Campaign:Dungeon Fantasy/Arcane Trickster: Difference between revisions

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Base Attributes: ST 10 [0], DX 15 [100], IQ 13 [60], HT 13 [30]
Base Attributes: ST 10 [0], DX 15 [100], IQ 13 [60], HT 13 [30]
Secondary Characteristics: Damage 1d-2 / 1d; BL 20 lbs; HP 12 [4]; Will 13 [0]; Per 14 [5], FP 13 [0], Basic Speed 7 [0]; Base Move 7 [0]
Secondary Characteristics: Damage 1d-2 / 1d; BL 20 lbs; HP 10 [0]; Will 13 [0]; Per 13 [0], FP 13 [0], Basic Speed 7 [0]; Base Move 7 [0] (Points Spend on Attributes: 190)


Advantages: Magery 0 [5]; Energy Reserve(Magical) 2 [6]
Advantages: Magery 0 [5]; Energy Reserve(Magical) 2 [6] Magic Blade [1]
And 30 points of the following:
Gizmos (5/level)
ST +1 to +4 [10/level]
ST +1 to +4 [10/level]
DX +1 to +2 [20/level]
DX +1 to +2 [20/level]
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Energy Reserve 3-5 (Magical) [3/level]
Energy Reserve 3-5 (Magical) [3/level]
Languages (any) [3 or 6 per language]
Languages (any) [3 or 6 per language]
Magery 1-3 [10/level]
Magery 1-3 or Bardic Talent [10/level]
Mind Shield [4/level]
Mind Shield [4/level]
Sensitive Touch [10]
Signature Gear [1/item]
Signature Gear [1/item]
(Points spend on advantages: 41)


Disadvantages:
Disadvantages:
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Unnatural Features 1-5 [-1/level]
Unnatural Features 1-5 [-1/level]
Weirdness Magnet [-15]
Weirdness Magnet [-15]
(Acquire -50 worth of disadvantages)


Skills: Innate Weapon(Beam)-16 [2] plus one of these 2-point melee skill packages:
Skills: Innate Weapon(Beam)-16 [2] plus one of these 2-point melee skill packages:
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All of these Skills: Acrobatics-14 [2], Climbing-14 [1], Escape-13 [1], Filch-14 [1], Lock Picking-14 [1], Meditation-11 [1], Occultism-12 [1], Pickpocket-13 [1], Research-13 [1], Scrounging-14 [1], Search-13 [1], Shadowing-12 [1], Stealth-15 [2], Streetwise-12 [1], Thaumatology-10 [1], Traps-15 [2]
All of these Skills: Acrobatics-14 [2], Climbing-14 [1], Escape-13 [1], Filch-14 [1], Lock Picking-14 [1], Meditation-11 [1], Occultism-12 [1], Pickpocket-13 [1], Research-13 [1], Scrounging-14 [1], Search-13 [1], Shadowing-12 [1], Stealth-15 [2], Streetwise-12 [1], Thaumatology-10 [1], Traps-15 [2]


Some of these skills: Acting, Alchemy, Camouflage, Counterfeiting, Detect Lies, Diplomacy, Disguise, Forgery, Gambling, Lip Reading, Hidden Lore, Holdout, Observation, Savoir-Faire, Sex Appeal, Sleight of Hand, Speed Reading, Swimming
And 12 points worth of these skills: Acting, Alchemy, Camouflage, Counterfeiting, Detect Lies, Diplomacy, Disguise, Forgery, Gambling, Lip Reading, Hidden Lore, Holdout, Observation, Savoir-Faire, Sex Appeal, Sleight of Hand, Speed Reading, Swimming
 
(Total Spent on Skills: 35)
 
Plus 30 Points worth or Spells.
 
Specific Advantages:
 
Magic Blade allows the character to use any common blade in place of a magic staff of purposes of connecting with melee spells.

Latest revision as of 15:34, 25 June 2023

I created this profession for the Dungeon Fantasy RPG (Powered by GURPS) and provides a different rules setting interpretation of the D&D Arcane Trickster.

Base Attributes: ST 10 [0], DX 15 [100], IQ 13 [60], HT 13 [30] Secondary Characteristics: Damage 1d-2 / 1d; BL 20 lbs; HP 10 [0]; Will 13 [0]; Per 13 [0], FP 13 [0], Basic Speed 7 [0]; Base Move 7 [0] (Points Spend on Attributes: 190)

Advantages: Magery 0 [5]; Energy Reserve(Magical) 2 [6] Magic Blade [1] And 30 points of the following: Gizmos (5/level) ST +1 to +4 [10/level] DX +1 to +2 [20/level] IQ +1 to +2 [20/level] HT +1 to +4 [10/level] Will +1 to +5 [5/level] Per +1 to +9 [5/level] Combat Reflexes [15] Energy Reserve 3-5 (Magical) [3/level] Languages (any) [3 or 6 per language] Magery 1-3 or Bardic Talent [10/level] Mind Shield [4/level] Sensitive Touch [10] Signature Gear [1/item] (Points spend on advantages: 41)

Disadvantages: ST -1 to -2 [-10/level] Bad Temper [-10*] Compulsive Carousing [-5*] Compulsive Gambling [-5*] Compulsive Lying [-5*] Cowardice [-10*] Curious [-5*] Laziness [-10] Loner [-5*] Post-Combat Shakes [-5*] Skinny [-5] Sense of Duty (Adventuring Companions) [-5] Social Stigma (Excommunicated) [-10] Unnatural Features 1-5 [-1/level] Weirdness Magnet [-15] (Acquire -50 worth of disadvantages)

Skills: Innate Weapon(Beam)-16 [2] plus one of these 2-point melee skill packages: 1. Single Blade: Any one Knife-16 [2] 2. Sword and Cloak: Cloak-14 [1] and Short Sword-14 [1]

Ranged Skills: Innate Weapon(Projectile)-16 [2]

All of these Skills: Acrobatics-14 [2], Climbing-14 [1], Escape-13 [1], Filch-14 [1], Lock Picking-14 [1], Meditation-11 [1], Occultism-12 [1], Pickpocket-13 [1], Research-13 [1], Scrounging-14 [1], Search-13 [1], Shadowing-12 [1], Stealth-15 [2], Streetwise-12 [1], Thaumatology-10 [1], Traps-15 [2]

And 12 points worth of these skills: Acting, Alchemy, Camouflage, Counterfeiting, Detect Lies, Diplomacy, Disguise, Forgery, Gambling, Lip Reading, Hidden Lore, Holdout, Observation, Savoir-Faire, Sex Appeal, Sleight of Hand, Speed Reading, Swimming

(Total Spent on Skills: 35)

Plus 30 Points worth or Spells.

Specific Advantages:

Magic Blade allows the character to use any common blade in place of a magic staff of purposes of connecting with melee spells.