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- Adventuring Party Info
- Ebonsong the Juvenile Black Dragon
- Ebonsong
- Ebonsong has 2 main forms, that of a dragon, and that of a humanoid dragonblooded.
- In Dragon form she is a black-scaled dragon, about 6ft long with a 6ft long tail and a 12ft wingspan.
- As a humanoid she is a teenager, has long black hair and brown eyes, and looks almost completely human, with a little dragon blood. In humanoid form she looks about 14, and is 4ft 11 inches tall.
- Ebonsong’s Past
- Ebonsong came from another plane and became your familiar as soon as she hatched. You’ve shared an empathic bond with her since then (now a telepathic bond).
- You’ve known her for her whole life
- Ebonsong
- (Dragon Form)
- (t)Str 24 (+7)
- Agi 12 (+1)
- (t)Con 24 (+7)
- Int 14 (+2)
- (p)Will 18 (+4), Angels Magic 28 (+9)
- (p)Fel 18 (+4)
- (Humanoid Form)
- (t)Str 17 (+3)
- Agi 18 (+4)
- (t)Con 17 (+3)
- Loyalty: 10 – Ebonsong loves you and wouldn’t even think of betraying or hurting you.
- Hit Points: (Dragon) 45 (base 31)
- (Humanoid) 14
- Arcane Energy 79 (base 29, Angels Magic 50)
- Weapons: (Dragon) Bite 1d20+17 (2d6+7)
- (Dragon) Claw 1d20+17 (1d10+7)
- (Dragon) Tail Slap 1d20+17 (1d10+7)
- (Dragon) Acid Breath Weapon (ranged, area) 1d20+21 (6d6 acid)
- (humanoid) Unarmed 1d20+5 (1d4+3)
- Armour: (Dragon) Size Bonus, Scales (DR 6)
- (Humanoid) None
- Defences
- (Dragon)
- Melee 20 (+8 natural weapons, +2 melee combat training, +1 Agility, -1 size)
- - In Flight 22 (+2 Flight)
- Ranged 10 (+1 Agility, -1 size)
- - In Flight 12 (+2 Flight)
- (Humanoid)
- Melee 16 (+2 melee combat training, +4 Agility)
- Ranged 14 (+4 Agility)
- Gear
- None
- Skills
- Melee Combat Training 1:+2 to combat rolls in melee combat
- Natural (Dragon) Attacks 4:+8 to combat rolls using natural dragon attacks
- Powers
- Angels Magic: As the child of an Eladrin, your mystical powers are particularly strong.
- Rank 5 - You add +10 Willpower, and gain 50 extra Arcane Energy, you reduce the XP cost of learning new spells by 5.
- Dragon Magic: You learn the magic of dragons.
- Rank 2 - Arcane spells cost 2 less arcane energy for you to use, to a minimum cost of 1.
- Natural Sorcerer: As a Dragon Ebonsong is a natural sorcerer, though she hasn’t studied any magic yet. She has a talent for dragon magic as well as water magic, and would find it difficult to learn fire magic.
- She can also learn dragon-specific powers, and as a full dragon, qualifies for most of them automatically.
- When Ebonsong gains Sorcery 1 she also gains access to any angel (including storm) power Sireyi has – though Ebonsong must still spend XP to learn it.
- Dragon Magic: You learn the magic of dragons.
- Rank 1 - Arcane spells cost 1 less arcane energy for you to use, to a minimum cost of 1.
- Sorcerer Magic 1: Ebonsong can use basic sorcerer spells. New spells are 1XP each, base spell cost of these spells is 1 Arcane Energy.
- Spells Available
- (R) Cantrips: host of minor useful powers including but not limited to – weak magic attacks, create light, create noise, weak telekinesis, arcane mark
- Enlarge: creature doubles in size.
- (N) Fog: Fog surrounds you.
- Protection from Arrows: Subject resistant to ranged attacks.
- See Invisibility: Reveals invisible creatures or objects.
- (N, R) Shining Scales: Your scales turn all the colours of the rainbow. Grants increased damage reduction and magic resistance.
- Speed: (self only) triples movement speed
- Tongues: Speak any language.
- Wisdom: Subject gains bonus to Will.
- Sorcerer Magic 2: Ebonsong can use novice sorcerer spells. New spells are 2XP each, base spell cost of these spells is 2 Arcane Energy.
- Spells Available
- Arcane Sight: Magical auras become visible to you.
- (N, R) Breath Weapon Alteration: Your breathe weapon deals cold, fire of electricity damage instead of acid.
- (N, R) Blinding Breath Weapon: Those hit by your breath weapon attack are blinded. Detect Scrying: Alerts you of magical eavesdropping.
- Dimensional Anchor: Bars extradimensional movement.
- Dimension Door: Teleport short distance.
- Dispel Magic: Cancels magical spells and effects.
- (N) Dragons Voice: Your voice takes on a resonant, authoritative tone. Gain a +5 bonus to Fellowship checks involving using your authority, or leading people.
- (N, R) Dispelling Breath Weapon: Your breath weapon disrupts magic on those it affects.
- Resilient Sphere: Force globe protects but traps one subject.
- Scorching Ray: Blasts the enemy with rays of fire.
- Scrying: Spies on subject from a distance.
- Stoneskin: high damage reduction.
- (N, R) Turning Breath Weapon: Undead targeted by your breath weapon are forced to flee.
- Sorcerer Magic 3: Ebonsong can use intermediate sorcerer spells. New spells are 3XP each, base spell cost of these spells is 3 Arcane Energy.
- Spells Available
- (E) Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
- Cone of Cold: Cone of cold damage.
- (E) False Impression: Fools scrying and divination with a false result.
- Teleport: Transports you up to 100 miles plus 100 miles/2 extra Arcane Energy. Costs 2 extra points of Arcane Energy per person taken with you.
- True Seeing: Lets you see all things as they really are.
- Wall of Force: Wall is immune to non-magical damage.
- XP - 126/135
- XP Spent
- Willpower +2 -4XP
- Fellowship +2 -4XP
- Agility +2 -2XP
- Intelligence +2 -2XP
- Hitpoints +14 -14XP
- Natural (Dragon) Attacks 4 -6XP
- Melee Combat Training 1 -4XP
- Dragon Magic 2 -10 XP
- Angelic Magic 5 -30 XP
- Sorcerer's Magic L1 -3XP
- Sorcerer's Magic L2 -6XP
- Sorcerer's Magic L3 -9XP
- Dragon's Magic 1 -5XP
- 2 Level 1 N-spells -1XP
- 7 Level 1 spell -2XP
- 5 Level 2 N-spells -5XP
- 8 Level 2 spells -7XP
- 7 Level 3 spells -7XP
- Shining Scales to (R) -2 XP
- Remove (E) from Teleport -3 XP
- Isla, the Wizard, Paladin of Sireyi
- Isla Wendmore, of the House of Wendmore
- Isla was once a human woman with brown hair and eyes.
- Isla is now an angel-blooded human; small horns protrude from her forehead.
- Her hair and eye-colour are unchanged.
- She has a 4ft-long pink-skinned tail that is about an inch-and-a-half thick, ending in a triangular flattened tip.
- She is 5ft 5 inches tall and has a medium build: being neither thin nor curvy, she has B-cup breasts. Isla is 27 years old.
- Isla is married to Sireyi, Jal and Sofia.
- Isla has 3 children: Fulima (3), Salicia (3), Neyma (3).
- (t)Str 10 (+0), Divine Warrior 16 (+3), Angels Might 28 (+9)
- (t)Con 10 (+0), Divine Warrior 24 (+7), Angels Toughness 36 (+13)
- Agi 12 (+1), Divine Warrior 16 (+3), Angels Speed 28 (+9)
- (p)Int 18 (+4)
- Wil 18 (+4), Angelic Magic 28 (+9), Tome of Arcane Knowledge 32 (+11), Lightning Halo (Spells only) 42 (+16)
- Fel 12 (+1)
- Hit Points: 191 (base 17, Giants Toughness 65, Angelic Toughness 100), heals 1/round
- Arcane Energy: 108 (Base 21, 10 extra in staff, 10 extra in gem, 50 Angelic Magic)
- Divine Energy: 21 (Base 21)
- Loyalty: 10 - Isla is devoted to Sireyi.
- Weapons: Staff (1d20+11) melee (holds 10 Arcane Energy, refreshes every day)
- Lightning Bolt Staff (1d20+16) ranged, deals electricity damage (stuns foes as well as hurts them)
- Armour: Robes of Armour, Angelic Toughness, Divine Warrior (DR 13)
- Armour: Light Celestial Iron Armour With Stoneskin 3, Angelic Toughness, Divine Warrior (DR 16/DR 24 vs demons and demonic weapons)
- Defences
- Melee 23 (+0 Melee Training, +2 Staff Training, +2 Staff, +9 Agility)
- Ranged 19 (+9 Agility)
- Gear
- Backpack with personal effects
- 2 pairs of eyeglasses, one normal, one fancy (negates short-sighted flaw)
- Gem of Magical Energy (holds 10 Arcane Energy, refreshes every day)
- Necklace of Magic Resistance (+4 on rolls to resist magic).
- Hat of Disguise (illusionary disguise)
- Skills
- Staff Training 1: +2 to combat rolls using Staves
- Studied 5: +10 to Knowledge checks
- History Knowledge 2: +4 to all history knowledge checks
- Magic Knowledge 5: +10 to all magic knowledge checks
- Powers
- Physical Abilities
- Disease Immunity: Isla is immune to non-magical diseases.
- Immortality: Isla no longer ages and cannot die of old-age.
- Poison Immunity: Isla is immune to non-magical poisons.
- Tail: Isla has a long tail (4ft long); this adds a +2 bonus to Agility checks dealing with balancing and can be used to hold items, it is too weak to effectively wield a weapon however.
- Wings: Isla has large white-feathered wings (12ft wingspan). She can fly at twice her normal land speed.
- Angelic Powers
- Angelic Magic
- Rank 5 - You add +10 Willpower, and gain 50 extra Arcane Energy, you reduce the XP cost of learning new spells by 5.
- Angelic Might: You are far stronger than normal
- Rank 3 - +12 bonus to Strength
- Angelic Regeneration: The character heals faster than normal
- Rank 5 – Heals 1 hit point per round.
