Playing Anskar - Tips and Hints in The World of Cartyrion | World Anvil

Playing Anskar - Tips and Hints

Your Weapons

You have two available melee weapons:
  • Unarmed Fist - a Bludgeoning weapon. Traits: Agile, Finesse, Nonlethal, Unarmed
  • Greatsword - a Slashing weapon. Traits: Versatile P
You have one available ranged weapon:
  • Halfling Sling Staff - a Bludgeoning Weapon with an 80' range increment. Traits: Halfling, Propulsive. You have a belt pouch with 30 sling bullets/stones in it at the start of the adventure. Spent ammunition is not recoverable, but river-stones make excellent impromptu ammunition for a sling.
Range increment indicates the range at which the weapon is most effective. Making an Attack on an opponent within this range incurs no range penalty. For each range increment beyond the first, a -2 penalty is incurred. (Thus, in your case, anyone within 80' is attackable without penalty. 81' to 160' incurs a -2 attack penalty; 161' to 240' incurs a -4; etc.)

Weapon Trait Definitions

Agile - If you take multiple Strike actions in the same combat round, the penalties for your second and third strikes are -4 and -8 instead of the default -5 and -10. (If you use the #2 and #3 buttons on your character sheet, these adjustments are already incorporated into the Roll20 dice rolls.)
Finesse - You are permitted to use your Dexterity bonus instead of your Strength bonus to adjust your Attack roll. (Your Roll20 character sheet is already configured to use your STR bonus as that is superior to your DEX.)
Halfling - The weapon's mastery is generally unique to halflings. Those of other races are not trained in its use unless they have some specific feat saying otherwise.
Nonlethal - Weapons with this trait will, by default, not kill an opponent. If the opponent is dropped to zero hit points, it is unconscious, but does not gaing the Dying condition. You can use this weapon to make a Lethal attack, but you must declare this before attacking, and you take a -2 penalty to the Attack roll.
Propulsive - You can add half your Strength modifier if Positive (or the full modifier if it is negative) to the damage rolls on successful hits. Roll20 is already configured to do this.
Versatile - The weapon can be used to inflict a different type of damage other than its default. The additional type is listed with the trait: (S)lashing, (P)iercing, or (B)ludgeoning. If you do not specify explicitly during an attack, the default damage type is assumed. Different damage types may matter as some creatures have Resistances or Weaknesses to specific attack types.

Special Class Abilities, Actions, and Feats

You have the Halfling Weapon Familiarity Halfling Ancestry Feat.
You have access to Halfling-specific weaponry (like your sling-staff). You are trained in its use, and for you, it is a "simple" weapon. (For a barbarian, this doesn't mean too much.)

You have the Rage Class Ability.
You have an inner fury that you have learned to control and channel - somewhat - when you are in combat situations. You can use a single action to Rage - to build up your fury. When you do, you gain a number of temporay hit points equal to your level plus your Constitution modifier (a total of 3 in your case). You deal an extra 2 points of damage every time you successfully strike an opponent (an extra 1 with an Agile weapon your Armor Class is reduced by 1; and you can't use any action with the Concentrate trait unless it also has the Rage trait. The Rage lasts for 1 minute (10 combat rounds), or until there are no opponents left standing within your range of perception. You cannot willfully turn it off (there's a separate feat for that and you don't have it.)

You have the Giant Instinct Class Ability.
The source of your Rage is some giant or giant-kin blood somewhere in your family tree. At 1st Level, this manifests in two ways: it is what gives you the ability to wield a Greatsword even though the weapon is almost twice your size; it instills in you a personality trait that makes it impossible for you to turn down a challenge involving a test of strength. You could, in fact, wield a weapon even larger - and do even more damage with it, though it would be a bit clumsy in your hands.

You have the Raging Intimidation Barbarian Class Feat.
With this feat, you can use the Demoralize action even while you are raging (i.e. the action gains the Rage trait). Demoralize is an action that requires an Intimidation skill check. As a single action, you shake an enemy's resolve with a shout, a taunt, or a put-down (you will be encouraged to be creative at the gaming table!). Target a creature within 30'; you perform the Intimidation check against that target's Will DC. If they fail, they become Frightened 1; if they critically fail, they become Frightened 2. If they cannot understand your language, the roll takes a -4 penalty.

You have the Assurance (Survival) Skill Feat.
With this feat, any time you are required to make a Skill Check against your Survival skill, you can either roll the dice and take your chance, or you can "take a 10" - and simply add 10 to your Survival roll bonus for the result (Circumstance bonuses or penalties are not included if you use this Feat.)


Cover image: The Inn from the Bridge over Daphinia's Stream by RPGDinosaurBob (with Flowscape)

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