Tyyne
Character
Game: Fantasy Craft Five
Name: Tyyne (pronounced like "Tune")
Species: Giant
Specialty: Archer
First Class/Level: Scout 1
Second Class/Level:
Third Class/Level:
Attributes
Physical
- Strength: 14 / +2
- Dexterity: 16 / +3
- Constitution: 14 / +2
Mental
- Intelligence: 8 / -1
- Wisdom: 10 / 0
- Charisma: 12 / +1
Action Die
- Starting Die: 3(d4)
Skills
(Bold Origin Skills), [x] = Cross Class
[ ]:Acrobatics: 7 = [Ranks] 4 + [DEX] 3
[ ]:Athletics: 4 = [Ranks] 2 + [STR] 2
[ ]:Blend: 5 = [Ranks] 4 + [CHA] 1
[x]:Bluff: 1 = [Ranks] 0 + [CHA] 1
[x]:Crafting*: -1 = [Ranks] 0 + [INT] -1
[x]:Disguise: 1 = [Ranks] 0 + [DEX] 1
[x]:Haggle: 0 = [Ranks] 0 + [WIS] 0
[x]:Impress: 1 = [Ranks] 0 + [CHA] 1
[x]:Intimidate: 0 = [Ranks] 0 + [WIS] 0
[x]:Investigate: 0 = [Ranks] 0 + [WIS] 0
[ ]:Medicine: -1 = [Ranks] 0 + [INT] -1
[ ]:Notice: 4 = [Ranks] 4 + [WIS] 0
[x]:Prestidigitation: 3 = [Ranks] 0 + [DEX] 3
[ ]:Resolve: 2 = [Ranks] 0 + [CON] 2
[ ]:Ride*: 3 = [Ranks] 0 + [DEX] 3
[x]:Search: -1 = [Ranks] 0 + [INT] -1
[x]:Sense Motive: 0 = [Ranks] 0 + [WIS] 0
[ ]:Sneak: 5 = [Ranks] 2 + [DEX] 3
[ ]:Survival: 4 = [Ranks] 4 + [WIS] 0
[ ]:Tactics: -1 = [Ranks] 0 + [INT] -1
Interests
- Total Studies:
- List Interests Here
Subplots
- Subplots Go Here Completed:Y/N
Coin&Lifestyle
- Coin in Hand:
- Stake
Lifestyle
- Total Lifestyle
- Panache
- Appearance Bonus
- Total Income
- Prudence:
- Money Saved/Earned: x%
Class Abilities, Feats, Tricks, Options
- Elemental Heritage (Stone)
- DR 2/Blunt
- Large Folk
- Large (2x2) biped folk with a Reach of 2. Maximum wounds is equal to Constitution score x1.5 (rounded down) [21 total]
- Base Speed
- 45 feet
- Hurled Proficiency
- Improved Stability
- 1 size category larger for carrying capacity, Trample attacks, and resisting Bull Rush and Trip attempts as long as standing firmly on the ground and not climbing, flying or riding.
- Natural Attack
- Trample I natural attack (page 235)
- Sterner Stuff
- The keen quality of each attack made against decreases by 4.
- Bonus Feat - Bow Basics
- Bows gain AP2
- Deadshot (stance)
- +2 bonus with ranged weapon attacks and damage. May not move in this stance (may still take 5-ft. Bonus steps)
- Animal Turning
- Once per combat may Turn animals (page 223)
- Bow Hunter
- Inflict 2 additional damage on standard characters with a bow.
- Bow Proficiency
- Camouflage - caverns/mountains
- +5 gear bonus with Blend check while in that terrain
- Extra Feat (level 1) - Spear Basics
- 1-handed spears Reach increase by 1, 2-handed spears gain bleed
- Monkey's Grip (Stance)
- May wield a single 2-handed melee weapon with one hand.
- Trailblazer
- Once per scene as a free action, may temporarily grant teammates 1 of Terrain feats until the end of the scene
- Stalker
- Each time fail a Survival or Tactics check and don't suffer an error, still succeed as long as the check DC is equal to or less than Class Level + 20) If several grades of success are possible, achieve only the lowest possible result.
