bomb 1 (and 1 arrow). 8” 3 12 A character who ends his turn in the AOE suffers Fire continuous. 6
Explosive Grenade 2 8” 3 12 6
Knockout Bomb 1 8” 3 All characters hit by knockout bomb must make a Willpower roll against TN 19. If the character fails, he is knocked down and unconscious. 6
Smoke Grenade 2 8” 3 Creates a cloud effect. 6

 

Casting Call – Iron Kingdoms RPG: Blackacre Campaign

The Karrnathi Horde – Adversaries for GURPS Eberron

Howdy All and Happy Friday!

The following are enemies that I will be using in an upcoming one-shot using the GURPS roleplaying system, published by Steve Jackson games, set in Wizard’s of the Coast’s Eberron setting.

Rotting Undead Traits:
Appearance (Monster), Bad Smell, Doesn’t Breathe, Doesn’t Eat or Drink, High Pain Threshold, Immunity to Metabolic Hazards, Injury Tolerance (No Blood, Unliving), No Sense of Smell/Taste, Sexless, Social Stigma 3 (Undead Monster), Temperature Tolerance 10, Unaging

Dread Guardian
Karnnathi Undead Bodyguard
Dread Guardian

ST 13 HP 15 Basic Lift 34 Ground Move 2
DX 10 Will 8 Damage 1d/2d-1 Water Move 0
IQ 8 Per 12 Basic Speed 5
HT 10 FP 10 Basic Move 4

Offense:
Broadsword: Attack 13, Parry 12, Reach 1, Damage: Swing 2d6 cut, Thrust 1d6+2 imp
Broadsword Counterattack: Attack 12 (only after successful defense, make attack and target suffers -2 penalty to Parry and -1 penalty to Dodge or Block)
Medium Wooden Shield: Attack 12, Block 12, Damage: 1d6 cr

Defense:
Steel Breastplate (DR: 5 – Torso), Scale Sleeves and Legs (DR: 4 – Arms & Legs), Gauntlets (DR: 4 – Hands), Mail Coif (DR: 4/2 vs. crushing – Flexible, Head, Neck), Boots (DR: 2 – Flexible)
Dodge 8, Parry 12, Block 12, Shield DR: 7, HP: 40

Social Background
Cultural Familiarities: Karnnath (Native).
Languages: Common (Native).

Gear:
Broadsword, Medium Wooden Shield, Scale Armor, Scale Sleeves and Legs, Gauntlets, Mail Coif, Boots

Advantages
Combat Reflexes (+6 on all IQ rolls to wake up or recover from surprise), Guardian’s Shield (Grant one friendly target Injury Tolerance: Damage Reduction 2, does not stack with other Dread Guardian’s abilities), Rotting Undead Traits, Unfazeable (exempt from Fright Checks and unaffected by reaction modifiers).

Disadvantages
Rotting Undead Traits, Slave Mentality

Skills & Techniques
Broadsword 13, Counterattack: Broadsword 12, Shield 12

Karnnathi Skulker
Undead Assassin

Karnnathi Undead Assassin

ST 8 HP 11 Basic Lift 13 Ground Move 6
DX 13 Will 8 Damage 1d-3/1d-2 Water Move 0
IQ 8 Per 12 Basic Speed 5.75 Clinging Move 3
HT 10 FP 10 Basic Move 6

Offense:
Talons: Attack 15, Parry 11, Reach C, Damage: Thrust 1d6-2 imp

Defense:
Tough Skin (DR: 2)
Dodge 11, Parry 11

Social Background
Cultural Familiarities: Karnnath (Native).
Languages: Common (Native). 

Advantages
Clinging (Move 3 across walls or ceiling), Combat Reflexes ( +6 on all IQ rolls to wake up or recover from surprise), Darkvision, Improved Dodge 2, Rotting Undead Traits, Tough Skin (DR: 2), Unfazeable (exempt from Fright Checks and unaffected by reaction modifiers).

Disadvantages
Rotting Undead Traits (but no Bad Smell)

Skills
Brawling 15, Camouflage 14, Shadowing 13, Stealth 14

Necrolab Apprentice
Necrolab
Karnnathi Undead Alchemist

ST 9 HP 9 Basic Lift 16 Ground Move 5
DX 11 Will 12 Damage 1d-2/1d-1 Water Move 0
IQ 12 Per 12 Basic Speed 5
HT 11 FP 11 Basic Move 5

Offense:
Necrotic Blast: Attack 13, Acc 3, Range 50/100, 1d6-1 burn per 1 FP, targets roll HT at -1 per 2 HP damage or be stunned
Freeze Limb: Attack 15 (resisted by HT), Directed against a hand it causes subject to drop what he’s holding.

Defense:
Dodge 8, Parry 11

Social Background
Cultural Familiarities: Karnnath (Native).
Languages: Common (Native).

Gear:
Quarterstaff, Robes

Advantages
Magery 2, Rotting Undead Traits, Unfazeable (exempt from Fright Checks and unaffected by reaction modifiers).

Disadvantages
Rotting Undead Traits, Slave Mentality

Skills & Spells
Innate Attack: Necrotic Blast 13, Staff 12, Freeze Limb (as Spasm) 15, Flaming Weapon 15, Necrotic Blast (as Lightning) 15.

Death Dog
Death Dog
Karnnathi Undead Wardog

ST 11 HP 11 Basic Lift 24 Ground Move 9
DX 12 Will 11 Damage 1d-1/1d+1 Water Move 1
IQ 4 Per 13 Basic Speed 6
HT 12 FP 12 Basic Move 9

Offense:
Bite: Attack 14, Reach C, Damage: Thrust 1d6-2 cut

Defense:
Tough Skin (DR: 2)
Dodge 9

Advantages
Night Vision 8, Quadruped, Rotting Undead Traits, Tough Skin (DR: 2), Sharp Teeth, Unfazeable (exempt from Fright Checks and unaffected by reaction modifiers).