- Angelic Speed: The character is far faster and more agile than normal
- Rank 3 - +12 bonus to Agility, land speed is three times that of a normal human
- Angelic Toughness
- Rank 5 - +20 bonus to Constitution, +100 HP, has DR 5
- Halo: A ring of light that hovers above your head, bolstering allies and discomforting evil creatures. Can be summoned or dismissed at will. Sheds light
- Rank 3 – +5/-5 bonus/penalty, large area
- Lightning Halo: Your Halo crackles with barely suppressed energies. Willpower counts as being 10 points higher for casting spells, cannot take Crown of Rulership
- True Angelic Magic: Unlocks 'Angelic Magic', a variation of traditional sorcery that applies Islas angelic nature to her magical abilities. Unlocks unique variations of certain sorcerer's magic spells when purchased.
- All angelic magic spells register as Divine and Angelic, regardless of whether DE or AE are used to power them. Any angelic variation spells are unlocked when the spells they are better versions of are purchased, regardless of whether they are purchased before or after True Angelic Magic is purchased.
- Increases maximum Willpower by 2, this means the willpower base maximum increases, not that more willpower is immediately granted by this ability.
- Paladin Powers
- Sireyi has yet to give Isla a paladin code or define a doctrine for her, this is not required, but is used by gods to ensure that their paladins won’t misuse the powers they are granted.
- Divine Warrior: Your Goddess has blessed you with supernatural strength, speed and toughness.
- Rank 3 - You add +4 Strength, +4 Constitution and +4 Agility, and even heavy weapons barely break your skin (DR 6)
- Giants Endurance: Your ability to withstand punishment is inhuman. You gain a bonus to Constitution equal to 4 + twice your degree in Divine Warrior. You also gain extra hit points equal to 5 times this Constitution bonus.
- Titans Endurance: You can perform impossible feats of endurance such as engaging in strenuous physical activity for hours or days without rest, ignore lethal environmental hazards or withstand attacks that could crush mountains. The base cost if this ability is 3 Divine Energy, more impressive fears of endurance will require more Divine Energy. Typical feats of endurance include:
- Difficult Physical Activity (such as running, climbing, fighting etc), 3DE for 24 hours +1DE per additional 24 hours. Cannot recover Divine Energy whilst doing so.
- Remain Awake: 3DE for 1 week +1DE per additional week. Cannot recover Divine Energy whilst doing so.
- Withstand Personal-scale non-magical attack: you ignore all damage and effects from the attack. Applies to attacks from any creature or weapon of similar size to you not using magic. 3DE.
- Withstand Large-scale non-magical attack. Ignore all damage and effects of the attack. Applies to attacks from larger creatures such as giants or dragons. Also applies to most siege engines. 5DE.
- Withstand Massive-scale non-magical attack: ignore all damage and effects of the attack. Applies to attacks by monsters such as the Tarrasque or the Kraken, includes natural disasters such as avalanches or volcanoes. 8DE.
- Withstand Magical Attack: the cost is as per a non-magical attack of the same size +2DE
- Magic
- Wizard Magic 1: Isla can use basic wizard magic.
- Her available spells are:
- Alarm: Wards an area for hours.
- Cantrips: host of minor useful powers including but not limited to – weak magic attacks, create light, create noise, weak telekinesis, arcane mark.
- Climb (Isla only): climb any surface quickly and easily.
- Darkvision: See in total darkness.
- Endure Elements: Exist comfortably in hot or cold environments.
- Enfeeblement: Weakens Target.
- Enlarge: creature doubles in size.
- Flame Spray: short-range, multi-target fire spell, 1d20+4
- Identify: Determines properties of magic item.
- Magic Missile: highly accurate, single target, low damage attack, 1d20+14
- Obscure: Masks object against scrying.
- Reduce: creature halves in size.
- Shield (Isla only): damage reduction and defence equal to light armour
- Speed (Isla only): triples movement speed
- Thunderclap: noise/light burst, highly distracting to enemies
- Tangle: wide area, slows and traps enemies, can hit allies too
- See Invisibility: Reveals invisible creatures or objects.
- Wind: Blows away or knocks down smaller creatures.
- Wisdom: Subject gains bonus to Will.
- These magic powers cost 1 Arcane Energy to use, every additional point of energy used increases the power of the spell.
- Wizard Magic 2: Isla can use novice wizard magic.
- Her available spells are:
- Arcane Sight: Magical auras become visible to you.
- Detect Scrying: Alerts you of magical eavesdropping.
- Dimensional Anchor: Bars extradimensional movement.
- Dimension Door: Teleport short distance.
- Dispel Magic: Cancels magical spells and effects.
- Fireball: Area damage fire spell.
- Fly: Subject flies at twice walking speed.
- Lightning Bolt: Area damage electricity spell.
- Phantom Steed: Magic horse appears for hours.
- Polymorph: Gives one willing subject a new form.
- Resilient Sphere: Force globe protects but traps one subject.
- Scrying: Spies on subject from a distance.
- Shelter: Creates sturdy cottage.
- Stoneskin: high damagre reduction.
- Tentacles: Tentacles grapple all within area.
- Tongues: Speak any language.
- Vampiric Touch: Touch harms target; caster gains damage as hp.
- Wall of Fire: Burning wall harms those who cross it.
- Wall of Ice: Icy wall prevents movement.
- Water Breathing: Subjects can breathe underwater.
- Wind Wall: Deflects arrows, smaller creatures, and gases.
- These magic powers cost 2 Arcane Energy to use, every additional point of energy used increases the power of the spell.
- Wizard Magic 3: Isla can use intermediate wizard magic.
- Her available spells are:
- Cone of Cold: Cone of cold damage.
- Fabricate: Transforms raw materials into finished items.
- Feeblemind: Turns target into an idiot.
- (E) Minor Planar Binding: Summon a magical creature to do your bidding. Casting time in hours.
- (E) Permanency: Make a spell permanent, has a varying XP cost depending upon spell in question.
- Teleport: Transports you up to 100 miles plus 100 miles/2 extra Arcane Energy. Costs 2 extra points of Arcane Energy per person taken with you.
- Telepathic Bond: Link lets allies communicate.
- True Seeing: Lets you see all things as they really are.
- Wall of Force: Wall is immune to non-magical damage.
- These magic powers cost 3 Arcane Energy to use, every additional point of energy used increases the power of the spell.
- Wizard Magic 4: Isla can use advanced wizard magic.
- Her available spells are:
- Antimagic Field: Negates magic within small area.
- Chain Lightning: Fires a powerful bolt of lightning that arcs to other targets.
- Contingency: Sets trigger condition for another spell.
- End to Undeath: Destroys nearby undead.
- Forcecage: Cube or cage of force imprisons all inside.
- Instant Summons: Prepared object appears in her hand.
- Legend Lore: Lets you learn tales about a person, place, or thing.
- Missile Storm: Fires a large number of magic missiles at an area; number fired increases with Willpower.
- Phase Door: Creates an invisible passage through wood or stone.
- (E) Planar Binding: As minor planar binding, but more powerful creature.
- (E) Plane Shift: Travel to another plane.
- Project Image: Illusory double can talk and you can cast spells through the image.
- Repulsion: Creatures can’t approach Isla.
- Spell Turning: Reflect spells back at caster.
- Supreme Arcane Might: For the rest of the encounter Isla’s spells are more powerful, she adds +8 (rising to +10 when she gets Wizard Magic 5) to all Willpower rolls for arcane spells, but one less 1 is required to activate a Perils of the Arcane roll.
- These magic powers cost 4 Arcane Energy to use, every additional point of energy used increases the power of the spell.
- Careful Casting 1: Isla only activates a Perils of Arcane Magic roll if all 3 of the dice rolled for her are 1’s.
- This is instead of activating such a roll on any two 1’s rolled to use Arcane Magic.
- Bookworm 1: Isla read every magic book she could get her hands on, and she has a great memory, even for spells beyond her powers. In any situation she might recall the perfect spell to help, but can only succeed on casting it if the roll is a 20.
- Other
- Short-sighted: Isla suffers a -2 penalty to use spells and ranged attacks beyond short range. Negated by use of glasses. Costs 3xp to remove
- XP – 393/393
- XP Spent
- Hit Points+9 -14XP (2XP/1HP now)
- Arcane Energy+17 -22XP (2XP/1AE now)
- Strength +2 -4XP
- Constitution +2 -4XP
- Fellowship +2 -2XP
- Intelligence +4 -10XP
- Will +8 -26XP
- Magical Knowledge +2 -4 XP
- Historical Knowledge +2 -4 XP
- Studied 5 -8XP
- Tail -2XP
- Angelic Might 3 -9XP
- Angelic Speed 3 -9XP
- Angelic Magic 5 -22XP
- True Angelic Magic -6XP
- Angelic Brilliance (4 of 6XP spent)
- Angelic Toughness 5 -21XP
- Angelic Regeneration 5 -15XP
- Halo 3 -12XP
- Lightning Halo -4XP
- Divine Warrior 3 -30 XP
- Giant's Endurance -10 XP
- Titans Endurance -10 XP
- Poison Immunity -3 XP
- Disease Immunity -2 XP
- Wings -3 XP
- 10 Rank 1 Spells -10XP
- Wizard Magic 2 -6XP
- 20 Rank 2 Spells -40XP
- Wizard Magic 3 -9XP
- 9 Rank 3 Spells -27XP
- Wizard Magic 4 -12XP
- 11 Rank 4 Spells -42XP
- Supreme Arcane Might to (R) -2 XP
- Jallarial, the Elf Rogue
- Jallarial has short brown hair and brown eyes. She has a slender build and her pointed ears give away her elven heritage. Motherhood has filled her out a little, giving her rounded hips, and B-cup breasts.
- Jal isn’t sure of her age, but think she’s *about* 29.
- Jal is married to Sireyi, Isla and Sofia.
- Jal has written her first *holy book*
- This is the Gospel according to Jal.
- Doing what your Goddess tells you is a good idea, most of the time, sometimes you need to disobey and do what she needs you to do, even if you get punished for it. Footnotes: Even in the bedroom; even if she punishes you for it; punishments can be fun.
- If you seek to emulate your Goddess in your personal life, you should practice how to give a cute little squeak when someone slips you the tongue. How are you to squeak when kissing someone? I never said the tongue was slipped there now, did I.
- The Goddess loves you and will forgive you when you screw up, especially if you do so in an entertaining way.
- Be kind to one another, it’s not hard.
- A succubus is fine too.
- Be patient with one another, it’s worth it.
- Children are a treasure, and a great source of funny comments.
- If the Goddess is blushing, you’re doing it right, keep doing it.
- If the Goddess isn’t blushing, you need to raise your game.
- Hugs are lovely, and a great opportunity.
