Advertisement
ParasiteEveQuest

Egwen Adventurers Club

May 29th, 2015
3,082
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 82.81 KB | None | 0 0
  1. Egwen Teacher Adventuring Club
  2.  
  3. Club Advisor
  4. Sallazar
  5.  
  6. Club Helpers
  7. Master Sergeant (ret.) Groundskeeper Ben Answick
  8. Taynathil, Elf Ranger
  9. Thunder Drum (Golem Bard)
  10. Master Telgether (Halfling Monk)
  11.  
  12. Club Matches
  13. The Club has the following matches on its record.
  14.  
  15. (As Villains)
  16. 2 Win, 0 Losses, 0 Draws
  17. Defend the Keep: Defeated Raid Rush, Faith and Steel, Right to Rule, Spellcraft Supremacy and Soaring Falcons (jr) via party wipes.
  18. Fall of Dengorough: Multiple teams
  19.  
  20. (As Adventurers)
  21. 2 Win, 0 Losses, 0 Draws
  22. Rescue the Princess: Defeated Raid Rush (forfeit)
  23. Retrieve the Icon: Defeated multiple teams (good team played)
  24.  
  25. Trainers
  26. The Club has the following trainers
  27.  
  28. Sallazar
  29. Master: Wizard
  30. Standard: Sorcerer
  31.  
  32. The abilities of Sorcerers and Wizards are not identical, but close enough that each class can train the other in some of each others abilities.
  33.  
  34. Sallazar is currently providing private tutoring to: Janrael, Safire
  35.  
  36. Groundskeeper Answick
  37. Expert: Fighter, Rogue, [Locked]
  38. Standard: Barbarian
  39.  
  40. The abilities of Fighters and Barbarians are not identical, but close enough that each class can train the other in some of each other’s abilities.
  41.  
  42. Sister Mary, Priest of Yselm
  43. Master: Priest (Yselm)
  44. Expert: Priest (any other), Paladin
  45.  
  46. The abilities of Priests and Paladins are not identical, but close enough that each class can train the other in some of each other’s abilities.
  47.  
  48. Taynathil, Elf Ranger
  49. Master: Ranger
  50. Standard: Barbarian, Druid, Fighter
  51.  
  52. The abilities of Ranger and Barbarians, Druids and Fighters are not identical, but close enough that each class can train the other in some of each other’s abilities.
  53.  
  54. Master Fanir Telgether, Halfling Monk.
  55. Master: Monk
  56. Standard: Barbarian, Fighter
  57.  
  58. The abilities of Monks and Barbarians and Fighters are not identical, but close enough that each class can train the other in some of each other’s abilities.
  59.  
  60. Thunder Drum, Golem Bard
  61. Master: Bard
  62. Standard: Rogue, Sorcerer
  63.  
  64. The abilities of Bards and Rogues and Sorcerers are not identical, but close enough that each class can train the other in some of each other’s abilities.
  65.  
  66. Club Money
  67. The Headmaster has allocated funds to the club
  68. Club Treasury (gold) 725
  69. You currently gain 25 gold per school week for the club treasury from the school
  70. You currently gain 150 gold per week for the club treasury for playing the Witch King, along with your evil minions
  71.  
  72. Club Magic Items
  73. Wands
  74. Wand of Curses: This wand allows the user to debilitate and demoralise their foes.
  75. Wand of Silence: As the spell, holds 10 charges, 2 Arcane, Divine or Primordial energy can be spent instead of a charge.
  76.  
  77. Weapons (melee)
  78. Brilliant Energy Longsword (1d8) – ignores non-magic DR
  79. Inferno Axe (2d6+2d6 fire)
  80. Shortsword of Defence: Adds +2 to attack and damage, adds +6 to melee defence
  81. Whip of Entangling: Restrains target hit. Can also be commanded to grab and hold onto an object or surface with a strength of 20; detaches when commanded by wielder, 20ft long
  82.  
  83. Weapons (ranged)
  84. Crossbow of Paralysis: Bolts fired from this crossbow paralyse the target for several minutes, Con roll negates – target can make a new roll each round.
  85.  
  86. Armour
  87. Leather Armour of Durability (DR 12)
  88. [Enchanted (moderate) Chainshirt: DR 6]
  89.  
  90. Rings
  91. Ring of Telepathic Bond: as the spell
  92.  
  93. Misc
  94. Arm/Hand
  95. Bracer of Fire Eating: half of fire damage taken is converted to healing.
  96.  
  97. Head
  98. Headband of Perfection (Least): Increases Strength, Agility, Constitution and Willpower by 2 each; adds +3 to unarmed damage
  99.  
  100. Neck
  101. Nevyns Necklace: This collar triples Nevyns movement speed and adds +2 to her Strength and Agility
  102.  