Disadvantages
Rotting Undead Traits

Skills
Brawling 14, Tracking 14, Sweep 12

Offalians
Offalian
Heaps of Animated Muscle, Sinew and Bone

ST 18 HP 22 Basic Lift 65 Ground Move 5
DX 10 Will 10 Damage 1d+2/3d Water Move 1
IQ 4 Per 10 Basic Speed 5.5
HT 12 FP 12 Basic Move 5

Offense:
Bite: Attack 13, Reach C, Damage: Thrust 1d6+3 cut plus 1d6-1 acid
Tentacles (4): Attack 13, Reach C, 1, 2, Damage: Thrust 1d6+1 cut

Defense:
DR 4
Dodge 8, Parry 9

Advantages
Extra Attacks 2, Innate Attack: Acidic Breath (1d6-1 acid, Cone 12 long x 3 wide, 3/day) Long Tentacles (4 total with +1 reach), Rotting Undead Traits, Sharp Teeth, SM + 2 (3 hexes), Unfazeable (exempt from Fright Checks and unaffected by reaction modifiers).

Disadvantages
Rotting Undead Traits

Skills
Brawling 13, Wrestling 13

Zombie Hulk
Zombie Stench
Bloated Undead Horror

ST 18 HP 18 Basic Lift 65 Ground Move 4
DX 9 Will 10 Damage 1d+2/3d Water Move 0
IQ 4 Per 10 Basic Speed 4
HT 12 FP 12 Basic Move 4

Offense:
Punch: Attack 13, Reach C, Damage: Thrust 1d6+2 cr
Bite: Attack 13, Reach C, Damage: Thrust 1d6+1 cr
Maul: Attack 13, Parry 9 (cannot attack and parry in same round), Reach 1,2 (takes Ready maneuver to change grip), Damage: Swing 3d6+4
Overpowering Stench: All within 3 hexes must make HT roll of be Nauseated (-2 to attributes and skill checks, -1 to active defenses). Roll HT each round to recover.

Defense:
Dodge 7, Parry 9

Advantages
Blunt Claws, Overpowering Stench (Area Affliction), Rotting Undead Traits, Single Minded, SM + 1, Unfazeable (exempt from Fright Checks and unaffected by reaction modifiers).

Disadvantages
Rotting Undead Traits

Skills
Brawling 13, Two-handed Axe/Mace 13, Wrestling 13

Vylymax
Iron Dragon
Mad Iron Dragon

ST 20 HP 25 Basic Lift 80 Ground Move 10
DX 11 Will 11 Damage 2d-1/3d+2 Water Move 2
IQ 14 Per 13 Basic Speed 5 Fly Move 20
HT 13 FP 20 Basic Move 10

Offense:
Claw: Attack 16, Parry 12 Reach C,1, Damage: Thrust 2d6-1 cut
Two Claws: Attack 14, Reach C,1, Damage: Thrust 2d6-1 cut each
Bite: Attack 16, Reach C,1,2, Damage: Thrust 2d6-2 cut
Tail Sweep: Attack 16, Reach 2, Damage: 2d6+1 cr
Wing Buffett: Damage: 2d6 knockback only, cone range 5, width 5
Lightning Breath (Jet): Attack 16, Acc 3, Range 50/100, 2d6 lightning (target makes HT roll at -1 per 2 HP suffered or stunned, make HT roll each turn thereafter to recover; Metal armor only grants DR 1 against this; costs 2 FP).
Lightning Breath (Cone): Attack 16, Range 8, Width 4, 1d6 lightning (target makes HT roll at -1 per 2 HP suffered or stunned, make HT roll each turn thereafter to recover; Metal armor only grants DR 1 against this, costs 2 FP).

Defense:
Iron Scales: DR 4
Dodge 11, Parry 12

Social Background
Cultural Familiarities: Argonnessen (Native).
Languages: Common (Native), Draconic (Native).

Advantages
Combat Reflexes (+6 on all IQ rolls to wake up or recover from surprise), Dark Vision, DR 4, Extra Attack, Extra Legs (Four Legs), Flight, Lightning Breath (Jet and Cone), Magery 3, Metabolism Control 2, Nictating Membrane 2, Sharp Claws, Sharp Teeth, SM +1, Tail Sweep, Unaging, Wing Buffet.

Disadvantages
Horizontal, No Fine Manipulators, Social Stigma (Monster)

Skills & Techniques
Brawling 16, Innate Attack (Lightning Breath) 16, Stealth 15, Dual Claw 14

Spells
Blackout 20, Hush 20, Noise 20, Silence 20, Thunderclap 20, Voice 20

Count Venir ir’Omik
Count Ir omik
Insane Necromantic Genius Disembodied Brain

ST 0 HP 15 Basic Lift 0 Ground Move 0
DX 11 Will 14 Damage 0/0 Water Move 0
IQ 16 Per 12 Basic Speed 6 Fly Move 10
HT 13 FP 20 Basic Move 0

Offense:
Thunderwave: Range 8, Width 4, Damage: 4d6 knockback only, cone range 5, width 5, targets roll HT or be stunned, costs 1 FP
Fire Cloud: Damage: 3 points, Area 4 (creatures also catch fire, doing 1d6-4 damage per second, and -2 DX unless the damage simply cannot harm the target; takes DX roll and Ready maneuver to put fire out), costs 1 FP
Steam Jet: Attack 15, Range 25/50, 2d6-2 scalding damage, double knockback, targets roll HT or target is blinded for one second and blurry vision (-3 to combat skills). Target has eyes closed for one second on successful HT save. Can be Blocked with medium or larger shield and Dodged. Costs 1 FP

Defense:
Hardened Brainjar Casing: DR 2
Dodge 11

Social Background
Cultural Familiarities: Karrnath (Native).
Languages: Common (Native), Draconic (Native).

Advantages
Dark Vision, Detect (Sentient Minds; ESP, Precise), Fire Cloud, High Pain Threshold, Magery 4, Mind Reading (Telepathic, Universal), Rotting Undead Traits, Steam Jet, Telesend (Broadcast, Telepathic, Universal), Thunderwave, Unfazeable (exempt from Fright Checks and unaffected by reaction modifiers).

