The Storm Hunter: Name Look

Download as pdf or txt
Download as pdf or txt
You are on page 1of 2

Name Look

Elf: Galadiir, Fenfaril, Lilliastre, Phirosalle, Enkirash, Halwyr Choose one for each:
Human: Avon, Morgan, Rath, Ysolde, Ovid, Vitus, Aldara, Xeno, Uri Haunted Eyes, Sharp Eyes, or Crazy Eyes
Styled Hair, Wild Hair, or Pointed Hat
Worn Robes, Stylish Robes, or Strange Robes
Assign these scores to your stats: 17 (+2), 15 (+1), 13 (+1), 11 (+0), 9 (+0), 8 (-1)
Strength Dexterity Constitution Intelligence Wisdom Charisma

Weak -1 Shaky -1 Sick -1 Stunned -1 Confused -1 Scarred -1

STR DEX CON INT WIS CHA

Damage d6 Armor HP Current


MAX
Your Max HP is
6+Constitution

Alignment Starting Moves


⃞Good You start with these moves:
Use magic to directly aid another.
Spellbook
⃞Neutral You have mastered several spells and inscribed them in your spellbook. You start out with three
Discover something about a magical mystery. first level spells in your spellbook as well as the cantrips. Whenever you gain a level, you add
a new spell of your level or lower to your spellbook. You spellbook is 1 weight.
⃞Evil
Use magic to cause terror and fear. Prepare Spells
When you spend uninterrupted time (an hour or so) in quiet contemplation of your spellbook,
Race you:
•  Lose any spells you already have prepared
⃞Elf
•  Prepare new spells of your choice from your spellbook whose total levels don't exceed your
Magic is as natural as breath to you. Detect Magic is a cantrip for you.
own level+1.
⃞Human •  Prepare your cantrips which never count against your limit.
Choose one cleric spell, you can cast it as if it was a wizard spell.
Cast a Spell (Int)
Bonds When you release a spell you've prepared, roll+Int.
On a 10+, the spell is successfully cast and you do not forget the spell—you may cast it again later.
Fill in the name of one of your companions in at least one: On a 7-9, the spell is cast, but choose one:
_______________ will play an important role in the events to •  You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
come. I have foreseen it! •  The spell disturbs the fabric of reality as it is cast—take -1 ongoing to Cast a Spell until the
_______________ is keeping an important secret from me. next time you Prepare Spells.
_______________ is an ally in my hunt, I will protect them with •  After it is cast, the spell is forgotten. You cannot cast the spell again until you Prepare Spells.
my life Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll
to Cast a Spell

Spell Defense
When you craft an ongoing spell into a makeshift shield of arcane energy to deflect an attack,
the spell is ended and you subtract the spell's level from the damage done to you.

Storm Affinity
Your energies come from the storms of the world. When you find yourself in a storm of some
kind, roll+wis. On a 10+, you may pick one of the following:
•  You draw energy from the storm. Inflict a debility on the next foe you strike.
•  Move with the storm. You weave and dodge in time with the rain and thunder, you are able
to reach one ally safely without a Defy Danger Roll.

The Storm Hunter Level


XP
Gear
Your Load is 5+Str. You start with your spellbook (1 weight) and dungeon
rations (1 weight, 5 uses). Choose your defenses:
⃞⃞ Leather armor (1 armor, 1 weight)
⃞⃞ Studded leather armor (2 armor, 2 weight)
Choose your weapon:
⃞⃞ Dual Daggers (Hand, 1 weight)
⃞⃞ Staff (Close, two-handed, 1 weight)
Choose one:
⃞⃞ healing potion
⃞⃞ Tranquilizer Potion (2)

Advanced Moves
When you gain a level from 2-5, choose from these moves. You also add a new ⃞...The Harder They Fall
spell to your spellbook at each level. Requires: The Bigger They Are
You have +1 when fighting monster. When fighting monsters bigger than you,
⃞Envenom
take +2
You can apply even complex poisons with a pinprick. When you apply a poison
that’s not dangerous for you to use to your weapon it’s touch instead of applied. ⃞Greater Empowered Magic
Replaces: Empowered Magic
⃞Empowered Magic
When you Cast a Spell, on a 10-11 you have the option of choosing from the 7-9
When you Cast a Spell, on a 10+ you have the option of choosing from the 7-9
list. If you do, you may choose one of these effects as well. On a 12+ you get to
list. If you do, you may choose one of these as well:
choose one of these effects for free.
•  The spell's effects are maximized
•  The spell’s effects are doubled
•  The spell's targets are doubled
•  The spell’s targets are doubled
⃞Fount of Knowledge
⃞Viper’s Fangs
When you Spout Lore about a beast no one else has any clue about, take +1.
Replaces: Viper’s Strike
⃞Viper's Strike When you strike an enemy with two weapons at once, add an extra 1d8 damage
When you strike an enemy with two weapons at once, add an extra 1d4 damage for your off-hand strike.
for your off-hand strike.
⃞Smaug’s Belly
⃞Track and Hunty (wis) When you know your target’s weakest point your arrows have 2 piercing.
When you follow a trail of clues left behind by passing creatures, roll+WIS. ✴On a
⃞Storm Armor
7+, you follow the creature’s trail until there’s a significant change in its direction
Replaces: Storm Ward
or mode of travel. ✴On a 10+, you also choose 1:
As long as you have at least one prepared spell of first level or higher, you have
• Gain a useful bit of information about your quarry, the GM will tell you what
+4 armor.
• Determine what caused the trail to end
⃞Protective Counter
⃞Enchanter
Requires: Counterspell
When you have time and safety with a magic item you may ask the GM what it
When an ally within sight of you is affected by an arcane spell, you can counter
does, the GM will answer you truthfully.
it as if it affected you. If the spell affects multiple allies you must counter for
⃞The Bigger They Are... each ally separately.
Take +1 when fighting something larger than yourself..
⃞Evasion
⃞Storm Ward When you defy danger on a 12+, you transcend the danger. The GM will offer
As long as you have at least one prepared spell of first level or higher, you have you a better outcome, true beauty, or a moment of grace.
+2 armor.
⃞Spell Augmentation
⃞Counterspell When you deal damage to a creature you can shunt a spell's energy into them—end
When you attempt to counter an arcane spell that will otherwise affect you,stake one of your ongoing spells and add the spell's level to the damage dealt.
one of your prepared spells of equal or higher level on the defense and roll+Int.
⃞Self-Powered
On a 10+, the spell is countered and has no effect on you.
When you deal damage to a target, you may gain 1 hold. All hold is lost when that
On a 7-9, the spell is countered and you forget the spell you staked. If the spell
target dies and you may only have hold against one target at a time. Hold may
has other targets they are effected as usual.
be spent on the following:
⃞Quick Study • Make a deadly strike that ignores armor, but grants no hold.
When you see the effects of an arcane spell, ask the GM the name of the spell • Perfectly parry or dodge one of their attacks, taking no damage.
and its effects. You take +1 when acting on the answers. • Make your way safely into melee range of your target.
As long as you have hold from this move, you have -2 armor against all creatures
When you gain a level from 6-10, choose from these moves or the level 2-5 other than the one you have hold against.
moves.

You might also like