Icrpg Alfheim Character Quick Archetypes

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GUARDIAN Stats

Bio-Forms (pick one)

1st: Constitution

Dwarf: CON +1, CHA +1

2nd: Strength

Hill Folk: STR +1, Basic Work +3

Gear

Special Item

Ring of Might: +1 STR Common Shield: +2 Armor Berserk Ring: +3 Ultimate Effort

Shield Gloves Add your CON STAT to your ARMOR

Weapon Kit: +2 Weapon Effort

How to Play

Starting Weapons

You rush to the front to fight head-on, acting as a wall between your team and the enemy. With a high Constitution you can regain a lot of health.

Halberd: Near, Giant, Reach, Siege

Milestone Path: Guardian Milestones, Path of Iron

Siege Spear: Near, Giant, Reach, Piercing, Good against Horses Great Sword: Near, Huge, Chopping, Heavy

BLADE Stats

Bio-Forms (pick one)

1st: Strength

Human: INT +1, Weapon Damage +1

2nd: Constitution

Hill Folk: STR +1, Basic Work +3

Gear Weapon Kit: +2 Weapon Effort Rope & Hook: +3 DEX when climbing Common Armor: +1 Armor

How to Play

Starting Weapons

A master of weapons and death. You think last and strike first. You may be a big strong barbarian, or a knight of nobility.

Spear: Near, Simple, Long, Durable, Thrown

Milestone Path: Blade Milestones, Path of Iron

Axe: Useful, Durable, Thrown Long Sword: Deadly, Large, Sharp

Special Item Weapon Gem Improve one weapon, deal an extra +3 Effort with it

SHADOW Stats

Bio-Forms (pick one)

1st: Dexterity

Elf Kind: DEX +1, INT +1

2nd: Constitution

Human: INT +1, Weapon Damage +1

Gear

Special Item

Greedy Gloves: Roll twice for 2x loot Weapon Kit: +2 Weapon Effort Trapper Gear: Snares, Tackle, Tent

Thief’s Hood Stealth rolls are always EASY

Pouch of Coin: 50 Coin

How to Play

Starting Weapons

Unseen, unheard. The last words that should come out of your enemy’s mouth are “...did you just hear something?”. Make sure you are in a safe place by the end of the turn, place traps and gather loot.

Dagger: Concealed, Fast, Piercing, Thrown

Milestone Path: Shadow Milestones, Path of Smoke

Sling: Far, Invisible, Free, Merciful Crossbow: Far, Expensive, Rapid Fire, Military

ARCHER Stats

Bio-Forms (pick one)

1st: Dexterity

Elf Kind: DEX +1, INT +1

2nd: Intelligence

Human: INT +1, Weapon Damage +1

Gear

Special Item

20 Magic Ammo: Roll Magic Effort

Speed Quiver If a ranged Attack roll is modified 13 or higher, fire again. This chain reaction has NO LIMIT as long as the roll is made

Common Armor: +1 Armor Rope & Hook: +3 DEX when climbing

How to Play

Starting Weapons

Keep back, look for the high ground. You are a dead-eye shot that can chain multiple attacks. Pick off far away enemies before they get chance to get up close.

Longbow: Far, Immense Range, Piercing, Large

Milestone Path: Archer Milestones, Path of the Hawk

Dagger: Concealed, Fast, Piercing, Thrown

PRIEST Stats

Bio-Forms (pick one)

1st: Wisdom

Small Folk: WIS +1, Magic Effect +1

2nd: Constitution

Elf Kind: DEX +1, INT +1

Gear

Special Item

Amulet of Secrets: +1 INT Meditation Beads: +1 WIS Supplies: Food, Fire Starter, 3 Flares

How to Play

Starting Weapons

You have seen the world, having a connection to living things. You can use this power to restore life. Keep yourself safe during battle, so you can help others.