Disadvantages
Rotting Undead Traits

Skills & Techniques
Alchemy 18, Innate Attack (Projectile) 15, Occultism 18, Philosophy 18, Research 18, Writing 16

Spells
Charm 20, Complex Illusion 20, Illusion Disguise 20, Deflect Energy 20, Deflect Projectile 20, Invisibility 20, Voice 20

The Karrnathi Horde – Adversaries for GURPS Eberron

Casting Call – 13th Age Monk

Howdy All!

So, as a result of a last minute change in the line-up for our session this evening, I will be swapping out GURPS for 13th Age tonight.  To that end, I have written up the following character for one of my players to use (a player who LOVES the idea of the 13th Age Monk).

Updated:

You can view the session where this character was played here:

Human Monk Level 2 (13th Age)
b79e6966c5ab05c01a5b3ba4554a9295
Initiative: +4
Languages: Common

Defence
Armor Class 15, Physical Defence 16, Mental Defence 13.
Hp: 36 Recovery Dice 2d8+1 Recoveries 8

Offense
Basic Melee Attack
Punch +6 vs. AC
Hit: 2d8+3 dmg
Miss: 2 dmg

Basic Ranged Attack
Throwing Star +6 vs. AC
Hit: 2d4+3 dmg
Miss: –

Ki-Points: 3
Jab 2d6
Punch 2d8
Kick 2d10

Statistics
Str 16 (+3), Dex 18 (+4), Con 12 (+1), Int 10 (+0), Wis 14 (+2), Cha 10 (+0)

Backgrounds: To be determined.

Feats
Claws of the Panther: You can spend 1 point of ki when your finishing attack misses all targets to use a flow attack instead of an opening attack with your next standard action – in effect you get to skip the opening attack of your next form’s progression. Flurry: You can use Flurry on escalation die 2+. Leaf on Wind: You gain +3 bonus to disengage checks.

Gear
Leather Armor, Throwing Stars, Adventurer’s Kit.

ABILITIES:
Ki Points: You can spend 1 ki point to adjust the roll by 1 point.
Two-Weapon Fighting: When you roll a natural 2 on an attack roll, you get to reroll it.

TALENTS:
Flurry (Seven Deadly Secrets)
Melee Attack – Quick Action – At-Will when the escalation die is 2+
Target: 1 enemy
Attack: +6 vs. AC
Damage: 2d6+3
Ki-Power: You must be engaged with 2or more enemies to use this power. After making a Flurry attack, you can spend 1 point of ki to make another Flurry attack against a target you have not already attacked with Flurry this turn.

Greeting Fist (Seven Deadly Secrets)
The first time you make a melee attack against each enemy during a battle, the target takes 2d6 extra damage on a hit.
Ki-Power: When you deal Greeting Fist damage, you can spend 1 point of ki to double that damage (as usual, a crit would then deal triple that damage).

Leaf on Wind
Once per battle when you use a move action, you can take another move action as a free action.
In addition, if you fall with a wall, tree, or other physical object next to you, you can fall up to 60 feet without taking damage.
Ki-Power: You can spend 1 point of ki during your turn to gain flight until the end of your turn.

FORMS:
THREE CUNNING TRICKSTERS
Opening Attack
Melee attack
Target: One enemy
Attack: +6 vs. AC
Hit: 2d6+3 damage
Natural Even Miss: Half damage
Natural Odd Miss: –

Flow Attack
Melee attack
When you use this attack, you can pop free from one enemy anytime during that turn as a free action.
Target: One enemy
Attack: +6 vs. AC
Hit: 2d8+3 damage
Miss: Half-damage

Finishing Attack
Melee attack
Target: One enemy
Attack: +6 vs. AC
Hit: 2d10+3
Natural Even Hit: As a hit, plus when an enemy engaged with you targets you with an attack before the start of your next turn, you can deal 2d6+3 damage to it as an interrupt action.
Miss: Half damage

CLAWS OF THE PANTHER
Opening Attack
Melee attack
Target: One enemy
Attack: +6 vs. AC
Hit: 2d6+3 damage and you pop free from the target
Miss: 2 damage

Flow Attack
Melee attack
Target: One enemy
Attack: +6 vs. AC
Hit: 2d8+3 damage
Natural Even Hit: As a hit, plus each enemy engaged with you takes 1d6 damage
Natural Even Miss: Half damage.
Natural Odd Miss: 2 damage

Finishing Attack
Melee attack
Target: Up to two enemies
Attack: +6 vs. AC
Hit: 2d10+3 damage
Natural Even Miss: Half damage
Natural Odd Miss: 2 damage

Casting Call – 13th Age Monk

Casting Call – GURPS Eberron

Howdy All and Happy Friday!

This week, I will be running my usual gaming group through a one-shot using the GURPS roleplaying system, published by Steve Jackson games, set in Wizard’s of the Coast’s Eberron setting.

The following are the characters that will be featured in the session and you are welcome to view the fun live on the Dungeon Musings YouTube channel starting at 7:00 Mountain Time!

Elric
Elric
Human Fallen Paladin – Sons of Cyre

ST 12 HP 12 Basic Lift 29 Ground Move 4
DX 12 Will 12 Damage 1d-1/1d+2 Water Move 0
IQ 12 Per 12 Basic Speed 5.75
HT 11 FP 11 Basic Move 5

Offense:
Broadsword: Attack 15, Parry 12, Reach 1, Damage: Swing 1d6+3 cut, Thrust 1d6 imp
Eldritch Blast: Attack 14, Acc 4, Range 10/100, Damage: 2d6 burn, Costs 1 FP
Composite Bow: Attack 12, Acc 3, Range 240/300, Damage 1d6+2 imp, RoF 1 (2 Ready Maneuvers to reload), Bulk: 3 (-3 to hit with Move and Attack maneuvers)
Medium Iron Shield: Attack 14, Block 12, Damage 1d6-1 cr

Defense:

Hit Points Fatigue Points
12 11

Mail Shirt (DR: 4/2 – Flexible, Torso), Heavy Leather Sleeves and Legs (DR: 2 – Arms & Legs)
Dodge 9, Parry 12, Block 12, Shield DR: 10, HP: 80

Social Background
Cultural Familiarities: Cyre (Native).
Languages: Common (Native); Giant (Accented).

