A rookie guard on his first day in the big city. A spy searching for a nobleman’s kidnapped daughter. Whatever was going on in that sixth chapter.
Class: S. Kennedy
Hit points:1d6
Armor: Leather, Dagger (as shield)
Weapons: Dagger, Club, Staff, all ranged weapons
Suplex
As your action: make a contested STR check against Close creatures of Level 1 + Half your level (rounded down). On success the creature is reduced to 0 hp.
Marksman
When attacking with a ranged weapon you score a critical hit on a roll of 19 or higher.
Roundhouse
As an action you can kick Close enemies to Near. You can apply this to a number of level 0-2 enemies equal to your level.
One-liners:
When rolling initiative, you may use a Charisma check . On such a check of 9 or higher you gain a luck token.
What’re ya buyin?
When a random encounter is rolled you may spend a luck token for a 1:6 chance
to meet the Wandering Merchant instead of the rolled encounter.
Talents: (duplicate 2 - reroll)
2: You can ignore the Loading property on Weapons
3-6:+1 to Ranged Attacks
7-9: +2 to DEX / STR / CHA
10-11: +1 chance of What’re ya Buyin?
12: Choose a talent or add +2 to attribute