Staff: Light, Simple, Useful, Everywhere

Milestone Path: Priest Milestones, Path of Oak

Healing Touch (WIS) Touch an ally with WIS, heal with Magical EFFORT

SCOUT Stats

Bio-Forms (pick one)

1st: Dexterity

Elf Kind: DEX +1, INT +1

2nd: Wisdom

Human: INT +1, Weapon Damage +1

Gear Amulet of Secrets: +1 INT Spyglass: +3 WIS Rope & Hook: +3 DEX when climbing

How to Play

Starting Weapons

Go ahead of your group and investigate for clues, find new routes or enemies that others have not seen. With your Winged Boots you can move double the distance than everyone else.

Short Sword: Fast, Light, Sturdy

Milestone Path: Scout Milestones, Path of the Hawk

Short Bow: Far, Small, Light, Short Range

Special Item Winged Boots Move, perform any non-Attack action, and Move again

MAGE Stats

Bio-Forms (pick one)

1st: Intelligence

Human: INT +1, Weapon Damage +1

2nd: Constitution

Small Folk: WIS +1, Magic Effect +1

Gear

Special Item

Fire Stone: +1 Magic Effort Spell Book: Magic Effort Explodes Supplies: Food, Fire Starter, 3 Flares Pouch of Coin: 50 Coin

How to Play

Starting Weapons

Twist the world to your will. You can use powerful magical items to attack and defend against your foes. Just remember you also have a Dagger if it comes to it.

Dagger: Concealed, Fast, Piercing, Thrown

Milestone Path: Mage Milestones, Path of Amber

Staff: Light, Simple, Useful, Everywhere

Arcane Missile (INT) Attempt on a target in sight

COMMANDER Stats

Bio-Forms (pick one)

1st: Charisma

Dwarf: CON +1, CHA +1

2nd: Strength

Human: INT +1, Weapon Damage +1

Gear Masterful Coats: +1 CHA Weapon Kit: +2 Weapon Effort Common Armor: +1 Armor

How to Play

Starting Weapons

A natural leader, whose tongue is as powerful as your sword. Just your presence is enough to scare your foes, convince people to follow you or get a better price from a trader. Don’t think the sword is the only way to win.

Great Sword: Near, Huge, Chopping, Heavy

Milestone Path: Commander Milestones, Path of the Hawk

Dagger: Concealed, Fast, Piercing, Thrown

Special Item Amulet of Kings +5 CHA when commanding, intimidating, or persuading

WILDLING Stats

Bio-Forms (pick one)

1st: Strength

Hill Folk: STR +1, Basic Work +3

2nd: Wisdom

Human: INT +1, Weapon Damage +1

Gear

Special Item

Berserk Ring: +3 Ultimate Effort Trapper Gear: Snares, Tackle, Tent Supplies: Food, Fire Starter, 3 Flares Lute

How to Play

Starting Weapons

You may be an uncivilised brute or a gypsy bard, either way you are unpredictable both in and out of battle.

Short Sword: Fast, Light, Sturdy

Milestone Path: Wildling Milestones

Sling: Far, Invisible, Free, Merciful

Hillman’s Belt Always roll ULTIMATE when doing Basic Effort

BARD Stats

Bio-Forms (pick one)

1st: Wisdom

Small Folk: WIS +1, Magic Effect +1

2nd: Charisma

Dwarf: CON +1, CHA +1

How to Play

Gear

You play music from the great verse, drawing power and manipulating others with melody. Stay out of the main battle and inspire your kin with recants of legend.

Antique Brooch: +2 Magic Effort Masterful Coats: +1 CHA Writing Kit: +3 Attempt, language

Bard Milestones Stage Horn: Your music can be heard double NEAR Coat of Colours: Allies can use your INSPIRATION twice Azael’s Mask: Enemies loose inspired stat 1 point/ROUND Golden Doubloons: When an Ally uses a HERO COIN, replenish their INSPIRATION Siphon of Tears: Sacrifice your HP for additional INSPIRATION Spirit Drum: Infernal or Immaterial beings receive double INSPIRATION used against them

Instrument Repair Kit: 3 repairs

Starting Weapons Rapier: Very Fast, Light (Uses DEX)

Special Item Inspirational Song (WIS) Give Magic Effort points to friend or foe as single use + or - to their stats as INSPIRATION. When used again, all previous INSPIRATION allocation is lost, and has to be reapplied. Note: The player must actually sing or play an inspirational song to cast.

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