Gear:
Broadsword, Large Knife, Composite Bow, 20 arrows, Medium Iron Shield, Mail Shirt, Heavy Leather Sleeves and Leggings, Boots, Flint & Steel, Grappling Hook, Hammer, Lamp, 6 torches, Oil, Rope, Wineskin, Bedroll, Powerstone 5

Advantages
Eldritch Blast: Innate Attack 2 (burn), Fit (get +1 to all HT rolls and recover FP at twice the normal rate), Magery 2 (Limited to Body Control and Healing Colleges), Signature Gear 3 (Order of Cyre gear).

Disadvantages
Code of Honor (Chivalry), Destiny (Major), Discipline of Faith (Ritualism), Enemy (Possessing Daelkyr, 6 or less), Lifebane (supernatural aura of death/corruption), Overconfidence (12 or less), Sense of Duty (Innocents)(Every Living Being).

Skills
Armoury (Melee Weapons) 11, Bow 12, Broadsword 15, Diplomacy 11, Eldritch Blast 14, First Aid 13, Intimidation 13, Occultism 14, Riding 11, Shield 14, Soldier 11, Spear 12, Streetwise 13, Two-Handed Sword 12

Spell Name Skill Energy Time to Cast Duration Effect
Clumsiness 14

(-1 per yard)

Max 5 points. Half that to maintain. 1 sec 1 minute Subject suffers -1 to his DX and DX-based skills for every point of energy put into spell.

Resisted by HT

Cure Disease 13

(-1 per yard)

4 to cast 10 minutes. One try. Illness is gone Eliminates one type of disease or infection from the body of the subject.
Itch 12

(-1 per yard)

2 to cast. Cannot be maintained 1 sec Until target takes a turn to scratch. Subject takes -2 DX until he takes one full second to scratch.

Resisted by HT

Lend Energy 12

(-1 per yard)

Any amount. 1 sec Permanent Restore target’s FP on a one for one basis.
Lend Vitality 12

(-1 per yard)

Any amount. 1 sec 1 hour Target gains 1 HP for each point of energy.
Major Healing 13

(-1 per yard)

1 to 4 to cast 1 sec Permanent Restores up to 8 HP to the subject. Target gains 2 HP for each energy spent.
Minor Healing 14

(-1 per yard)

1 to 3 to cast 1 sec Permanent Restores up to 3 HP to the subject. Target gains 1 HP for each energy spent.
Relieve Sickness 13

(-1 per yard)

2 to cast. Cannot be maintained. 10 seconds 10 minutes Temporarily relieves a subject of any sickness symptoms he may have.
Spasm 12

(-1 per yard)

2 to cast. Cannot be maintained. 1 sec Instant Directed against involuntary muscles. Directed against a hand it causes subject to drop what he’s holding.

Resisted by HT

Tanglefoot 14

(-1 per yard)

2 to cast

Min. 1d = 1 to cast

Max. 6d = 11 to cast

1 sec Instant Target trips and falls down.

Resisted by DX

Porthos
Porthos
Minotaur Gatekeeper Warden – Sons of Cyre

ST 16 HP 16 Basic Lift 51 Ground Move 6
DX 12 Will 10 Damage 1d+1/2d+2 Water Move 1
IQ 10 Per 11 Basic Speed 6.25
HT 13 FP 13 Basic Move 6

Offense:
Two-Handed Flail: Attack 15, Parry 11 (cannot attack and parry in same round), Reach 1,2 (takes Ready maneuver to change grip), Damage: Swing 2d6+6 cr (target takes -4 to parry, -2 to block and fencing weapons cannot parry)
Thrown Spear: Attack 13, Acc 2, Range 16/24, Damage: 1d6+4 imp
Horns: Attack 13, Parry 10, Reach 1, Damage: 1d6+2 imp

Hit Points Fatigue Points

16

13

Defense:
Tough Skin DR: 2, Steel Breastplate (DR: 5, Front Torso), Mail Sleeves (DR: 4/2 – Arms, Flexible)
Dodge 10, Parry 11

Social Background
Cultural Familiarities: Eldeen Reaches (Native).
Languages: Giant (Native); Common (Accented).

Gear:
Flail, Spear, Steel Breastplate, Mail Sleeves, Flint & Steel, Grappling Hook, Hammer, Lamp, 6 torches, Oil, Rope, Wineskin, Bedroll, Amulet of Furious Might (Gain +1 ST for each 2 FP spent, to a max of +5 ST, also gains Bloodlust, 12 or less for duration, lasts one minute)

Advantages
Combat Reflexes (+2 to Fright Checks, +6 on all IQ rolls to wake up or recover from surprise), Horns, Thick Hide: DR 2, Outdoorsman 2.

Disadvantages
Code of Honor (Gatekeeper Druids), Destiny (Minor), Discipline of Faith (Ritualism), Enemy (Cults of Khyber)(6 or less), Sense of Duty (Protect the World from Khyber)(Every living being), Social Stigma: Monster.

Skills & Techniques
Brawling 13, Camouflage 13, Fast-Draw: Two-Handed Flail 12, Navigation: Land 11, Occultism 9, Spear 11, Stealth 13, Survival: Mountain 13, Survival: Plains 12, Thrown Spear 13, Tracking 13, Two-Handed Flail 15, Weather Sense 9; Sweep 15.

