The Storm Hunter: Name Look
The Storm Hunter: Name Look
The Storm Hunter: 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
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.
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.