- The Goddess might get tied up from time to time, accept that she won’t always be there to help you, sometimes you need to solve your own problems. If you really need help, remember that High Priestess Jal can untie her for you, if you ask nicely.
- Don’t try to hurt the Goddess, I’d hate to have to wash your blood out of my good clothes.
- To know Sireyi is to love her, but get to the back of the line ok, I was here before you.
- She’s too kind to hold a grudge, I’m not.
- The best place to honour the Goddess is on your knees, a prayer is good too.
- Jal’s Past
- Jal grew up as part of a gang of child thieves, taught by an old man who used them to steal for him. Jal’s past taught her to be suspicious of everything.
- Jallarial
- (t)Str 12 (+1), Angels Might 24 (+7)
- (p)Agi 18 (+4), Angels Speed 38 (+14)
- (t)Con 12 (+1), Angels Toughness 32 (+11)
- (p)Int 18 (+4)
- Will 14 (+2)
- Fel 14 (+2)
- Loyalty: 9 – Jal loves Sireyi
- Hit Points 150 (base 17, Angels Toughness 100), Heals 1/round
- Divine Energy 12 (base 12)
- Weapons: Shortsword of Smiting and Knife of Smiting 1d20+41 (1d6+7/1d6+11 vs evil targets)
- Armour: Light Celestial Iron Armour With Stoneskin 3, Angels Toughness (DR 12/DR 20 vs demons and demonic weapons)
- Defences
- Melee 52 (+10 Melee Training, +10 Shortsword Training, +14 Agility, +8 Dodge)
- Ranged 32 (+14 Agility, +8 Dodge)
- Gear
- Backpack with personal effects, as well as handkerchiefs she has stolen
- Skills
- Awareness 5: +10 to perception rolls.
- Athletics 3: +6 to rolls for climbing, jumping, swimming, and other athletic feats.
- Deception 3: +6 to rolls for lying and disguise.
- Disable Device 5: +10 to rolls to open locks and disable mechanisms
- Larceny 5: +10 to rolls to steal.
- Stealthy 5: +10 to rolls to sneak.
- Taunt 3: +6 to rolls for distracting, feinting and enraging foes.
- Melee Combat Training 5: +10 to melee combat rolls
- Shortsword Training 5: +10 to combat rolls using a shortsword
- Sneak Attack 5: deals +20 extra damage to flanked or surprised foes. Reduced penalty to target locations against flanked of surprised foes.
- Knife Training 5: +10 to combat rolls using a knife
- Two-Weapon Fighting 5: Jal gains a +10 to hit when using two weapons, representing the chance of at least one of her attacks hitting. On a natural d20 roll of 15, 16, 17, 18, 19 or 20 both attacks hit (if she beats the targets defence) dealing double damage.
- Feats
- Dodge
- You are skilled at avoiding being hit in a fight.
- Dodge 4: The bonus to your melee and ranged defence rises to +8.
- Flurry
- When you see an opening you can launch a flurry of blows, dealing extra damage.
- This feat only activates on a high natural attack roll.
- This feat can only be used with one-handed melee weapons.
- Flurry 4: You deal extra damage on a 17, 18, 19 or 20, the extra damage increases to +16.
- Powers
- Angelic Powers
- Angelic Might: You are far stronger than normal
- Rank 3 - +12 bonus to Strength
- Angelic Regeneration: The character heals faster than normal
- Rank 5 – Heals 1 hit point per round.
- Angelic Speed: The character is far faster and more agile than normal
- Rank 5 - +20 bonus to Agility, land speed is four times that of a normal human
- Angelic Toughness
- Rank 5 - +20 bonus to Constitution, +100 HP, has DR 5
- Angels Fire: You can summon holy fire from the Heavens, area attack, does additional damage to evil creatures.
- Rank 3 – Affects an area 30ft across deals 5d6+(Will Modx2) damage, costs 3DE, every extra 1DE increases damage by 1d6.
- Seeking Fire: No chance of hitting allies.
- Healing Fire: Heals allies in the area.
- Disease Immunity: Jal is immune to non-magical diseases.
- Poison Immunity: Jal is immune to non-magical poisons.
- Immortality: Jal no longer ages and cannot die of old-age.
- TATTOOS (to be added)
- Other
- Thieves Cant: Jal only slips the occasional bit of cant into conversations now.
- Foul-Mouthed: When excited, or angry, Jal tends to use a lot of swear words; when she does this it applies a -5 penalty to Fellowship rolls.
- Inappropriate Humour: Jal’s sense of humour is most ribald. Expect her to pick up on any innuendo in a conversation.
- Child
- Jal’s child is a son named Viviken, or Vivi for short.
- He has silver hair and gold eyes
- He is 8 years old.
- Vivi is just starting to develop arcane magical powers, which Sireyi and Isla are training him to use.
- XP - 353/398
- Hit Points +26 -62XP (now 4/point)
- Strength +4 -8XP
- Agility +6 -13XP
- Constitution +4 -8XP
- Intelligence +6 -13XP
- Willpower +4 -6XP
- Fellowship +4 -6XP
- Athletics 3 -6XP
- Awareness 5 -10XP
- Deception 3 -6XP
- Disable Device 5 -6XP
- Larceny 5 -10XP
- Sneak Attack 5 -20XP
- Stealthy 5 -6XP
- Taunt 3 -6XP
- Dodge 4 -16 XP
- Flurry +4 -16 XP
- Melee Combat Training 5 -20XP
- Shortsword Training 5 -8XP (training)
- Knife Training 5 -8XP (training)
- Two-Weapon Fighting Training 5 -10XP
- Angelic Might 3 -9 XP
- Angelic Speed 5 -15 XP
- Angelic Toughness 5 -15 XP
- Angelic Regeneration 5 -15 XP
- Angels Fire 3 -18 XP
- Seeking Fire -6 XP
- Healing Fire -6 XP
- Poison and Disease Immunity -5 XP
- Jianxi, The Bard
- Jianxi and Matthias are in a relationship.
- They have an adopted child called Rising Moon, a young cat-like boy.
- Jianxi
- (t)Str 12 (+1)
- Con 14 (+2)
- (p)Agi 18 (+4)
- Int 14 (+2)
- (p)Will 18 (+4)
- (t)Fel 12 (+1)
- Loyalty: 8 - Jianxi is a loyal and devoted friend.
- Hit Points: 24 (base 8)
- Arcane Energy: 20 (base 10)
- Weapons: two knives (1d20+31, 1d4+1 damage), armour penetrating knife (lowers target DR by 4), Knockout drug knife (target must pass constitution check or fall unconscious)
- Unarmed 1d20+31 (1d3+11 damage)
- Armour: Light Armour of Stealth (DR 2, +4 bonus to Stealth checks)
- Light Celestial Iron Armour With Stoneskin 3 (DR 7/DR 13 vs demons and demonic weapons)
- Defences
- Melee 42 (+10 Melee Training, +10 Knife Training, +4 Agility, +8 Dodge)
- Ranged 22 (+4 Agility, +8 Dodge)
- Gear
- Backpack with personal effects
- Hat of Disguise (illusionary disguise)
- Magical Smokebombs
- Skills
- Athletics 3: +6 to all climbing, jumping, swimming, and other athletic feat rolls
- Melee Combat Training 5: +10 to all melee combat rolls.
- Intimidate 3: +6 to all rolls to inspire fear
- Knife Training 5: +10 to combat rolls using knives.
- Sneak Attack 5: deals +20 extra damage to flanked or surprised foes. Reduced penalty to target locations against flanked of surprised foes.
- Stealthy 5: +10 to rolls to sneak. Total sneak bonus 1d20+16
- Two-Weapon Training 5: Jianxi gains a +10 to hit when using two weapons, representing the chance of at least one of her attacks hitting. On a natural d20 roll of 15, 16, 17, 18, 19 or 20 both attacks hit (if she beats the targets defence) dealing double damage.
- Unarmed Combat Training 2: +10 to all unarmed combat rolls, +10 to damage on unarmed attacks.
- Feats
- Dodge
- You are skilled at avoiding being hit in a fight.
- Dodge 4: The bonus to your melee and ranged defence rises to +8.
- Flurry
- When you see an opening you can launch a flurry of blows, dealing extra damage.
- This feat only activates on a high natural attack roll.
- This feat can only be used with one-handed melee weapons.
- Flurry 4: You deal extra damage on a 17, 18, 19 or 20, the extra damage increases to +16.
- Powers
- Magical Tattoos: Jianxi can give herself or others magical tattoos. These tattoos allow the bearer to use the effect of a single spell or power. The bearer can use the spell or power at will and pays Arcane Energy equal to one-half of the Arcane, Divine or Primordial Energy used to cast the spell or power. If the power does not have such a cost (for example constant powers) the cost is 1 Arcane Energy per rank.
- If the bearer does not have Arcane Energy they can spend hit points instead on a 1:1 basis, in place of Arcane Energy.
- Activating a tattoo is an action, same as making an attack or casting a spell.
- Tattoos do not have to be specific pictures, but must be thematically linked to the power they provide: for example one that grants strength could be of a breaking chain, or of a bull or bear, but not a dove.
- Jianxi can also remove these tattoos.
- Tattooing someone takes 1 day for each Arcane Energy required to use the tattoos power. Removing a tattoo takes 1 day.
- Putting a tattoo on top of another tattoo, unless done to increase its power or modify it specifically, disrupts its effects, rending both useless.
- Side effects: For each tattoo they have the bearer [HIDDEN]. As a member of the ruling family, Jianxi is immune to this effect.
- Rank 1 – Jianxi’s can create a tattoo that mimics any Rank 1 power or any level 1 or 2 spell. If a power has a constant or permanent effect the bearer of the tattoo can gain the effect of it for several minutes, by activating the tattoo. The material cost of such tattoos are negligible and the tattoos do not have to be very large, minimum size is a square inch.
- Rank 2 – Jianxi’s can create a tattoo that mimics any Rank 2 power or any level 3 or 4 spell. If a power has a constant or permanent effect the bearer of the tattoo can gain the effect of it for 1 hour, by activating the tattoo. The material cost of such tattoos is 1,000 gold each due to the special ingredients required, and the tattoos have to be of a certain size, minimum size is 6 square inches.
- Bardic Magic 1: Jianxi can use basic bardic magic.
- Available spells:
- Animate Rope: Makes a rope move at your command.
- Blur (makes her hard to see, stealth bonus, defence bonus)
- Cause Fear: One creature flees.
