Count Aericnein Neska

Thomas Mattock's page

236 posts. Alias of Origami Dog.


Full Name

Thomas Mattock

Race

Human Warrior Magnate Conqueror 10 | S13, A10, I11, W14 | HP 37/52 | D: 15 | Move:10 | Insanity: 4 | Corruption: 1 | Fortune: No | Status: OK

About Thomas Mattock

Name: Thomas Mattock
Ancestry: Human
Gender: Male
Age: 66
Level: 10
Lifestyle:
Appearance: Homely, not pretty, but uglier than average. Classic hook-nose
Personality: You look after yourself first and foremost. You’re not above double-crossing friends.
Background: kindnapped by those wretched fairies for seven long years.
Strength: 13
Agility: 10
Intellect: 11
Will: 14

Perception: 10
Defense: 14
Health: 52
Healing Rate: 13

Size:1
Speed: 10
Power: 0

Damage: 0
Insanity: 3
Corruption: 0

Spoken Languages: Common, High Archaic, Dwarfish, Elvish

Written Languages:Common

Professions: Academic: Politics, Law. Military: (Officer)

Ancestry Traits and Abilities:

Determined: Reroll 1s on boons

Quirks and Marks of Darkness:

(Write in these if you ever gain a quirk or mark of Darkness)

Paths and Path Abilities:

Novice Path:
Catch Your Breath: You can use an action or a triggered action on your turn to heal damage equal to your healing rate. Once per rest.
Weapon Training: When attacking with a weapon, you make the attack roll with 1 boon.
Combat Prowess: Weapons deal +1d6 damage
Forceful Strike: On the roll of 20+ that exceeds the target number by 5, add +1d6 damage.
Combat Expertise: When you use an action to attack with a weapon, you either deal 1d6 extra damage with that attack or make another attack against a different target at any point before the end of your turn.
Grit: Allows use of catch your breath twice a per rest
Combat Mastery: When you use an action to attack with a weapon, you
either deal 1d6 extra damage with that attack or make another attack against a different target at anypoint before the end of your turn. This talent is cumulative with Combat Expertise. You must choose a different target for each attack you make.

Expert Path:
Bodyguards: You have in your employ 2 mercenaries who are utterly loyal to you and obey your spoken commands. The mercenaries take their turns when you direct them. If you cannot give the mercenaries orders, they instead protect you on their turns. If your mercenaries die, you can replace one or both before the next adventure begins.
As your group level increases, so do your mercenaries improve. Each time your group level increases, increase your mercenaries’ Health by 1. When you reach level 7, the mercenaries each gain the Combat Expertise talent from the warrior path. When you reach level 10, the mercenaries gain the Combat Mastery talent from the warrior path.

Superior Guards: While your bodyguards are within medium range of you, you grant them 1 boon on attack rolls.
Master Magnate: When you roll for your business, add twice your Intellect modifier to the roll (minimum 0). In addition, roll an extra 2d6 and add the sum to the number of coins earned.

Extensive Connections: Once per adventure, whenever you
visit a town or larger community, there’s a chance for you to have a contact there. Roll a d6. If the community is a city, roll 2d6. On a 6 or higher, you have a connection in this city. The GM chooses the connection from the influence, information, and security options, as described in Shadow, page 207. This connection is in addition to any others you make in the community.

Business: You run a business of some kind. Whenever you start a new adventure, roll a d20 and add to it your Intellect modifier. Find the total on the following table.

20 or more
You were incredibly successful. Roll a number of d6s equal to you group level and gain the total in gold crowns.
10–19
Business was good. Roll a number of d6s equal to half your group level and gain the total in gold crowns.
1-9
Business was bad. Roll a number of d6s equal to half your group level and gain the total in silver shillings.
0 or less
Disaster struck your business. You start with no additional funds and the next time you roll on this table, roll a d6 and subtract the number from your total.

Master Path:
Attack Command You can use an action on your turn to
choose one creature within short range. If the target can hear you and understand you, it can use a triggered action to attack. The target makes its attack roll with 1 boon.

Direct the Troops You can use an action or a triggered action to choose one creature within short range. If the target can hear you and understand you, it moves up to half its Speed.

Battlefield Leadership When you get a success on an attack roll, you can choose one creature within short range. Before the end of the round, the target makes its next attack roll with 1 boon.
In addition, creatures deal 1d6 extra damage with attacks granted by your Attack Command talent.


Equipment:

Adventurer's pack, rations, rope, tailored suit, lock picks, saber, brigandine, mail. 10gc 16ss 3cp
2x healing potion

My Story:

One&Two:
One HP: 26/26
Two HP: 26/26
Defense: 17

Strength: 13
Dexterity: 10
Intelligence: 10
Willpower: 11
Speed: 10

Sword: +3+1d6 (1d6+2)
Crossbow: +0 (2d6)

Combat Expertise: When you use an action to attack with a weapon, you either deal 1d6 extra damage with that attack or make another attack against a different target at any point before the end of your turn.