Rurik
Rurik
Dragonmarked Half-Elf Warlord – Sons of Cyre

ST 14 HP 14 Basic Lift 39 Ground Move 3
DX 13 Will 11 Damage 1d/2d Water Move 0
IQ 11 Per 11 Basic Speed 6
HT 11 FP 11 Basic Move 6

Offense:
Broadsword: Attack 15, Parry 13, Reach 1, Damage: Swing 2d6+1 cut, Thrust 1d6+2
Medium Iron Shield: Attack 14, Block 13, Damage: 1d6 cr
Regular Bow: Attack 12, Acc 2, Range 210/280, 1d6+1 imp, Shots 1 (2 to reload)
Fog Cloud: Attack 13, Acc 3, Range -/100, Obscure 6 (-6 penalty to rolls involving vision), Area 1, Duration 10 seconds, Cost 1 FP

Defense:
Scale Armor (DR: 4 – Torso, Groin), Scale Sleeves and Legs (DR: 4 – Arms & Legs), Gauntlets (DR: 4 – Hands)
Dodge 10, Parry 13, Block 13, Shield DR: 10, HP: 80

Social Background

Hit Points Fatigue Points

14

11

Cultural Familiarities: Cyre (Native).
Languages: Elven (Native); Common (Native).

Gear:
Broadsword, Medium Iron Shield, Scale Armor, Scale Sleeves and Legs, Gauntlets, Flint & Steel, Grappling Hook, Hammer, Lamp, 6 torches, Oil, Rope, Wineskin, Bedroll

Advantages
Acute Vision 1 (+1 to vision Perception checks), Born War-Leader 1 (bonus to certain skills), Combat Reflexes (+2 to Fright Checks, +6 on all IQ rolls to wake up or recover from surprise), Dragonmark: Lyrandar (Fog Cloud: Ranged Obscure 6 – Costs 1 FP), Night Vision 3 (reduce darkness penalties by 3), Signature Gear 2 (Veteran’s Gear), Social Regard: Respected (Dragonmarked) 2.

Disadvantages
Code of Honor (Chivalry), Easy to Read (adversaries get +4 to Detect Lies, Gambling, Fast-Falk or Body Language rolls), Enemy (House Lyrandar Agent, 9 or less), Honesty (12 or less), Selfless (12 or less), Sense of Duty (Survivors of the Mourning), Truthfulness (12 or less).

Skills
Airshipman 11, Bow 12, Brawling 14, Broadsword 15, Carousing 11, Diplomacy 11, Fast-Draw (Sword) 15, Fog Cloud 13, Hiking 11, Knife 11, Leadership 11, Riding (Equines) 12, Savoir-Faire (Dragonmarked Houses) 11, Savoir-Faire (Military) 12, Shield 14, Soldier 10, Strategy (Land) 10, Streetwise 10, Tactics 11.

Ruggin
Ruggin
Dwarven Mercenary Warrior – Sons of Cyre

ST 14 HP 14 Basic Lift 39 Ground Move 4
DX 13 Will 10 Damage 1d/2d Water Move 0
IQ 10 Per 10 Basic Speed 6
HT 11 FP 11 Basic Move 6

Offense:
Maul: Attack 17, Parry 12 (cannot attack and parry in same round), Reach 1,2 (takes Ready maneuver to change grip), Damage: Swing 2d6+8 cr
Mace: Attack 14, Parry 11 (cannot attack and parry in same round), Reach 1, Damage: Swing 2d6+5 cr

Hit Points Fatigue Points

14

11

Throwing Axe: Attack 14, Parry 11 (cannot attack and parry in same round), Reach 1, Damage 2d6+2 cut
Throw Throwing Axe: Attack 9, Acc 2, Range 14/21, 2d6+2 cut, Bulk -3

Defense:
Steel Corselet (DR: 6 – Torso, Groin), Scale Sleeves and Legs (DR: 4 – Arms & Legs), Heavy Gauntlets (DR: 5 – Hands)
Dodge 9, Parry 11

Social Background
Cultural Familiarities: Cyre (Native).
Languages: Dwarven (Native); Common (Native), Goblin (Accented).

Gear:
Maul, Mace, Throwing Axe, Steel Corselet, Scale Legs and Sleeves, Heavy Gauntlets, Legionary Helmet Flint & Steel, Grappling Hook, Hammer, Lamp, 6 torches, Oil, Rope, Wineskin, Bedroll

Advantages
Combat Reflexes (+2 to Fright Checks, +6 on all IQ rolls to wake up or recover from surprise), Fit (+1 to HT rolls and recover FP at twice the normal rate), High Pain Threshold (never suffers shock penalties when injured and +3 on all HT rolls to avoid knockdown and stunning, +3 to resist torture), Night Vision 4 (reduce darkness penalties by 4), Signature Gear 2 (Veteran’s Gear), Weapon Master: Hammers (bonus damage and other benefits with Hammers), Weapon Bond: Maul (+1 to effective skill with Maul)

Disadvantages
Addiction (Alcohol), Bad Temper (12 or less), Code of Honor (Soldier’s), Enemy (Order of the Emerald Claw, 9 or less), Overconfidence (12 or less), Sense of Duty (Fellow Sons of Cyre), Stubbornness.

Skills
Area Knowledge (Five Nations), Armoury (Melee Weapons) 10, Axe/Mace 14, Brawling 14, Crossbow 13, Fast-Draw (Two-Handed Axe/Mace) 15, Gambling 9, Hiking 11, History (Military) 10, Riding (Equines) 12, Running 10, Shield 14, Soldier 10, Streetwise 10, Tactics 9, Two-Handed Axe/Mace 16, Wrestling 12.

Kettle
Kettle
Warforged Ranger – Sons of Cyre

ST 11 HP 11 Basic Lift 24 Ground Move 6
DX 13 Will 10 Damage 1d-1/1d+1 Water Move 1
IQ 11 Per 12 Basic Speed 6
HT 11 FP 11 Basic Move 6

Offense:
Thrusting Broadsword: Attack 12, Parry 9, Reach 1, Damage: Swing 1d6+2 cut, Thrust 1d6+1 imp
Large Knife: Attack 13, Parry 8, Reach C, 1, Damage: Swing 1d6-1 cut; Reach C, 1d6-1 imp

Hit Points Fatigue Points

11

11

Composite Bow: Attack 15 (18 with Heroic Archer), Acc 3, Range 220/275, 1d6+2 imp, Bulk -7, Shot 1 (2 rounds to reload)

Defense:
Warforged Body DR: 2
Dodge 9, Parry 9

Social Background
Cultural Familiarities: Cyre (Native).
Languages: Common (Native).

