Bob the Tester
- Origin Humans
- Class Fighter
- Kit Barbarian
- Culture Nithavelli
- Faction Avestar
- Ethos Radical
You may distribute 11 points to your attributes upon character creation, but if you do, you start with 1 fewer skill.
You may make a second attack on your turn. Your second attack is made with disadvantage. As long as you have MP, you may use any attack available in the round as a reaction against your opponent if they attempt to disengage from your melee space. Such attacks are made with advantage.
Rough living has made you strong. You gain +3 HP when you adopt this kit. You recover 2 HP or 2 wounds in any single rest period.
Bare Fists or Feet +10
You're a practiced hunter of the most dangerous game. When you successfully pull off a surprise attack, everyone in your ambushing party is able to act twice during the surprise round. You can't benefit from this stance while casting spells.
A man's best friend is rarely ever human. You attract an animal companion into your service (the companion persists even if this stance is not your focus, and you cannot use this stance again unless you dismiss your companion); consult with the GM as to how long it takes to attract the companion. Unlike pets, your companion always obeys your commands (even when under duress) and will always take action in your best interest, even to its own peril. The companion must be a mundane Wild animal that cannot be mounted. It has 1 HP and 3 in all attributes. It cannot act on its own unless you sacrifice your action to command it. If the companion is slain, you may use this stance again to attract a new one when the GM permits.
You have always been a friend to the natural world, approaching its denizens with humility and respect. You may create a player advantage in your first interaction with a Wild animal or monster.
You've seen many a spell and spellcaster and know all their tricks. As a reaction, you can identify a spell or spell-like effect by its telltale signs before it takes form. You know the spell's exact mechanical attributes and the scale of its parameters at the time of its casting.
You've studied the geometry of your school of magic so closely that you've broken its spells down to their constituent parts. When you learn this stance, choose a school of magic. You may change the related attribute of any spell in this school of magic at the time you cast the spell.
You've turned your artistic talent into a lucrative trade. You may spend a consumable supply to create a luxury artwork (which may also be represented as a temporary service, such as a performance); consult with the GM regarding the length of time it takes to create the artwork. The artwork's value is that of a luxury item.
The powers of your lineage awaken within you as you adventure farther into your quest. You have advantage when searching for secret doors or passages.
Choose a Weapon
You cannot wield a shield or any other weapon while wielding this weapon. When you add this tactic as a specialty, it deals an additional +1 damage.