Archetypes: Cunning, Gifted, Mighty, Skilled
Languages: A trollkin starts the game with two languages: Molgur-Trul and one other he has picked up in his travels.
Additional Characteristics:
• Trollkin are medium-based characters.
• Tough – Whether or not he has the Mighty archetype, a trollkin character starts the game with the Tough archetype benefit (p. 111). This is in addition to any other archetype benefits selected for the character.
• Feat: Revitalize – Whether or not he has the Mighty archetype, a trollkin character starts the game with the Feat: Revitalize archetype benefit (p. 111). This is in addition to any other archetype benefits selected for the character.
A character who chooses Pugilist as one of his two starting careers gains +1 PHY or +1 STR. This adjustment can increase a character’s PHY and STR above his racial maximums.
OFFENSE MAT: PRW + Skill + Weapon mod RAT: POI + Skill + Weapon mod (Thrown uses PRW vice POI) Modifiers to attacks: melee (p210 IKU); ranged (p211 IKU)
MACE ATTACK: 2d6+6MAT DAMAGE: 3d6+4POW+6STR CRIT: Living can be KO'd KNUCKLE DUSTERS ATTACK: 3d6+6MAT DAMAGE: 2d6+1POW+6STR +2 to Knockout Strike TANKARD ATTACK: 2d6+5MAT DAMAGE: 3d6+2POW+6STR
ARCHETYPE
Mighty: The character is in peak physical condition. He is incredibly strong and resilient. The character is capable of feats of strength that defy imagination. Mighty characters gain an additional die on their melee damage rolls.
Tough (Trollkin Archetype Benefit):
The character is incredibly hardy. When this character is disabled, roll a d6. On a 5 or 6, he heals 1 vitality point, is no longer disabled, and is knocked down.
Beat Back (Starting Archetype Benefit):
When the character hits a target with a melee attack, he can immediately push his target six feet (1 ̋) directly away from him. After the target is pushed, this character can advance up to six feet (1 ̋).
ABILITIES
Brawler:
Prerequisite: STR 6
The character is accustomed to turning everyday tools into lethal weapons. When attacking with an improvised melee weapon such as a table leg, hammer, or wrench, the player
can add his Unarmed Combat skill instead of his Hand Weapon skill to the attack roll.
Hulking Presence:
Prerequisite: None
The character’s physical presence is enough to make most people think twice about crossing him. The character adds an additional die to Intimidation skill rolls made using his PHY.
Fell Call: Signal Call:
Prerequisite: Fell Calling 1
The character can use this call as a quick action. The character can unleash a call that can be heard for a number of miles equal to his Fell Caller skill.
Fell Call: Sonic Blast:
Prerequisite: Fell Calling 2
Once per turn, the character can use this call instead of attacking. The character then makes a RNG SP 8, POW 12 ranged attack. The character uses his POI + Fell Calling skill for his attack rolls.