Gear:
Composite Bow, 20 Arrows, Thrusting Broadsword, Large Knife, Leather Armor, Leather Helmet, Leather Pants, Flint & Steel, Grappling Hook, Hammer, Lamp, 6 torches, Oil, Rope, Wineskin, Bedroll 

Advantages
Acute Vision 1 (+1 to vision Perception checks), Heroic Archer (add Accuracy bonus to skill roll with Bows on Attack, Committed Attack and All-Out Attack maneuvers; when you Move and Attack ignore the Bow’s Bulk penalty; make two Bow checks at -3 to ready and shoot a bow in one second), Immune to Metabolic Hazards, Injury Tolerance (No Blood, Unliving), Outdoorsman 1 (bonus to certain skills), Signature Gear 2 (Veteran’s Gear), Warforged Body (DR 2, Punch 1d6-1, Kick 1d6, Doesn’t Breathe, Doesn’t Eat or Drink, Doesn’t Sleep).

Disadvantages
Code of Honor (Soldier’s), Curious (12 or less), Loner (12 or less), Low Empathy (-3 to all skills involving understanding of emotions), No Sense of Smell/Taste, Sense of Duty (Survivors of the Mourning), Social Stigma 2 (Warforged).

Skills
Area Knowledge (Five Nations) 11, Bow 15, Broadsword 12, Camouflage 13, Climbing 12, Hiking 11, Knife 13, Mimicry (Animal Sounds) 10, Naturalist 12, Navigation (Land) 13, Stealth 14, Survival (Woodlands) 13, Swimming 11, Tracking 13.

Norn
Norn
Elven Rogue – Sons of Cyre

ST 10 HP 10 Basic Lift 20 Ground Move 6
DX 14 Will 12 Damage 1d-2/1d Water Move 1
IQ 12 Per 13 Basic Speed 6
HT 10 FP 10 Basic Move 6

Offense:
Shortsword: Attack 17, Parry 12, Reach 1, Damage: Swing 1d6 cut, Thrust 1d6-2 imp
Large Knife: Attack 14, Parry 10, Reach C, 1, Damage: Swing 1d6-2 cut; Reach C, 1d6-2 imp
Thrown Large Knife: Attack 15, Acc 0, Range 8/15, 1d6-2 imp, Bulk -2
Pistol Crossbow: Attack 16, Acc 1, Range 150/200, 1d6 imp, Shots 1 (4 rounds to reload), Bulk -4
Heavy Cloak: Use to Feint or as Unarmed Grapple with Range C, 1.

Hit Points Fatigue Points

10

10

Defense:
Dodge 12, Parry 14

Social Background
Cultural Familiarities: Cyre (Native).
Languages: Common (Native), Elven (Native).

Gear:
Shortsword, 6 Large Knives, Pistol Crossbow, 10 arrows, Heavy Cloak, Flint & Steel, Grappling Hook, Hammer, Lamp, 6 torches, Oil, Rope, Wineskin, Bedroll

Advantages
Combat Reflexes (+2 to Fright Checks, +6 on all IQ rolls to wake up or recover from surprise), Contact Group (Thieves Guild; Effective Skill 15, 12 or less, Somewhat Reliable), Night Vision 4 (reduce darkness penalties by 4), Signature Gear 2 (Veteran’s Gear), Weapon Bond: Shortsword (+1 to effective skill with Shortsword).

Disadvantages
Callous, Code of Honor (Soldier’s), Enemy (Order of the Emerald Claw, 9 or less), Green (12 or less), Loner (12 or less), Sense of Duty (Fellow Sons of Cyre), Stubbornness.

Skills
Camouflage 12, Climbing 13, Cloak 16, Crossbow 16, Fast-Draw (Knife) 15, Fast-Draw (Sword) 15, Fast-Talk 11, Holdout 11, Knife 14, Lockpicking 13, Observation 12, Poisons 12, Shadowing 12, Shortsword 17, Stealth 15, Streetwise 12, Thrown Weapon (Knife) 15, Traps 12

Techniques
Feint (Shortsword) 17, Targeted Attack (Shortsword, Thrust, Vitals) 14.

Saremar
Saremar
Human Wizard – Sons of Cyre

ST 9 HP 9 Basic Lift 16 Ground Move 5
DX 11 Will 14 Damage 1d-2/1d+1 Water Move 1
IQ 14 Per 14 Basic Speed 5.75
HT 11 FP 12 Basic Move 5

Offense:
Quarterstaff: Attack 12, Parry 11, Reach 1,2, Damage: Swing 1d6+1 cr, Thrust 1d6 cr
Explosive Fireball: Attack 14, Acc 1, Range 25/50, 1d6 burn per 2 FP and explodes.
Fireball: Attack 14, Acc 1, Range 25/50, 1d6 burn per 1 FP.
Lightning: Attack 15, Acc 3, Range 50/100, 1d6-1 burn per 1 FP, targets roll HT at -1 per 2 HP damage or be stunned.

Defense:
Dodge 8, Parry 11

Social Background
Cultural Familiarities: Cyre (Native).
Languages: Common (Native), Draconic (Native), Elven (Accented).

Gear:
Quarterstaff, Powerstone 10, Flint & Steel, Grappling Hook, Hammer, Lamp, 6 torches, Oil, Rope, Wineskin, Bedroll

Hit Points Fatigue Points

9

12

Advantages
Magery 3, Signature Gear 4 (Veteran’s Gear).

Disadvantages
Code of Honor (Soldier’s), Curious (12 or less), Enemy (Order of the Emerald Claw, 9 or less), Sense of Duty (Survivors of the Mourning), Stubbornness, Workaholic.