- Charm (get one target to do what she wants, non-combat power)
- Fascinate (distracts multiple targets, non-combat power)
- Inspire (provides bonus to all rolls for allies in combat or out of combat)
- Image: Creates minor illusion.
- Message: Whispered conversation at distance.
- Ventriloquism: Throws voice.
- These magic powers cost 1 Arcane Energy to use, every additional point of energy used increases the power of the spell.
- Bardic Magic 2: Jianxi can use novice bardic magic.
- Available spells:
- Invisibility: provides large bonus to stealth, cannot be seen without magic or similar abilities
- Darkness: Area of supernatural shadow.
- Detect Thoughts: Allows “listening” to surface thoughts.
- Mirror Image: Creates decoy duplicates of you
- See Invisibility: Reveals invisible creatures or objects.
- Silence: Negates sound in area.
- Tongues: Speak any language.
- Whispering Wind: Sends a short message miles.
- These magic powers cost 2 Arcane energy to use, every extra point spent increases the power of the spell.
- Bardic Magic 3: Jianxi can use intermediate bardic magic.
- Available spells:
- Break Enchantment: Frees subjects from enchantments, alterations, and curses.
- Detect Scrying: Alerts you of magical eavesdropping.
- (R) Dimension Door: Teleports you short distance.
- Dominate Person: Controls humanoid telepathically.
- Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
- Legend Lore: Lets you learn tales about a person, place, or thing.
- Locate Creature: Indicates direction to familiar creature.
- Modify Memory: Changes 5 minutes of subject’s memories.
- Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
- Shout: Deafens all within cone and deals damage.
- Zone of Silence: Keeps eavesdroppers from overhearing conversations.
- These magic powers cost 3 Arcane energy to use, every extra point spent increases the power of the spell.
- Bardic Magic 4: Jianxi has limited access to advanced bardic magic, she can only access bardic magic of this tier within her areas of specialty.
- Available spells:
- (E) False Impression: Fools scrying and divination with a false result.
- Find the Path: Shows most direct way to a location.
- Mirage: As Hallucinatory Terrain but now includes buildings.
- Mislead: Turns Jianxi invisible and creates illusory double.
- Seeming: Changes appearance of group of people.
- Shadow Walk: Step into shadow to travel rapidly.
- These magic powers cost 4 Arcane energy to use, every extra point spent increases the power of the spell.
- Specialised Magic 4: Jianxi has a +8 to rolls to use magic within her area of specialisation. She suffers a -4 penalty to all other magic rolls. Her areas of specialty are: Stealth, Poisons, Movement and Tracking. She can use magic 1 tier higher than normal within her areas of specialty.
- Lineage Powers
- Martial Artist: as a member of the Snakefist Clan Jianxi has a natural talent for fighting unarmed. She halves the XP cost of the Unarmed Combat skill.
- Magical Tattoos: As a member of the ruling family of the Snakefist Clan Jianxi can draw magical tattoos on herself or others. Her currently known tattoos are:
- Mark of Lineage (proves her status as a member of the ruling family of the Snakefist Clan, a fist holding two snakes, on her lower back, just above her buttocks, can only be drawn on a member of the ruling family).
- (Spells) – Left Forearm
- R1 Tattoo: Invisibility
- R1 Tattoo: Mirror Image
- R1 Tattoo: Blur
- R1 Tattoo: Blink
- Linked Tattoos: Invisibility and Mirror Image
- Linked Tattoos: Blur and Blink
- (Powers) – Right Forearm
- R1 Tattoo: Smite 1
- R1 Tattoo: Healing 1
- R1 Tattoo: Divine Shield 1
- R1 Tattoo: Divine Warrior 1
- R1 Tattoo: Giant's Endurance
- Linked Tattoos: Giant's Endurance, Divine Warrior 1 and Divine Shield 1
- Other
- Raised to Rule: Though much of Jianxi's early childhood is a mystery she clearly remembrs ordinary people bowing to her. Jianxi does not give her respect easily. It is harder than normal to raise Jianxi's Loyalty.
- Jianxi Knows Best: Jianxi has a 20% chance of not doing what you ask her to, and instead doing what she wants to do. Has no effect when her Loyalty is 3 or higher.
- XP - 300/309
- XP Spent
- Hit Points +16 -24XP (3XP/1HP now)
- Arcane Energy +10 -10XP
- Strength +4 -10XP
- Agility +6 -12XP
- Constitution +4 -6XP
- Intelligence +4 -6XP
- Willpower +6 -12XP
- Fellowship +4 -10XP
- Athletics 3 -6XP
- Intimidate 3 -6XP
- Stealth 5 -6XP
- Melee Combat Training 5 -20XP
- Sneak Attack 5 -10XP
- Two-Weapon Training 5 -10XP
- Knife Training 5 -10XP
- Unarmed Combat Training 5 -5XP
- Dodge 4 – 16XP
- Flurry 4 - 16XP
- Specialised Magic 4 -9XP
- Magical Tattoos Rank 2 -12XP
- 5 Rank 1 Spells -5XP
- Bard Magic 2 -6XP
- 5 Rank 2 Spells -10XP
- Bard Magic 3 -9XP
- 9 Rank 3 Spells -27XP
- 6 Rank 4 Spells -24XP
- L3: Dimension Door to (R) -6 XP
- Lunia Poppyseed, the Priestess of Velya
- Lunia Poppyseed, *Poppy* to her friends, is a Halfling woman, aged 26.
- She’s 3ft 7inches tall she has brown hair and blue eyes
- Lunia Poppyseed’s Past
- You knew Lunia Poppyseed when you training in the church of Velya. She was one of your friends from school.
- Lunia Poppyseed seems to be the archetypical follower of Velya: kind, happy, always looking for a peaceful solution.
- The oldest of 8 children, Lunia used to joke that she was a mother before she was an adult.
- Lunia’s family has had its share of rough times, and Lunia learned she had to protect her siblings from an early age: from other Halfling families, from humans who accuse them of theft, from bandits who think Halflings make good slaves.
- Lunia hasn’t suffered a lot herself, but she has seen friends and family suffer and die, and she became determined to protect those who cannot protect themselves.
- Like many Halflings, Lunia has a quirky sense of humour: hers manifests itself in practical jokes.
- Lunia
- (t)Str 10 (+0)
- (p)Agi 18 (+4)
- (t)Con 10 (+0)
- Int 14 (+2)
- Will 18 (+4)
- (p)Fel 18 (+4)
- Loyalty: 7 – Lunia is a very good friend
- Hit Points: 16 (base 8)
- Divine Energy: 68 (base 14, 36 Doctrine of Velya)
- Weapons: Enchanted Shortsword 1d20+10 (1d4+2+4d6 against large foes*)
- *Lunia’s Shortsword deals extra damage to foes over 10ft tall or long
- Armour: Enchanted Light (DR 4): +4 to Stealth checks
- Defences
- Melee 22 (+4 Melee Training, +4 Shortsword Training, +4 Agility)
- Ranged 14 (+4 Agility)
- Gear
- Backpack with personal effects
- Holy Symbol of Velya
- Skills
- Melee Combat Training 2 (+4 to combat rolls in melee combat)
- Shortsword Training 2 (+4 to combat rolls using a shortsword)
- Negotiator 5 (+10 bonus to rolls for negotiation, persuasion or diplomacy)
- Powers
- Doctrine of Velya: By closely following the Doctrine of Velya, Lunia gains access to additional divine power. This power boosts Lunias Divine Energy but restricts her actions. If Lunia takes one of the listed actions, she loses the bonus divine power for 1 week.
- Rank 3 – Gains 36 Divine Energy. Prohibited actions: Refuse to accept surrender; create undead; obstruct true love (hers or others); initiate combat; inspire despair, fear or anger.
- This power specifically cannot catch her in a double-failure choice: If she takes an action that violates one or more prohibited actions but is done specifically to avoid another prohibited action, or to carry out the teachings of Velya then she does not lose access to this bonus Divine Power.
- Multiple violations of prohibited actions may draw the attention of Velya or one of her angelic servants.
- Turn Undead: Using her divinely-granted powers, Lunia can chase away undead.
- Rank 1 – Can turn non-intelligent undead (i.e. skeletons and zombies), Will check determines how many are turned. Costs 3 Divine Energy.
- Rank 2 – Can turn weak intelligent undead (i.e. ghouls, ghosts and wights). Will check to turn undead than can be turned by Rank 1 rises by 5. Costs 6 Divine Energy.
- Priest Spells
- Priest Magic 1: Lunia can use basic Priest spells, these cost 1 divine energy to use.
- Available Spells
- Bless: Allies gain bonus on attack rolls and saves against fear.
- Bless Water: Makes holy water.
- Comprehend Languages: You understand all spoken and written languages.
- Create Water: Creates gallons of pure water.
- Cure Minor Wounds: Cures 8+Will mod damage
- Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
- Detect Magic: Detects spells and magic items within 60 ft.
- Detect Poison: Detects poison in one creature or object.
- Detect Undead: Reveals undead nearby
- Endure Elements: Exist comfortably in hot or cold environments.
- Light: Object shines like a torch.
- Obscuring Mist: Fog surrounds you.
- Protection from Chaos/Evil/Good/Law: +2 to Defence and Will checks to resist magic (doubled vs mind-control).
- Purify Food and Drink: Purifies food or water.
- Remove Fear: Suppresses fear or gives +4 on Will checks against fear for all nearby allies.
- Priest Magic 2: Lunia can use novice Priest spells, these cost 2 divine energy to use.
- Available Spells
- Calm Emotions: Calms creatures, negating emotion effects.
- Charisma: Subject gains +4 to Fellowship.
- Create Food and Water: Feeds people or animals.
- Cure Moderate Wounds: Cures 24+(Will modx2) damage
- Dispel Magic: Cancels spells and magical effects.
- Gentle Repose: Preserves one corpse.
- Hold Person: Paralyzes one target.
- Invisibility Purge: Dispels invisibility nearby.
- Locate Object: Senses direction toward object (specific or type).
- Make Whole: Repairs an object.
- Obscure Object: Masks object against scrying.
- Remove Blindness/Deafness: Cures normal or magical conditions.
- Remove Curse: Frees object or person from curse.
- Remove Disease: Cures all diseases affecting subject.
- Remove Paralysis: Frees one or more creatures from paralysis or similar effect.
- Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
- Shield Other: You take half of subject’s damage.
- Silence: Negates sound in an area.
- Speak with Dead: Corpse answers one question/two levels.
- Water Breathing: Subjects can breathe underwater.
- Water Walk: Subject treads on water as if solid.
