In accordance with the post-a-day challenge by SunderedWorldDM, whose dreams bore the Orbseeker and whose deeds send the world shuddering.
Investigator
Starting equipment: leather cloak, cane, spyglass, hat of choice, pipe and tobacco or opium, kit of chemicals that can tell you if two substances came from the same source.Starting Ken: crime scene investigation and one other
A: +1 If/Then, you can tell anyone's profession on sight.
B: half damage from traps and ambushes
C: +1 If/Then, you can tell the professions of everyone that someone has met in the past day on sight.
D: Once per adventure, call on someone you once brought to justice to help you.
If/Then: On your turn (or during initiative if your system has you decide what you're doing before the round starts), make one if/then statement predicting an action and giving a reaction, such as "if the tendril beast tries to grab me, I will duck out of the way." If the predicted action comes to pass, you may perform the reaction. This might be an extra attack, +2 to a save or AC, or something else.
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