Skills
Alchemy 13, Area Knowledge (Five Nations) 14, Diplomacy 12, History (Five Nations) 13, Innate Attack 14, Navigation 14, Occultism 14, Research 13, Savoir-Faire (High Society) 14, Savoir-Faire (Magical) 15, Speed-Reading 13, Staff 12, Survival (Mountain ) 13, Survival (Plains) 13, Thaumatology 14, Writing 13

Spell Name Skill Energy Time to Cast Duration Effect
Analyze Magic 15

(-1 per yard)

8 1 hour Instant Identifies spells on the subject.
Apportation 15

(-1 per yard)

Weight/Energy Cost

Less than 1 pound/ 0

Up to 10 pounds/1

Up to 50 pounds/2

Up to 200 pounds/3

Maintain cost same.

1 sec 1 minute Move object at range.

Resisted by Will

Counterspell 15

(-1 per yard)

Half cost of the spell countered, minus 1. 5 seconds Instant Nullify any one ongoing spell.

Resisted by subject spell.

Create Air 15

(-1 per yard)

0 to cast (1 yard radius)

Cannot be maintained, must be recast

X2 for 2 yards (cost 1)

X3 for 3 yards (cost 2)

X4 for 4 yards (cost 3)

1 sec Breeze, bubbles last 5 seconds. Air created is permanent. Creates air where none existed before.
Create Fire 15

(-1 per yard)

1 to cast (1 yard radius)

Half to maintain

X2 for 2 yards (cost 3)

X3 for 3 yards (cost 5)

X4 for 4 yards (cost 7)

1 sec 1 minute Fills the area of effect with fire.
Deflect Energy 15

(-1 per yard)

1 to cast Blocking Instant Deflects one energy attack about to hit the target.
Deflect Missile 15

(-1 per yard)

1 to cast Blocking Instant Deflects one missile about to hit the target.
Destroy Air 16

(-1 per yard)

1 to cast (1 yard radius)

Half to maintain

X2 for 2 yards (cost 3)

X3 for 3 yards (cost 5)

X4 for 4 yards (cost 7)

1 sec Air stays gone Destroy all air within area. Thunderclap of air rushing in does 1d6-2 damage to anyone in area who fails a HT roll.
Detect Magic 15

(-1 per yard)

1 to cast 5 seconds Instant Determines if an object is magical. Second casting tells if it magic is temporary or permanent.
Dispel Magic 15

(-1 per yard)

2 to cast (1 yard radius)

Half to maintain

X2 for 2 yards (cost 5)

X3 for 3 yards (cost 8)

X4 for 4 yards (cost 11)

1 sec for each energy point spent Dispelled magic is permanently gone Negates other spells within the area if successful. Each spell resists separately.
Explosive Fireball 15 Any amount up to twice his Magery level per second, for up to three seconds, -1.

Min. 1d = 1 to cast

Max. 9d = 17 to cast

1-3 seconds Missile Target takes 1d6 burning per full two points of energy put in.

Targets further away divide damage by 3 times their distance in yards.

1/2D 25, Max 50, Acc 1 (+4 to hit wall, floor)

Extinguish Fire 15

(-1 per yard)

2 to cast (1 yard radius)

Half to maintain

X2 for 2 yards (cost 5)

X3 for 3 yards (cost 8)

X4 for 4 yards (cost 11)

1 sec Once out, a fire stays out. Puts out all ordinary and magical fires in area.
Fire Cloud 15

(-1 per yard)

1 to 5, minus 1. Cloud does 1 point of damage for each point of energy put into base cost.

Same cost to maintain.

X2 for 2 yards

X3 for 3 yards

X4 for 4 yards

1 to 5 seconds, depending on base cost. 10 seconds Targets in Area take 1 point of damage for each point of energy put into base cost.
Fireball 15 Any amount up to his Magery level per second, for up to three seconds, -1.

Min. 1d = 1 to cast

Max. 9d = 8 to cast

1-3 seconds Missile Target takes 1d6 burning per point of energy put in.

1/2D 25, Max 50, Acc 1 (+4 to hit wall, floor)

Haste 15

(-1 per yard)

2 to cast per point added to the subject’s Move and Dodge, minus 1.

Half to maintain.

2 seconds 1 minute Increases the subject’s Move and Dodge scores by up to 3.
Identify Spell 15

(-1 per yard)

1 to cast 1 sec Identifies what spell or spells have just been cast within last five seconds.
Ignite Fire 15

(-1 per yard)

0 to cast – light a candle.

1 to cast – as though torch held to subject

2 to cast – as though blowtorch had been held to subject.

3 to cast – as though burning magnesium held to subject.

1 sec 1 sec
Lend Energy 15

(-1 per yard)

Any amount, energy spent by caster goes to target as restored FP. 1 sec Restores the subject’s lost Fatigue Points.
Light 15

(-1 per yard)

0 to cast

0 to maintain

1 sec 1 minute Produces a small light like a candle.

Can be moved at Move 5.

Lightning 15 Any amount up to his Magery level per second, for up to three seconds, -1.

Min. 1d = 1 to cast

Max. 9d = 8 to cast

1-3 seconds Missile Target takes 1d6-1 burning per point of energy put in; metal armor is DR 1 vs. this attack; target must make HT roll at -1 per 2 HP suffered or be stunned.

1/2D 50, Max 100, Acc 3

Purify Air 15

(-1 per yard)

0 to cast (1 yard radius)

Cannot be maintained, must be recast

X2 for 2 yards (cost 1)

X3 for 3 yards (cost 2)

X4 for 4 yards (cost 3)

1 sec Permanent Removes all impurities from the air in the area.
Rain of Fire 15

(-1 per yard)

1 to cast (minimum 2), minus 1.

Same cost to maintain.

For double base cost, double damage.

X2 for 2 yards

X3 for 3 yards

X4 for 4 yards

1 minute 1 minute Fire rains from sky doing 1d6-1 fire damage each second to all within. Armor protects normally and shields with DB 2 or higher can be held overhead to block flames (this requires two hands and a Ready action)
Recover Energy 15

(-1 per yard)

Recover 1 FP every 5 minutes.
Shape Air 15

(-1 per yard)

1 to 10. 0 produces a gentle breeze, 3 a wind, 5 a heavy wind, 7 or more a violent blast.

