Wylder
| Characteristics | CV | 3 | |||
| Stat | Score | % | Speed | 25’ | |
| STR | 11 | 55 | HPA measure of the relative health of your character, represen... More | 25 | |
| CON | 11 | 55 | Dmg Mod | 1d4 | |
| SIZSize defines height, weight, and bulk. There is no SIZ-assoc... More | 14 | 70 | AVThe numeric value representing how much damage armor absorbs... More | 1 | |
| INT | 16 | 80 | Class | Being | |
| ACU | 14 | 70 | Type | – | |
| DEX | 13 | 65 | Horror An optional system where your character’s mental health ... More | – | |
| SOC | 11 | 55 | Treasure | 40 gp (treasure) | |
- Attack: Ranged: Wild Magic 62% 1d4+1; Melee: Quarterstaff 22% 1d6+dm+Wild Magic
- Skills: Dodge 58%, First Aid 73%, Grapple 22%, Hide 17%, Insight 42%, Knowledge (General) 40%, Knowledge (Arcane) 60%, Listen 67%, Medicine 33%, Persuade 57%, Research 47%, Sense 37%, Spellcraft 75%, Spot 62%, Stealth 22%, Survival 33%
- TalentsExtraordinary abilities that define your character. More/Special: Spell Memory, Wild Magic
- Equipment: Leather Armor, Backpack, Quarterstaff, 20 gp
Spell Memory: Wylders do not require a spellbook. You may remember a limited number of spells at a time. You may memorize a number of spells equal to your INT divided in half. When you gain this Talent, you receive Mana equal to half your current ACU. If this is the character’s first Mage talent, you learn three spells.
Wild Magic: A burst of energy explodes from your hands toward your target. You must succeed on a Spot check to hit the target. A successful Spot hits the target and inflicts 1d6 points of magic damageDamage done by magic spells. This often bypasses AV, unless ... More, gaining 1d6 damage every 3 talent points to a max of 5d6 (1d6 at Talent Point Level 3, 6, 9, 12, and 15). It has a range of 50’. A Successful SpecialA special success if the roll is equal to or less than 1/5 t... More Attack doubles the damage, and a Successful CriticalThis is the result of a skill check roll that is 1/20 (or 5%... More Attack maximizes this specialA special success if the roll is equal to or less than 1/5 t... More damage.
Alternatively, you may charge your weapon with this abilitySomething a character can do or feel, whether a skill, a pas... More as a Free Action. Upon a successful hit, add Wild Magic damageDamage done by magic spells. This often bypasses AV, unless ... More to your melee weapon damage.
Magic:
Mana: 7
Spells: Bear’s Strength, Heal, Shape Wood, Summon Animal Spirit