- Wisdom: Subject gains +4 to Willpower.
- Priest Magic 3: Lunia can use intermediate Priest spells, these cost 3 divine energy to use.
- Available Spells
- Air Walk: Subject treads on air as if solid
- Break Enchantment: Frees subjects from enchantments and curses.
- Cure Severe Wounds: Cures 40+(Will modx3) damage
- Discern Lies: Reveals deliberate falsehoods.
- Dismissal: Forces a creature to return to native plane.
- Flame Strike: Smite foes with divine fire
- Freedom of Movement: Subject moves normally despite impediments.
- Hallow: Designates location as holy.
- Imbue with Spell Ability: Transfer spells to subject.
- Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
- Planar Ally, Minor: Exchange services with a weak extraplanar creature.
- Plane Shift: Travel to another plane.
- Sending: Delivers short message anywhere, instantly.
- Spell Resistance: Subject casters Will mod to defence vs spells.
- Tongues: Speak any language.
- True Seeing: Lets you see all things as they really are.
- Priest Magic 4: Lunia can use advanced Priest spells, these cost 4 divine energy to use.
- Available Spells
- (R) Cure Critical Wounds: Cures 56+(Will modx4) damage
- Destroy Undead: Destroys nearby undead.
- Destruction: Kills subject and destroys remains.
- Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.
- Planar Ally: As minor planar ally, but more powerful.
- Regenerate: Subject’s severed limbs grow back, scars disappear, heal 5 hit points/minute.
- Refuge: Alters item to transport its possessor to you.
- Repulsion: Creatures can’t approach you.
- Word of Recall: Teleports you back to designated place.
- XP - 123/135
- Fellowship +2 -6 XP
- Willpower +4 -14 XP
- Negotiator +3 -6 XP
- Doctrine of Velya L3 -12 XP
- Turn Undead L2 -10 XP
- Priest Magic L4 -12 XP
- Regenerate -4 XP
- Cure Critical Wounds -4 XP
- Planar Ally -4 XP
- Refuge -4 XP
- Holy Word -4 XP
- Destroy Undead -4 XP
- L3: Flame Strike -3 XP
- L4: Destruction, Refuge, Repulsion, Word of Recall -16 XP
- Cure Critical Wounds to (R) -8 XP
- Remove (E) from Planar Ally -12 XP
- Matthias, the Werewolf
- Matthias Fields
- (p)Str 24 (+7)
- (p)Con 24 (+7)
- Agi 20 (+5)
- (t)Int 12 (+1)
- Will 14 (+2)
- (t)Fel 12 (+1)
- Hit Points 115 (base 22, Toughness 25) - 172 with tabard
- (Transformed)
- (p)Str 32 (+11)
- (p)Con 32 (+11)
- Agi 28 (+9)
- Hit Points 159 (base 26, Toughness 25, Werewolf Stamina 40) - 238 with tabard
- Loyalty 7 – Matthias is a good friend
- Weapons: Longsword (1d20+22, 1d8+8 damage), Speed (+4 to hit, added in)
- (Transformed)
- Bite and Claw (1d20+33, 1d10+11 damage, double damage on a natural roll of 16, 17, 18, 19 or 20)
- Armour: Shapechanging Light Armour (Damage Reduction 2, armour stays when transformed)
- Light Celestial Iron Armour With Stoneskin 3 (DR 7/DR 13 vs demons and demonic weapons)
- Defences
- Melee 35 (+10 Melee Training, +5 Agility, +10 Dodge)
- Ranged 25 (+5 Agility, +10 Dodge)
- (Transformed)
- Melee 39 (+10 Melee Training, +9 Agility, +10 Dodge)
- Ranged 29 (+9 Agility, +10 Dodge)
- Gear
- Backpack with personal effects
- Tabard of Health (adds +50% extra hit points, refreshes between fights)
- Bag of Shrinking (carry extra gear)
- Skills
- Athletics 5: +10 to all climbing, jumping, swimming and other athletic feat rolls
- Melee Combat 5: +10 to all melee combat rolls
- Ranged Combat 1: +2 to all ranged combat rolls.
- Werewolf Combat 5: +10 to all rolls to hit when transformed and using claws and teeth, on a natural roll of 16, 17, 18, 19 or 20 both bite and claws hit, dealing extra damage
- Feats
- Cleave
- You are able to deal additional damage and hit multiple foes when using two-handed weapons (including polearms).
- Cleave can be used at levels 1-3 with one-handed weapons, but requires the weilder to have a Strength score 2 higher than that required to purchase Cleave.
- To get the benefit from Cleave you need to have a level in the appropriate weapons skill equal to or greater than the level of Cleave you are using.
- Cleave 3: The extra damage you deal rises to +6; you can hit three adjacent foes with a single attack.
- Dodge
- You are skilled at avoiding being hit in a fight.
- Dodge 5: The bonus to your melee and ranged defence rises to +10.
- Toughness
- You are able to take more punishment before being out of the fight.
- Toughness 5: The number of extra hit points you have from toughness rises to 25.
- Powers
- Werewolf Strength 5: Matthias has a +2 bonus to Strength, this rises to +10 when transformed.
- Werewolf Healing 5: Matthias heals 1 hit point per minute.
- Werewolf Stamina 5: Matthias almost never gets tired. He also has a +8 bonus to his constitution and 40 extra hit points, when transformed.
- Werewolf Speed 5: Matthias' movement speed is three times that of a normal human. He has a +8 bonus to Agility when transformed, and the speed bonus rises to 6 times.
- Other
- One With the Beast: Matthias' has accepted his own werewolf nature and can learn werewolf powers.
- Frenzy: Matthias has good self-control but prolonged combat or being provoked or enraged can bring on the change.
- Path of the Beast: Even in a frenzy, Matthias never attacks his allies.
- XP - 292/309
- XP Spent
- Hit Points+45 -69XP (3XP/1HP now)
- Strength+4 -12XP
- Agility+4 -16XP
- Constitution+6 -18XP
- Intelligence+2 -4XP
- Willpower+2 -4XP
- Athletics 5 -10XP
- Melee Combat 5 -16XP
- Longsword Combat 3 –6XP
- Cleave 3 -12XP
- Dodge 5 -20XP
- Toughness 5 -20XP
- Werewolf Combat 5 -10XP
- Werewolf Strength 5 -15XP
- Werewolf Healing 5 -20XP
- Werewolf Stamina 5 -20XP
- Werewolf Speed 5 -20XP
- Nicolvren the Juvenile Silver Dragon
- Nicolvren
- Nicolvren has 2 main forms, that of a dragon, and that of an elf who appears to have a little dragon-blood.
- In Dragon form she is a silver-scaled dragon, about 12ft long with a 12ft long tail and a 24ft wingspan.
- As an elf she is tall and slender, has blonde hair and silver eyes, and a faint patina of scales on her skin. In elf form she looks about 16, and is 5ft 11 inch tall.
- Nicolvren’s Past
- Nicolvren hasn’t spoken much about her past.
- Nicolvren
- (Dragon Form)
- (t)Str 22 (+6)
- Agi 10 (+0)
- (t)Con 22 (+6)
- Int 12 (+1)
- (p)Will 20 (+5)
- (p)Fel 18 (+4)
- (Elven Form)
- (t)Str 16 (+3)
- Agi 12 (+1)
- (t)Con 16 (+3)
- Loyalty: 5 – Nicolvren is your friend.
- Hit Points: (Dragon) 40 (base 31)
- (Elven) 20
- Arcane Energy 30 (base 30)
- Weapons: (Dragon) Bite 1d20+12 (2d6+6)
- (Dragon) Claw 1d20+12 (1d10+6)
- (Dragon) Tail Slap 1d20+12 (2d6+6)
- (Dragon) Cold Breath Weapon (ranged, area) 1d20+16 (5d6 cold)
- (Dragon) Paralysing Breath Weapon (ranged, area) 1d20+16 (paralysis)
- (Elven) Unarmed 1d20+3 (1d4+3)
- Armour: (Dragon) Size Bonus, Scales (DR 4)
- (Humanoid) None
- Defences
- (Dragon)
- Melee 19 (+2 Melee Training, +8 natural weapons, +0 Agility, -1 Size)
- - In Flight 21 (+2 Flight)
- Ranged 9 (+0 Agility, -1 Size)
- - In Flight 11 (+2 Flight)
- (Humanoid)
- Melee 13 (+2 Melee Training, +1 Agility)
- Ranged 11 (+1 Agility)
- Gear
- None
- Skills
- Melee Combat Training 1: +2 to melee combat rolls
- Natural (Dragon) Attacks 4:+8 to combat rolls using natural dragon attacks
- Powers
- Dragon Magic: You learn the magic of dragons.
- Rank 2 - Arcane spells cost 2 less arcane energy for you to use, to a minimum cost of 1.
- Natural Sorcerer: As a Dragon Nicolvren is a natural sorcerer, though she hasn’t studied any magic yet. She has a talent for dragon magic as well as cold and air magic, and would find it difficult to learn fire magic.
- She can also learn dragon-specific powers, and as a full dragon, qualifies for most of them automatically.
- Dragon Magic: You learn the magic of dragons.
- Rank 1 - Arcane spells cost 1 less arcane energy for you to use, to a minimum cost of 1.
- Sorcerer Magic 1: Nicolvren can use basic sorcerer spells. New spells are 1XP each, base spell cost of these spells is 1 Arcane Energy.
- Spells Available
- (N) Frostblade: Melee weapon does additional cold damage, lasts entire combat.
- (N) Ice Shield: Absorbs a certain amount of damage before ending, protects against physical and magical attacks, does not protect against fire
- (N, R) Shining Scales: Your scales turn all the colours of the rainbow. Grants increased damage reduction and magic resistance.
- (N) Whispering Wind: Send short message miles
- Sorcerer Magic 2: Nicolvren can use novice sorcerer spells. New spells are 2XP each, base spell cost of these spells is 2 Arcane Energy.
- Spells Available
- Arcane Sight: Magical auras become visible to you.
- Detect Scrying: Alerts you of magical eavesdropping.
- Dimensional Anchor: Bars extradimensional movement.
- Dimension Door: Teleport short distance.
- Dispel Magic: Cancels magical spells and effects.
- (N, R) Dragons Voice: Your voice takes on a resonant, authoritative tone. Gain a +5 bonus to Fellowship checks involving using your authority, or leading people.
- Lightning Bolt: Area damage electricity spell.
- Scrying: Spies on subject from a distance.
- Stoneskin: high damage reduction.