Same to maintain.

1 sec 1 minute Create movement of air in small area that blows for yards equal to 5 times base cost, and does 1d6 of knockback for every 2 points in base cost.
Shape Fire 15

(-1 per yard)

1 to cast (1 yard radius)

Half to maintain

X2 for 2 yards (cost 3)

X3 for 3 yards (cost 5)

X4 for 4 yards (cost 7)

1 sec 1 minute Shape flame or move it at Move 5
Shield 15

(-1 per yard)

Twice DB given to the subject, to a max DB of 5, minute 1. Half that to maintain. 1 sec 1 minute Grants target Defense Bonus to subject from frontal attacks.
Smoke 15

(-1 per yard)

0 to cast (1 yard radius)

Half to maintain.

X2 for 2 yards (cost 1)

X3 for 3 yards (cost 2)

X4 for 4 yards (cost 3)

1 sec 5 minutes, except in windy areas Create area of dense smoke. One yard thickness blocks vision. Anyone in area who fails HT roll can’t do anything other than cough and weep)
Walk on Air 15

(-1 per yard)

2 to cast, 1 to maintain. 1 sec 1 minute Target can walk on air, smoke or other gases for duration of spell.
Wall of Wind 15

(-1 per yard)

1 to cast (1 yard radius)

Half to maintain

X2 for 2 yards (cost 3)

X3 for 3 yards (cost 5)

X4 for 4 yards (cost 7)

Wall initial appears in 1 yard radius area and moves out one yard per second of concentration. 1 minute Creates wall one yard think, four yards high (or increased by putting in more energy). Missiles suffer -10 to hit for every yard of wall it passes through; being in wall are at -3 DX and suffer 2d6 knockback in random direction. Anyone standing in wall must also make HT check or be blinded for 1 second per point of energy in spell and suffer -3 penalty to all combat skills for 1d6 seconds after blindness passes.
Casting Call – GURPS Eberron

MAGICAL MUSKETEERS – The Gun Magus Martial Tradition for the 5th Edition Dungeons & Dragons Magus Class

NEW MARTIAL TRADITIONS
The following is a new Magus Martial Tradition for use with the rules for the 5th Edition Dungeons & Dragons Magus class found here. This also makes extensive use of the firearms rules found here.

Special thanks to my fellow blogger, Doctor Necrotic, for suggesting this Martial Tradition!

GUN MAGUS
Gunmage
WAY OF THE GUN
Beginning when you choose this martial tradition at 1st level, you gain proficiency with firearms. You also gain the ability to use your Arcane Pool abilities with magic weapons. When you do so, your Arcane Pool ability supersedes the weapon’s bonuses and abilities (if any) for the duration of the Arcane Pool ability.

You also gain a pistol or rifle and 20 bullets.

GUN MAGIC
At 1st level, you gain the ability to attune to any firearm. You also gain the ability to use your Arcane Pool abilities with firearms. When you do so, your Arcane Pool ability supersedes the weapon’s bonuses and abilities (if any) for the duration of the Arcane Pool ability. 

Further, you can use your magus abilities that require a melee weapon attack with firearms. For instance, you can use the Magus Arcana Critical Strike with firearms.

Finally, you gain the ability to deliver any magus spell or cantrip that requires a ranged attack roll through your bonded weapon. To do so, you take the Attack action with a firearm and simultaneously cast any magus spell you have prepared or magus cantrip you know as a bonus action. If you hit, the firearm ranged weapon attack deals its normal damage as well as the effects of the spell. If you roll a critical hit, the spell’s damage (if any) is doubled. This ability can be used once per round and cannot be used in the same round as spellstrike or spell Combat. However, at 20th level, you can choose to use spell combat and this ability in the same round.

ARCANE ACCURACY
Starting at 5th level, you can spend 1 arcane pool point to avoid suffering disadvantage on an attack roll when you attack a target beyond normal range with your bonded weapon.

THE MAGIC BULLET
At 11th level, you perfect your mastery of firearms. By expending 1 arcane pool point, your bonded weapon regains 2 bullets, which each count as magic weapons.

Further, you can the ability to spend 1 arcane pool point and deliver any of your prepared spells or cantrips through your bonded weapon, including those which normally require a melee attack roll. If the spell has an area of effect, such as a cone or sphere, the spell effect originates at the target. For instance, if you use this ability to cast the burning hands spell, the spell affects a 15 foot cone that spreads out from, and includes, the target.

DUNGEON MUSER’S NOTES
Since firearms are beginning to play a larger role in my 5th Edition Dungeons & Dragons game, I felt it would be best to take the good Doctor’s suggestion and introduce a gun-wielding variant for the Magus.

I tried to avoid duplicating the abilities of the Spellslinger Gunslinger archetype so as to give this subclass its own thematic space. In the end, I think I struck the right balance where the Gun Magus is a better spellcaster, but the Spellslinger is a better gunfighter, but I will be happy to hear your thoughts, dear readers.

RESOURCEFUL RESKINNING
As with the Magus class itself, with a few changes, this martial tradition could be used to replicate an arcane archer, similar to the Arcane Archer Prestige Class from the Pathfinder Core Rulebook, or a divine/primal magic archer, similar to the Seeker class from 4th Edition D&D.

For a Seeker-type character who uses druidic-style magic combined with archery, you could easily use the Ranger spell list up to level 5 and then use spells from levels 6 to level 9 from the Druid spell list, to make up the balance.

THE MAGUS UNLEASHES A RIPOSTE
Yet another gunslinging option is ready to join your 5th Edition Dungeons & Dragons campaign!

Until next time, I remain;

THE DUNGEON MUSER

MAGICAL MUSKETEERS – The Gun Magus Martial Tradition for the 5th Edition Dungeons & Dragons Magus Class