Thursday, January 2, 2014

CYBER-PULP FANTASY CORE-Sample Occultist Characters

CYBER-PULP FANTASY CORE
© Jerry Harris 2013
(This link will take you to the Fantasy Core Index.)


SAMPLE OCCULTIST BUILDS
(These are just possibilities, not formal class roles.  Please experiment.)

Human Tech Wizard
+4 Int Bonus, +2 Wis Bonus, 1 XP
Hp 18, AC 12 (Kevlar Shirt), BAB +2
Fort +1, Ref +1, Will +6

Edges: Int Boost, Bonus Spell, Cybernetic-Eyes

Spell Check +7
Exorcist +5, DC 12, 3d6 damage, 30’
Occult Knowledge +7
Séance +5
Healing x 2 day
Fearless

Melee: Combat Knife +2 to hit, 1d6
Ranged: Auto Pistol +2 to hit, 2d6, 15 bullet clip, S, 2 extra clips


Pixie Hardcore Wizard

+4 Int, +4 Wis, +2 Cha, 0 XP (used for magic weapon)
Hp 18, AC 14 (none, natural), BAB +2
Fort +1, Ref +1, Will +8

Edges: Int and Wis Boost
Flight ability
Charm +6
Infravision
Immunities: Sleep, Charm, Paralysis

Spell Check +7
Exorcist +7, DC 12, 3d6 damage
Occult Knowledge +7
Séance +7
Healing x 4 day
Fearless

Melee: Stun Whip +2 to hit, 1d4 + Stun 1 rd, reach 5’, Entangle/disarm on Natural 17 and up hit, 10 charges, 1 turn to recharge
Ranged: Wand of Fireballs, DC 15 Spellcheck to activate (failure doesn’t count against spell limit), 13 damage (6 + Spellcheck) + 1d6 rd continuing damage until extinguished, 6 shots, recharge 1 XP, 1 turn ceremony.

Half-Elf Cool Wizard

+2 Int, +2 Wis, +1 Cha, 1 XP
Hp 18, AC 13 (Kevlar Jacket, looks like black leather jacket), BAB +2
Fort +1, Ref +1, Will +6

Edges: Hovercycle, Magic Weapon

Crackshot: +3 damage with single shot weapons
Detection +5
Stealth +4
Infravision
Immunities: Sleep, Charm, Paralysis

Spell Check +5
Exorcist +5, DC 12, 3d6 damage
Occult Knowledge +7
Séance +5
Healing x 2 day
Fearless

Melee: Rapier (telescoping blade) +2 to hit, 1d6
Ranged: +2 Magic .44 Revolver (Hammer) +4 to hit, 2d8+5 (+2 magic bonus +3 racial bonus), 6 shots, S, 12 extra bullets


Occultist Spells: 3 failures in Encounter/Turn before needing 1 turn rest
3rd Level (DC 15 to Cast, DC 15 to Save against)
Lightning Bolt: 6 + Spellcheck damage + Knocked down + Stun 1 rd, Ref Sv ½ damage, shorts out electrical equipment
(Human Bonus spell-Fly: 5 turns)

2nd Level (DC 14 to Cast, DC 15 to Save against)
Web: 20’ area, lasts 4 rds, Ref Sv to avoid, DC 18 Str or Escape Artist to get out
Knock: Open doors, magic doors DC 11 + ½ caster level

1st Level (DC 13 to Cast, DC 15 to Save against)
Magic Missile: 4 + Spellcheck damage + Knocked down, Ref Sv ½ damage
Shield: +4 to AC, encounter
Sleep: Up to 4 individuals, Fort Sv
(Human and Pixie extra spells)
Summon Monster (1 turn Ceremony): 1 HD, 8 hp, AC 11, Claw +1 to hit, 1d6+1 damage, Fort Sv +1
Magic Weapon: +1 for one encounter
Feather Fall: Fall slowly
Identify: Magic items

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