- (N) Wall of Ice: Icy wall prevents movement.
- Sorcerer Magic 3: Nicolvren can use intermediate sorcerer spells. New spells are 3XP each, base spell cost of these spells is 3 Arcane Energy.
- Spells Available
- Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
- (N) Cone of Cold: Cone of cold damage.
- Disintegrate: Makes one creature or object vanish. Deals a lot of damage.
- (E) False Impression: Fools scrying and divination with a false result.
- Probe Thoughts: Read subject’s memories.
- Telepathic Bond: Link lets allies communicate.
- Teleport: Transports you up to 100 miles plus 100 miles/2 extra Arcane Energy. Costs 2 extra points of Arcane Energy per person taken with you.
- True Seeing: Lets you see all things as they really are.
- XP - 128/135
- XP Spent
- Willpower +4 -12 XP
- Fellowship +2 -6 XP
- Hitpoints +9 -9 XP
- Natural (Dragon) Attacks +3 -6 XP
- Dragon's Magic L1 -5 XP
- Sorcerer's Magic L1 -3 XP
- Sorcerer's Magic L2 -6 XP
- Sorcerer's Magic L3 -9 XP
- 4 Level 1 N-Spells -2 XP
- 7 Level 2 Spells -6 XP
- 2 Level 2 N-Spells -2 XP
- 1 Level 3 N-Spell -2 XP
- 8 Level 3 Spells -21 XP
- Remove (E) from Teleport -6 XP
- Remove (E) from Break Enchantment -6 XP
- Shining Scales to (R) -2 XP
- Dragon's Voice to (R) -2 XP
- Ophilian, the Priestess of Konig
- Ophilian, *Philly* to her friends, is an elf woman. As an elf her age is difficult to tell on sight. She’s 27 years old.
- She’s grown since her school days, she’s 5ft 11inches tall, and she’s filled out, having a curvy build. She has red hair and green eyes.
- Ophilian’s Past
- You knew Ophilian when you were training with the knights and paladins of Konig. She was one of your friends from school.
- Philly was as far from the stereotype of Konig’s followers as it is possible to get: She made fun of your teachers, played pranks on the stuffier students, and generally brought merriment with her wherever she went.
- She was always an excellent fighter with longsword or bow. She loved to fight, and especially loved showing up knights who thought her weak because she was an elf girl.
- She used to joke that she only chose to serve Konig over Velya was she’d get more chances to use weapons.
- Philly confided in you, and a select few others, is that one of the reasons she sought out Konig was for vengeance: Her family was wiped out when she was very young, by a pack of ghouls commanded by a necromancer.
- He was never caught.
- Underneath her cheerful demeanour is a burning hatred of evil-doers in general, and undead in particular. In truth she swore to serve Konig over Velya, because of the formers more proactive stance regarding fighting evil.
- Philly
- (t)Str 12 (+1)
- (p)Agi 18 (+4)
- (t)Con 12 (+1)
- Int 14 (+2)
- (p)Will 18 (+4)
- Fel 14 (+2)
- Loyalty: 7 – Philly is a good friend, and a little in awe of you.
- Hit Points: 27 (base 9)
- Arcane Energy: 18 (base 9)
- Divine Energy: 50 (base 13, Doctrine of Konig 24)
- Weapons: Enchanted Elven Longsword 1d20+27 (1d8+3+2d6 holy)
- Enchanted Elven Longbow (Sureshot) 1d20+23 (1d8+3)
- Armour: Enchanted Elven Light (DR 4): +4 to Stealth checks, +4 to Defence
- Defences
- Melee 36 (+4 Melee Training, +10 Longsword Training, +4 Agility, +4 Enchanted Armour, +4 Blade Dancing)
- Ranged 18 (+4 Agility, +4 Enchanted Armour)
- Gear
- Backpack with personal effects
- Holy Symbol of Konig
- Skills
- Melee Combat Training 5 (+10 to combat rolls in melee combat)
- Longsword Training 5 (+10 to combat rolls using a longsword)
- Ranged Combat Training 2 (+4 to combat rolls in ranged combat)
- Longbow Training 2 (+4 to combat rolls using a longbow)
- Leadership 5 (+10 bonus to rolls for leadership or commanding troops in battle)
- Powers
- Blade Dancing: Ophilian knows the elven sword style known as blade dancing. This style offers bonus to combat rolls using shortswords, longswords or rapiers, and offers specific abilities that can be activated by spending Arcane Energy.
- Rank 1 - Ophilian can boost her attack and defence bonus when using an appropriate weapon for a single attack; every 1 Arcane Energy spent adds a +2 bonus to attack or defence for the purposes of a single attack.
- Rank 2 - Blade dancing offers a +4 bonus to all combat rolls using the appropriate weapon.
- Ophilian can spend 3 arcane energy to use her melee defence against ranged attacks for 1 combat round.
- Ophilian can ignore a foes damage reduction for a single attack; every 1 Arcane Energy spent ignores 4 points of damage reduction for the purposes of a single attack.
- Doctrine of Konig: By closely following the Doctrine of Konig, Ophilian gains access to additional divine power. This power boosts Ophilians Divine Energy but restricts her actions. If Ophilian takes one of the listed actions, she loses the bonus divine power for 1 week.
- This power specifically cannot catch her in a double-failure choice: If she takes an action that violates one or more prohibited actions but is done specifically to avoid another prohibited action, or to carry out the teachings of Konig then she does not lose access to this bonus Divine Power.
- Multiple violations of prohibited actions may draw the attention of Konig or one of his angelic servants.
- Favoured of Konig.
- Rank 2 – Gains 24 Divine Energy. Prohibited actions: Permit evil actions in her presence; allow a criminal to go free; break the law.
- Every additional Rank increases the bonus Divine Energy by 12, and adds 2 more restricted actions.
- Turn Undead: Using her divinely-granted powers, Ophilian can chase away undead.
- Rank 1 – Can turn non-intelligent undead (i.e. skeletons and zombies), Will check determines how many are turned. Costs 3 Divine Energy.
- Rank 2 – Can turn weak intelligent undead (i.e. ghouls, ghosts and wights). Will check to turn undead than can be turned by Rank 1 rises by 5. Costs 6 Divine Energy.
- Rank 3 – Can turn powerful intelligent undead (i.e. vampires, mummys, liches). Will check to turn undead than can be turned by Rank 1 rises by 10; Will check to turn undead than can be turned by Rank 2 rises by 5. Costs 9 Divine Energy.
- Destroy Undead: By spending an extra 6 Divine Energy, Ophilian can destroy undead that she turns.
- Priest Spells
- Priest Magic 1: Ophilian can use basic Priest spells, these cost 1 divine energy to use.
- Available Spells
- Cause Fear: Affected creatures flee.
- Command: Subjects obeys selected command for 1 round.
- Cure Minor Wounds: Cures 8+Will mod damage
- Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
- Detect Undead: Reveals undead nearby
- Light: Object shines like a torch.
- Obscuring Mist: Fog surrounds you.
- Protection from Chaos/Evil/Good/Law: +2 to Defence and Will checks to resist magic (doubled vs mind-control).
- Priest Magic 2: Ophilian can use novice Priest spells, these cost 2 divine energy to use.
- Available Spells
- Blindness/Deafness: Makes subject blinded or deafened.
- Consecrate: Fills area with positive energy, making undead weaker.
- Cure Moderate Wounds: Cures 24+(Will modx2) damage
- Dispel Magic: Cancels spells and magical effects.
- Endurance: Subject gains +4 to Con.
- Hold Person: Paralyzes one target.
- Invisibility Purge: Dispels invisibility nearby.
- Magic Vestment: Armor or shield gains enchantment bonus.
- Remove Paralysis: Frees one or more creatures from paralysis or similar effect.
- Searing Light: Ray deals damage, more against undead.
- Strength: Subject gains +4 to Str.
- Priest Magic 3: Ophilian can use intermediate Priest spells, these cost 3 divine energy to use.
- Available Spells
- Cure Severe Wounds: Cures 40+(Will modx3) damage
- Dimensional Anchor: Bars extradimensional movement.
- Disrupting Weapon: Melee weapon destroys undead.
- (R) Divine Power: Add Will mod to attack and damage rolls, add 5x Will mod to hit points.
- (R) Flame Strike: Smite foes with divine fire
- Righteous Might: Your size increases, and you gain combat bonuses.
- Tongues: Speak any language.
- Priest Magic 4: Ophilian can use advanced Priest spells, these cost 4 divine energy to use.
- Available Spells
- (R) Blade Barrier: Mass of blades surrounds caster, dealing damage to those nearby.
- Cure Critical Wounds: Cures 56+(Will modx4) damage
- Destroy Undead: Destroys nearby undead.
- Destruction: Kills subject and destroys remains.
- Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.
- Repulsion: Creatures can’t approach her.
- XP - 128/135
- Hitpoints +9 -18 XP
- Willpower +2 -6 XP
- Agility +2 -6 XP
- Leadership +3 -6 XP
- Longsword Training +3 -6 XP
- Melee Combat Training 5 -12 XP
- Turn Undead L3 -15 XP
- Priest Magic L4 -12 XP
- Destroy Undead -4 XP
- Holy Word -4 XP
- Blade Barrier -4 XP
- Destruction -4 XP
- Dimensional Anchor -3 XP
- Repulsion -4 XP
- Cure Critical Wounds -4 XP
- Blade Barrier to (R) -8 XP
- Divine Power to (R) -6 XP
- Flame Strike to (R) -6 XP
- Shahulzer the Young Adult Hellfire Wyrm
- Shahulzer
- Shahulzer has 2 main forms, that of a dragon, and that of a part human/part demon, referred to as a demon-blood.
- In Dragon form his is a red- and black-scaled dragon, about 20ft long with long horns, a 20ft long tail and a 40ft wingspan.
- As a demon-blood he is a somewhat skinny-looking humanoid with red-tinted skin, clawed hands, prominent fangs, and small horns on his head. In human form he looks about 18, and is 5ft 10 inches.
- Shahulzer’s Past
- Shahulzer grew up in Hell.
- Shahulzer one killed a group of ‘githzery’ that came into his cave one night.
- Shahulzer
- (Dragon Form)
- Str 34 (+12), Demonic Might 42 (+16)
- (t)Agi 8 (-1), Demonic Speed 16 (+3)
- Con 34 (+12), Demonic Toughness 42 (+16)
- (p)Int 18 (+4)
- (p)Will 18 (+4)
- (t)Fel 12 (+1)
- (Humanoid Form)
- Str 22 (+6), Demonic Might 30 (+10)
- (t)Agi 10 (+0), Demonic Speed 18 (+4)
- Con 22 (+6), Demonic Toughness 30 (+10)
- Loyalty: 5 – Shahulzer is fairly loyal to you.
