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Lightbearer

valzi edited this page Dec 4, 2019 · 2 revisions

Lightbearer

Grit Additional items
1 3d6 SP. Dagger or Sling with 6 bullets. 6 torches or 1 lamp with extra can of oil.
2 Dagger or Sling with 6 bullets. 6 torches or 1 lamp with extra can of oil.
3-4 Sling with 3 bullets. 6 torches or 1 lamp with extra can of oil.
5 3 torches or 1 lamp.
6 1 extra trinket. 1 torch or 1 lamp (out of oil).

HD: 1d6-1.

Saving throws against Area effects and Tech succeed on a 1-2 on 1D6.

Trained in light armor.

Trained in (able to use the tags of) dagger or sling.

Any melee weapon bigger than a knife requires both hands to use.

Cannot use ranged weapons other than thrown weapons, slings, and derringers.

Tag: Innocent

  • See twice as far by any light from a source you carry.
  • 2-in-6 chance to notice things without intentionally examining them. (You might notice a hidden door without spending a turn to examine the wall.) You are only surprised with a 1-in-6.
  • Most monsters and NPCs will assume that you are unimportant and not a threat. (This isn't always a benefit.)
  • You are adept at avoiding peril. When a Saving Throw reduces danger you instead ignore the danger entirely.
  • Appear to be an everyday urchin in the city: +3 stealth. Elsewhere, any cover provides +1 stealth.

Level 6

  • +1 to Morale Checks.
  • Saving throws against Area effects, Magic, and Tech succeed on a 1-2 on 1D6.
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