Strength +1 |
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STR 14 |
Weak -1 |
Dexterity +2 |
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DEX 17 |
Shaky -1 |
Constitution +1 |
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CON 13 |
Sick -1 |
Intelligence +0 |
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INT 9 |
Stunned -1 |
Wisdom +2 |
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WIS 16 |
Confused -1 |
Charisma -1 |
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CHA 8 |
Scarred -1 |
Armor |
---|
1 |
Hitpoints |
---|
21 |
Maximum: 21 |
Damage |
---|
1d8 |
Hunt and Track |
When you follow a trail of clues left behind by passing creatures, roll+WIS. • On a 7+, you follow the creature’s trail until there’s a significant change in its direction or mode of travel. • On a 10+, you also choose 1: •Gain a useful bit of information about your quarry, the GM will tell you what •Determine what caused the trail to end |
Called Shot |
When you attack a defenseless or surprised enemy at range, you can choose to deal your damage or name your target and roll+DEX. •Head • 10+: As 7–9, plus your damage • 7-9: They do nothing but stand and drool for a few moments. •Arms • 10+: As 7-9, plus your damage • 7-9: They drop anything they’re holding. •Legs • 10+: As 7-9, plus your damage • 7-9: They’re hobbled and slow moving. |
Animal Companion |
You have a supernatural connection with a loyal animal. You can’t talk to it per se but it always acts as you wish it to. Name your animal companion and choose a species: Badger (Stump) Choose a base: Ferocity +1, Cunning +2, 1 Armor, Instinct +1 Choose as many strengths as its ferocity: Ferocious Your animal companion is trained to fight humanoids. Choose as many additional trainings as its cunning: Guard, fight monsters Choose as many weaknesses as its instinct: Stubborn |
Command |
When you work with your animal companion on something it’s trained in and you attack the same target, add its ferocity to your damage and you track, add its cunning to your roll and you take damage, add its armor to your armor and you discern realities, add its cunning to your roll and you parley, add its cunning to your roll and someone interferes with you, add its instinct to their roll |
Familiar Prey |
When you spout lore about a monster you use WIS instead of INT. |
Camouflage |
When you keep still in natural surroundings, enemies never spot you until you make a movement. |
Blot Out the Sun |
When you volley you may spend extra ammo before rolling. For each point of ammo spent you may choose an extra target. Roll once and apply damage to all targets. |
# | Item | Weight |
5 | Rations | 1 |
Leather armor (1 armor) | 1 | |
Hunter’s bow (near, far) | 1 | |
Spear (reach) | 1 | |
8 | Arrows | 2 |
Adventuring gear | 1 | |
1 | Torch | 1 |
Hagstone |