- Hit Points: (Dragon) 127 (base 66, Demonic Toughness 40)
- (Humanoid) 83 (Demonic Toughness 40)
- Arcane Energy 34 (base 34)
- Weapons: (Dragon) Bite 1d20+26 (2d8+16)
- (Dragon) Claw 1d20+26 (2d6+16)
- (Dragon) Tail Slap 1d20+26 (2d8+16)
- (Dragon) Breath Weapon (ranged, area) 1d20+19 (10d6)
- (Humanoid) Unarmed 1d20+14 (1d4+10)
- Armour: (Dragon) Size Bonus, Scales, Demonic Toughness (DR 7)
- (Humanoid) Demonic Toughness (DR 2)
- Defences
- (Dragon)
- Melee 21 (+4 Melee Training, +10 natural weapons, -1 Agility, -2 Size)
- - In Flight 23 (+2 Flight)
- Ranged 7 (-1 Agility, -2 Size)
- - In Flight 9 (+2 Flight)
- (Humanoid)
- Melee 14 (+4 Melee Training, +0 Agility)
- Ranged 10 (+0 Agility)
- Gear
- None
- Skills
- Melee Combat Training 2:+4 to melee combat rolls
- Natural (Dragon) Attacks 5:+10 to combat rolls using natural dragon attacks
- Powers
- Demonic Might: The character is far stronger than normal
- Rank 2 - +8 bonus to Strength
- Demonic Regeneration: The character heals faster than normal
- Rank 2 - Heals 1 hit point per hour.
- Demonic Speed: The character is far faster and more agile than normal
- Rank 2 - +8 bonus to Agility, land speed is double that of a normal human
- Demonic Toughness: The character is far tougher than normal
- Rank 2 - +8 bonus to Constitution, +40 HP, has DR 2
- Natural Sorcerer: As a Dragon Shahulzer is a natural sorcerer, though he hasn’t studied any magic yet. He has a talent for dragon and demon magic, and cannot use holy magic.
- He can also learn dragon-specific powers, and as a full dragon, qualifies for most of them automatically.
- Now that Shahulzer has Sorcery 1 he gains access to demon powers.
- Sorcerer Magic 1: Shahulzer can use basic sorcerer spells. New spells are 1XP each, base spell cost of these spells is 1 Arcane Energy.
- Spells Available
- (N) Hellfire Spray: short-range, multi-target fire spell that deals infernal damage.
- (N) Shining Scales: Your scales turn all the colours of the rainbow. Grants increased damage reduction and magic resistance.
- Sorcerer Magic 2: Shahulzer can use novice sorcerer spells. New spells are 2XP each, base spell cost of these spells is 2 Arcane Energy.
- Spells Available
- Arcane Sight: Magical auras become visible to you.
- (N, R) Breath Weapon Alteration: Your breathe weapon deals cold, fire of electricity damage instead of acid.
- (N, R) Blinding Breath Weapon: Those hit by your breath weapon attack are blinded. Dimension Door: Teleport short distance.
- Dispel Magic: Cancels magical spells and effects.
- (N, R) Dispelling Breath Weapon: Your breath weapon disrupts magic on those it affects.
- (N) Dragons Voice: Your voice takes on a resonant, authoritative tone. Gain a +5 bonus to Fellowship checks involving using your authority, or leading people.
- Scrying: Spies on subject from a distance.
- Stoneskin: high damage reduction.
- (N, R) Turning Breath Weapon: Undead targeted by your breath weapon are forced to flee.
- XP - 128/135
- XP Spent
- Natural (Dragon) Attacks +4 -8 XP
- Intelligence +2 -2 XP
- Willpower +2 -2 XP
- Strength +4 -12 XP
- Constitution +4 -12 XP
- Hitpoints +21 -21 XP
- Demonic Might +2 -12 XP
- Demonic Speed +2 -12 XP
- Demonic Toughness +2 -12 XP
- Demonic Regeneration +2 -12 XP
- Sorcerer's Magic L1 -3 XP
- Sorcerer's Magic L2 -6 XP
- 2 Level 1 N-spells -1 XP
- 5 Level 2 N-spells -3 XP
- 5 Level 2 Spells -10 XP
- Sofia Alwyn Victoria Blodwyn Jalweyen, the Descendent of Konig
- Baroness Jalweyen has blond hair and brilliant blue eyes, her long hair reaches past her shoulders all the way past her waist. She is slender and has a fine, delicate appearance. Motherhood and growing up has given her a few curves, she has B-cup breasts and noticeable hips. She is 5ft 3 inches in height.
- Sofia is 24 years old
- Sofia is married to Sireyi, Jal and Isla.
- Sofia’s Past
- The Baroness Jalweyen is a natural paladin, thanks to being a direct descendent of Konig. It is unknown if she will develop any powers other than paladin ones, as a result of this connection.
- Sofia Jalweyen was the last of her house, now she is the first of a new house.
- Baronet Sofia
- (t)Str 12 (+1), Divine Warrior 24 (+7), Angels Might 44 (+17)
- Agi 14 (+2), Divine Warrior 18 (+4), Angels Speed 30 (+10)
- (t)Con 12 (+1), Divine Warrior 26 (+8), Angels Toughness 46 (+18)
- Int 14 (+2)
- (p)Will 16 (+3)
- (p)Fel 16 (+3)
- Loyalty: 9 – Sofia loves you.
- Hit Points: 264 (base 18, Giants Endurance 90, Blessed Toughness 40, Angels Toughness 100), Heal 1/round
- Divine Energy: 26 (base 13)
- Weapons: Longsword 1d20+37 (1d8+17)
- (Holy Weapon) 1d20+43 (1d8+26)
- (Battle Mastery) 1d20+44 (1d8+17, ignore 6 points of DR)
- (Both) 1d20+50, (1d8+26, ignore 6 points of DR)
- Armour: Light Celestial Iron Armour With Stoneskin 3, Divine Warrior, Angels Toughness (DR 18/DR 26 vs demons and demonic weapons)
- Defences
- Melee 40 (+10 Melee Training, +10 Longsword Training, +10 Agility)
- Ranged 20 (+10 Agility)
- (Battle Mastery)
- Melee 47 (+10 Melee Training, +10 Longsword Training, +10 Agility, +7 Battle Mastery)
- Ranged 27 (+10 Agility, +7 Battle Mastery)
- Gear
- Backpack with personal effects
- Skills
- Commander 5: +10 bonus to rolls make people obey using authority
- Longsword Training 5: +10 to combat rolls using a longsword
- Melee Combat Training 5: +10 to melee combat rolls
- Negotiator 2: +4 bonus to rolls for negotiation, persuasion or diplomacy
- Rapier Training 1: +2 to combat rolls using a rapier
- Studied 1: +2 to Knowledge checks
- Feats
- Flurry
- When you see an opening you can launch a flurry of blows, dealing extra damage.
- This feat only activates on a high natural attack roll.
- This feat can only be used with one-handed melee weapons.
- Flurry 3: You deal extra damage on an 18, 19 or 20, the extra damage increases to +12.
- Angelic Powers
- Angelic Might: You are far stronger than normal
- Rank 5 - +12 bonus to Strength
- Angelic Regeneration: The character heals faster than normal
- Rank 5 – Heals 1 hit point per round.
- Angelic Speed: The character is far faster and more agile than normal
- Rank 3 - +12 bonus to Agility, land speed is three times that of a normal human
- Angelic Toughness
- Rank 5 - +20 bonus to Constitution, +100 HP, has DR 5
- Halo: A ring of light that hovers above your head, bolstering allies and discomforting evil creatures. Can be summoned or dismissed at will. Sheds light
- Rank 3 – +5/-5 bonus/penalty, large area
- Paladin Powers
- Battle Mastery: Bonus to all combat rolls, partially ignores targets DR. Favoured of Konig.
- Rank 3 - +7 to all combat rolls, ignore 6 points of DR.
- Costs 1 Divine Energy to use, every 1 extra point of Divine Energy used increases the bonus to combat rolls by 1 and the DR ignored by 1. Lasts for entire combat
- Divine Shield: Sofia has an innate and constant resistance to magic.
- Rank 2 - it’s very hard for wizards or other magic users to affect her, +8 to Will rolls to resist magic, +8 to defences vs magical attacks.
- Rank 3 - Only powerful wizards or other magic users can affect you, +12 to Will rolls to resist magic, +12 to defences vs magical attacks.
- Area Divine Shield: Nearby allies benefit from Sofia’s Divine Shield, at a rating equal to her Divine Shield-1.
- Divine Warrior: Sofia is blessed with supernatural strength, speed and toughness. Favoured of Konig.
- Rank 3 - She adds +4 Strength, +4 Constitution and +4 Agility, and most weapons barely break her skin (DR 6)
- Blessed Toughness 4: You are far tougher than normal, increasing your hit points by 10/rank.
- Giants Endurance: Her ability to withstand punishment is inhuman. She gains a bonus to Constitution equal to 4 + twice her degree in Divine Warrior. She also gains extra hit points equal to 5 times this Constitution bonus.
- Giants Strength: Her strength has increased to monstrous levels. She gains a bonus to her strength of 4 + twice her degree in Divine Warrior.
- Titans Endurance: You can perform impossible feats of endurance such as engaging in strenuous physical activity for hours or days without rest, ignore lethal environmental hazards or withstand attacks that could crush mountains. The base cost if this ability is 3 Divine Energy, more impressive fears of endurance will require more Divine Energy. Typical feats of endurance include:
- Difficult Physical Activity (such as running, climbing, fighting etc), 3DE for 24 hours +1DE per additional 24 hours. Cannot recover Divine Energy whilst doing so.
- Remain Awake: 3DE for 1 week +1DE per additional week. Cannot recover Divine Energy whilst doing so.
- Withstand Personal-scale non-magical attack: you ignore all damage and effects from the attack. Applies to attacks from any creature or weapon of similar size to you not using magic. 3DE.
- Withstand Large-scale non-magical attack. Ignore all damage and effects of the attack. Applies to attacks from larger creatures such as giants or dragons. Also applies to most siege engines. 5DE.
- Withstand Massive-scale non-magical attack: ignore all damage and effects of the attack. Applies to attacks by monsters such as the Tarrasque or the Kraken, includes natural disasters such as avalanches or volcanoes. 8DE.
