The Endless War
Name: Tristen Neverhearst
Weight: 180 lbs
Hit Points: 18 (10 + 6 + 2 END)
Strength: 13 ( 10 + 1 class)
Intelligence: 13 (10 + 3 typing )
Wisdom: 12 (10 + 2 Class)
Dexterity: 11 ( 10 + 1 typing )
Endurance: 12 (10 + 2 Class)
Charisma: 11 (10 + 1 typing )
Movement speed: 5
Armor class: 14 (10 + 3 Armor + 1 DEX
Mage Guild Rank:
x5 Magic canisters(3 filled w/fire)
Bull ring: +2move +2 sprinting attack
Weather resistant tinted goggles: Allows the player to take no disadvantage on perception checks while in rain,sleet,snow, or sand. Immune to blindness.
Rubber Belt: (1AC) immune to electric based damage.
Hive Shoulder Guard: (1AC) can be tapped to emits a 5ft glow around the player. It has a smaller version that can be taken off and stuck to most surfaces. As a major action the player can triple tap the shoulder guard to emit an extremely bright blast that blinds anyone facing them within 10ft.
Thick leather trench coat: 1 AC
Mana Blaster (level 2): When the player is hit with a magical ability the blaster is instantly reloaded.Instead of using it as a cannon the player can used the absorbed magic to create any single handed melee weapon (1D8). Melee weapons last for 1D4 + 1 turns. The player can use a magical canister to create a weapon for 10 turns. This drains the entire canister, and the player can’t absorb while using a canister.
Ballpin Hammer: 1D4 (add + 3 to all repair checks)
Antique Rapier: 1D8 piercing damage. Thrust attacks bypass AC
Auto Turret: Takes a major action to set up. It deactivates when it runs out of ammo, or early by the character that activated it. it folds up to original size and is carried on their back (30HP).
Auto Turret Parts
Tinkerer (level 2): Gain a+ 2 bonus when pulling things apart, and a + 1 bonus when putting them back together. If successful the item in question gains a small bonus. They can roll for a basic repair check that fixes minor problems and heals 5hp
Trace (Lvl 1): The user has a faster understanding of how magical items are used/created. They gain a + 2 bonus when rolling to understand, use, or create magical items.
Magical Absorption (lvl 3)- Any zero can absorb 1 magical ability being used on them, and use a portion of the magic for themselves. The player gains a resistance to the type of magic they originally absorb. Any successful attack using absorbed magic deals 1/2 max damage plus players damage mods.