Combat Statistics
Statistics
- Defense: 14 = 10 + [Class] 1 + [DEX] 3
- Initiative: 5 = [Class] 2 + [DEX] 3
- Vitality: 11 / 11
- Wounds: 21 / 21
- Critical Injuries
- Subdual Damage: Current 1/2/3/4 Fatigued
- Stress Damage: Current 1/2/3/4 Shaken
- Conditions:
- Size
- Size
- Footprint
- Reach
- Speed
- Ground Speed
- Other Speed
- Travel Speed
Base Attacks and Saving Throws
- Unarmed: 2 = [Base] 0 + [STR] 2
- Melee: 2 = [Base] 0 + [STR] 2
- Ranged: 3 = [Base] 0 + [DEX] 3
- Fortitude: 4 = [Base] 2 + [CON] 2
- Reflex: 5 = [Base] 2 + [DEX] 3
- Will: 0 = [Base] 0 + [WIS] 0
Weapons & Armor
- Weapon: Type Attack Damage Threat Sz/Hand Weight Range Shots Upgrades
- Armor: Type DR DP ACP Speed Weight Disguise Resistances Upgrades
Proficiencies
- Proficient Y/N Forte Y/N: Unarmed
- Proficient Y/N Forte Y/N: Blunt
- Proficient Y/N Forte Y/N: Edged
- Proficient Y/N Forte Y/N: Hurled
- Proficient Y/N Forte Y/N: Black Poweder
- Proficient Y/N Forte Y/N: Bows
- Proficient Y/N Forte Y/N: Siege Weapons
Combat Actions
- Attack Actions
- Standard Attack Bonus Half Action 1 attack against 1 target
- Bull Rush
- Coup de Grace
- Disarm
- Feint
- Grapple
- Pummel
- Taunt
- Threaten
- Tire
- Trip
- Initiative Actions
- Aim
- Anticipate
- Delay
- Distract
- Ready
- Refresh
- Movement Actions
- Standard Move
- Handle Item
- Mount/Dismount
- Reposition
- Run
- Total Defense
Gear&Renown
- Carrying Capacity
- Light Load
- Heavy Load(-2 Defense/Physical, 1/2 Speed)
- Overloaded(-5 Defense/Physical, Can't Move)
- Lift(2x Heavy Load, 1/4 Speed)
- Push/Drag(5x Heavy Load, 1/4 Speed)
Reputation & Renown
- Legend:
- Reputation:
- Renown:
- Heroic Renown: Title:
- Military Renown: Title:
- Noble Renown: Title:
Gear
- Equipment Effect Size/Hand Construction Weight
Mount
- Name
- Size(Footprint)Reach
- Speed
- Travel
- Attributes
- Strength
- Dexterity
- Constitution
- Intelligence
- Wisdom
- Charisma
- Initiative
- Attack
- Defense
- Res
- Health
- Comp
- Skills
- Qualities
- Attacks
Vehicle
- Name
- Speed
- Travel
- Size/Defense
- Occupants/Load
- Construction
- Qualities
Contact
- Name
- Trust
- Size/Reach
- Speed
- Attributes
- Strength
- Dexterity
- Constitution
- Intelligence
- Wisdom
- Charisma
- Reputation Cost
- Initiative
- Attack
- Defense
- Res
- Health
- Comp
- Skills
- Qualities
- Attacks
- Gear
Holding
- Name
- Scale
- Guests/Max
- Upgrades
- Reputation Cost
Magic Items
- Name Item Level Essences Charms Reputation Cost
Spells and Magic
- Casting Level:
- Spell Points:
- Spellcasting Bonus: Total = Ranks+Int Mod+ Misc Mod
- Spells Known: Total= Ranks+ Wisdom Score+ Misc Mod
- Save DC: Total= 10+ Charisma Mod+ Feats
Spells Known
- Name/School Level Casting Time Distance Area Duration Saving Throw Preperation Cost Effect
Spellcasting Class Abilities, Feats, Tricks, Options
- List Ability Here
- Notes on Ability go Here