- Withstand Magical Attack: the cost is as per a non-magical attack of the same size +2DE
- Titans Strength: you can perform impossible feats of strength such as wrestling giants, catching cannonballs, smashing down castle gates or splitting boulders using your bare hands. The base cost of this power is 3 Divine Energy, more impressive feats will cost more Divine Energy. Typical feats of strength include:
- Ignore Non-Magical Damage Reduction (3DE)
- Ignore Magical Damage Reduction (5DE)
- Ignore a Gods Damage Reduction (10DE)
- Break Down Normal-Sized Door (3DE)
- Break Down Castle Gates (5DE)
- Break a hole in a wall (5DE)
- Break down a large section of a wall - typically a 20ft or longer section (10DE)
- Healing Touch: Sofia can channel your divine power to heal others with a touch.
- Rank 2 - She can heal Serious injuries, 9 HP
- Costs 2 Divine Energy to use, every extra point of Divine Energy used increases the amount healed by 2HP.
- Holy Weapon: Sofia can transform any weapon into a magical one. Favoured of Konig.
- Rank 3 - The weapon has a +6 bonus to hit and a +9 bonus to damage and has 1 special power (see below).
- Costs 3 Divine Energy to use, every 1 extra point of Divine Energy used increases the bonus to hit and damage by 1. Lasts for entire combat
- Special Powers: Holy Weapons can be summoned with special powers, these powers are listed below, powers are chosen when the Holy Weapon ability is used, and can be changed with each activation.
- Banishing: Extraplanar creatures struck must succeed at a Will check (DC 10 + Paladins Will bonus + degree in Holy Weapon) or be banished back to their home plane.
- Demonbane: Damage bonus is doubled against demons and demon-bloods, can be selected multiple times, multiple selections stack
- Dragonbane: Damage bonus is doubled against dragons and dragon-bloods, can be selected multiple times, multiple selections stack
- Holy Fire: Those struck are wreathed in holy fire, taking Holy Weapons damage bonus in damage each round for 3 rounds
- Undeadbane: Damage bonus is doubled against undead, can be selected multiple times, multiple selections stack
- Disease Immunity: Sofia is immune to non-magical diseases.
- Poison Immunity: Sofia is immune to non-magical poisons.
- Immortality: Sofia no longer ages and cannot die of old-age.
- Smite: Sofia can channel her divine power to deal additional damage to her foes, has greater effect upon magical or evil creatures.
- Rank 2 – Damage bonus +8/+16, costs 2 Divine Energy to use, every extra point of Divine Energy used increases the amount of extra damage by +2/+4.
- Area Smite: Sofia’s smite attack deals smite damage to all nearby foes.
- Voice of Command: Imbuing her voice with divine authority Sofia can bolster her allies, or chase foes from the battlefield. Using this power requires speaking.
- Rank 1 – Nearby allies (10ft or so) increase their Willpower by 10 against fear effects. Sofia’s Fellowship rises by 10 when attempting to intimidate or inspire fear.
- Rank 2 – Any unit Sofia is attached to gains fear resistance, and the bonus to Willpower rises to 20. With a Fellowship roll she can cause casualties to an enemy unit – representing her foes breaking and fleeing, this is a fear effect. She multiplies her Fellowship roll by 2 to determine casualties.
- Strident Command: Sofia’s voice can be heard across the battlefield. When using Voice of Command she may spend an extra 2 Divine Energy to bolster all allies in the same combat area she occupies, and if attacking enemy units using her voice, she affects all enemy units in the combat area.
- Other
- Royal Upbringing: Sofia had a courtly upbringing, she is unfamiliar with how commoners live. Sofia has a -1 penalty to all Fellowship rolls with anyone who is not a noble. This may disappear over time.
- Divine Heritage: Sofia is the direct descendent of a god. What additional powers she might learn are unknown at this time.
- Child
- Sofia’s Child is a daughter named Milerna, or Mili for short.
- She has blond hair and gold eyes.
- She is 8 years old.
- Milerna is developing paladin powers and is attending training at a school for knights and paladins of Konig.
- XP - 380/380
- Divine Energy +13 -13XP
- Hit Points +16 -16XP
- Strength +4 -8XP
- Constitution +4 8XP
- Agility +4 -6XP
- Intelligence +4 6XP
- Fellowship +4 -6XP
- Willpower +4 -6XP
- Commander 5 -10XP
- Negotiator 2 -2XP
- Longsword Training 5 -10XP (training)
- Melee Combat Training 5 -20XP
- Flurry 3 -12XP
- Battle Mastery 3 -18XP
- Divine Shield 3 -30XP
- Area Divine Shield -10XP
- Divine Warrior 3 -24XP
- Blessed Toughness 4 -12XP
- Giants Endurance -8XP
- Giants Strength -8XP
- Titans Endurance -8XP
- Titans Strength -8XP
- Healing Touch 2 -10XP
- Holy Weapon 3 -18XP
- Smite 2 -9XP
- Area Smite -10XP
- Voice of Command 2 -9XP
- Strident Command – 6XP
- Angelic Might 5 -15 XP
- Angelic Speed 3 -15 XP
- Angelic Toughness 5 -15 XP
- Angelic Regeneration 5 -15 XP
- Halo 3 – 15 XP
- Poison and Disease immunity – 5 XP
- Two Eyes Blue Six Eyes Red, the Werespider
- Two Eyes Blue, Six Eyes Red, *Twoblue* to her friends, is a human werespider.
- In her human form she has black hair and eyes that are almost completely black, her skin is pale, almost pure white. She prefers to wear minimal clothing – she thinks a loincloth and chest wrap are good enough. She’s 5ft 4inches tall, and has a skinny build. She’s 19, but looks younger.
- In giant spider form she resembles a massive tarantula that weighs around 200lbs. She has 8 eyes, 4 blue, and 4 red in colour.
- In her spider-girl form she is an eight-limbed mixture of human and spider features.
- In her swarm form she is a mass of spiders of all sizes.
- TwoBlue lives in Oreia, working with your scouts and foragers, though she occasionally goes home to visit her family.
- Two Eyes Blue, Six Eyes Red Past
- You don’t know much about Two Eyes Blue, Six Eyes Red’s past.
- Twoblue
- Str 18 (+4), Werespider Strength 21 (+5)
- (p)Agi 22 (+6)
- (p)Con 18 (+4)
- Int 10 (+0)
- (t)Will 8 (-1)
- (t)Fel 8 (-1)
- (Transformed)
- Str 18 (+4), Werespider Strength 28 (+9)
- (p)Agi 22 (+1), Werespider Speed 28 (+9)
- (p)Con 18 (+4), Werespider Stamina 23 (+6)
- Hit Points: 18 (base 14)
- (Transformed)
- Hit Points: 45 (base 14, Werespider Stamina 25)
- Loyalty: 1 – Twoblue doesn’t know you that well
- Weapons: Unarmed (1d20+15, 1d3+5 damage)
- (Transformed)
- Bite and Claw (1d20+29, 1d6+9 damage, double damage on a natural roll of 16,17, 18, 19 or 20)
- Armour: None
- (Transformed)
- Natural (DR 4)
- Defences
- Melee 30 (+10 Melee Training, +6 Agility, +4 dodge)
- Ranged 20 (+6 Agility, +4 dodge)
- (Transformed)
- Melee 33 (+10 Melee Training, +9 Agility, +4 dodge)
- Ranged 23 (+9 Agility, +4 dodge)
- Gear
- Backpack with personal effects
- Skills
- Melee Combat 5: +10 to all melee combat rolls
- Sneak Attack 5: deals +20 extra damage to flanked or surprised foes. Reduced penalty to target locations against flanked of surprised foes.
- Stealthy 5: +10 to all rolls to sneak
- Werespider Combat 5: +10 to all rolls to hit when transformed and using claws and teeth, on a natural roll of 16, 17, 18, 19 or 20 both bite and claws hit, dealing extra damage
- Feats
- Dodge
- You are skilled at avoiding being hit in a fight.
- Dodge 2: The bonus to your melee and ranged defence rises to +4.
- Powers
- Werespider Strength 5: Twoblue has a +3 bonus to Strength, this rises to +10 when transformed.
- Werespider Healing 5: Twoblue heals 1 hit point every minute.
- Werespider Stamina 5: Twoblue has a +5 bonus to her constitution and 25 extra hit points, when transformed.
- Werespider Speed 5: Twoblues movement speed is three times that of a normal human. She has a +6 bonus to Agility when transformed, and the speed bonus rises to 6 times.
- Werespider Movement: Twoblue can climb almost any surface as easily as she can walk.
- Werespider Venom 3: Targets struck by Twoblues bite (on an 17 or higher) take a -6 penalty to strength unless they pass a DC 19 Con check. At 0 strength they are paralysed). They regain 1 point of strength every 10 minutes, magical healing can remove this penalty.
- Werespider Webbing 1: Twoblue can use her webbing to create web traps, and cocoon targets. She cannot do this in human form.
- It takes her 10 minutes to create a web trap and 1 minute to cocoon a human-sized target.
- Anyone walking into a web trap becomes entangled, a DC 15 strength check is required to escape.
- Targets of web cocoon must be restrained or unable to act. A Strength check DC 20 is required to escape a web cocoon, fire and slashing weapons can also free a person in a web cocoon, but may harm them.
- Every additional use of webbing (taking another 10 minutes or 1 minute) raises these DC’s by 2.
- Additional uses of webbing may be required when targeting creatures larger than human-sized.
- Every time Twoblue uses webbing she must pass a DC 0 Con check or lose access to her webbing for 1 hour, this DC rises by 2 per time she has used her webbing in the past hour.
- Werespider Webbing 3: Time required to make a webbing trap is reduced to 8 minutes;
- Time required to make a cocoon is reduced to 45 seconds;
- The DC of the strength check required to escape entanglement rises to 19;
- The DC of the strength check required to escape a cocoon rises to 24.
- XP - 128/135
- XP Spent
- Agility +10 -10 XP
- Constitution +6 -6 XP
- Strength +8 -12 XP
- Werespider Strength 5 -12 XP
- Werespider Healing 5 -12 XP
- Werespider Stamina 5 -12 XP
- Werespider Speed 5 -8 XP
- Werespider Venom 3 -4 XP
- Werespider Webbing 3 -8 XP
- Dodge 2 -8 XP
- Stealthy 5 -10 XP
- Sneak Attack 5 -10 XP
- Werespider Combat 5 -4 XP
- Melee Combat 5 -12 XP
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