  103. Body
  104. Belt of Giants Strength (19): Sets wearer strength to 19, if lower than this
  105. Cloak of Invisibility: As the spell
  106. Cloak of Fiery Wings: Wearer can turn it into wings at will, can be used to fly at twice land speed, or deal 1d6 fire damage to all foes in melee combat.
  107. Vest (harness) of Growth: Can increase Nevyns size in any form (10 feet tall human or 20ft long beast)
  108.  
  109. Training Equipment
  110. The Club has the following Training Equipment
  111.  
  112. Weights (2)
  113. Weights increase Training Point gain by 100% when used, but these extra training points can only be used to increase Strength, Constitution or Hit Points.
  114. You have enough weights for 4 girls to use them at a time.
  115.  
  116. Combat Wheels (2)
  117. This complex array of poles has wooden bars sticking out of them at different heights. When spun they create an unpredictable maze of hazards for the adventurer in training to dodge through and avoid.
  118. Combat Wheels increase Training Point gain by 100% when used, but these extra training points can only be used to increase Agility or purchase the Dodge feat
  119. You have enough for 4 girls to use them at a time.
  120.  
  121. Moving Training Dummies (2)
  122. Essentially human-sized puppets controlled by a series of levers, these dummies are much more fun that the ones that don’t move.
  123. Moving Training Dummies increase Training Point gain by 100% when used, but these extra training points can only be used to buy Melee Combat or any melee weapon skill or feat.
  124. You have enough for 4 girls to use them at a time
  125.  
  126. Apprentices Circle (2)
  127. A ritual circle designed to help novice arcane spellcasters focus their energies.
  128. An Apprentices Training Circle increase Training Point gain by 100% when used, but these extra training points can only be used to increase Arcane Energy, and Rank 1 spellcasting or Rank 1 spells.
  129. You have enough for 2 girls to use at a time.
  130.  
  131. Adepts Circle
  132. A ritual circle designed to help adept arcane spellcasters focus their energies.
  133. An Adepts Training Circle increase Training Point gain by 200% when used, but these extra training points can only be used to increase Arcane Energy, and Rank 1 or 2 spellcasting or Rank 1 or 2 spells.
  134. You have enough for 1 girl to use at a time.
  135.  
  136. Adventuring Gear
  137. Every piece of adventuring gear is not tracked individually; instead they are purchased in broad categories.
  138. Your adventurer parties can only select from available club equipment, plus any you provide yourself.
  139.  
  140. Basic Dungeoneering Gear
  141. Your club has basic dungeoneering gear for the girls to use.
  142. Includes but is not limited to: ropes, spikes, hammer, 10ft pole, lamps, backpacks, caltrops
  143.  
  144. One-handed Melee Weapons
  145. Your club has a variety of one-handed melee weapons for the girls to use
  146.  
  147. Two-handed Melee Weapons
  148. Your club has a variety of two-handed melee weapons for the girls to use
  149.  
  150. Ranged Weapons
  151. Your club has a variety of ranged weapons and ammunition for the girls to use
  152.  
  153. Light Armour
  154. Your club has a variety of light armour for the girls to use
  155.  
  156. Medium Armour
  157. Your club has a variety of medium armour for the girls to use
  158.  
  159. Teams
  160. The Club has the following teams
  161.  
  162. Fell Storm (Evil Team)
  163.  
  164. Members
  165. Chame
  166. Cleya
  167. Nevyn
  168. Kittrane
  169.  
  170. Reserve Members
  171. Syphoebeus
  172. Evrumine
  173.  
  174. Evil Teams benefit from the following special rules
  175.  
  176. i) Evil Spells: Can use up to Rank 4 *evil* spells in competitions; they are limited to Rank 1-3 spells for non-evil spells. The default limit is rank 3 for all teams.
  177.  
  178. ii) Evil Gear: The number of magic items each member can have is increased from 3 to 5, these two additional items must be *evil* magic items.
  179.  
  180. iii) Minions: Each team member can have one of the following:
  181. One Strong Minion (Large elemental, Vampire, moderately powerful demon or equivalent);
  182. Two Medium-strength Minions (Medium elemental, Ghost or Ghast, minor demon or equivalent);
  183. Five Weak Minions (Small elemental, zombie or skeleton or equivalent).
  184.  
  185. The team member must demonstrate the ability to control these themselves, though items that enable this are permitted.
  186.  
  187. iv) Capture and Torture*: Upon capturing an enemy, including another adventurer, the evil team can ask them up to three questions, which they must answer correctly, though they can omit details not requested. Truth spells are used to confirm honestly
  188.  
  189. *Actually torturing anyone is grounds for disqualification, and possible criminal charges.
  190.  
  191. Unnamed (Good Team)
  192.  
  193. Members
  194. Janrael
  195. Anlanesa
  196. Safire
  197. Phaysis
  198.  
  199. Reserve Members
  200. Calluna
  201. Lucinda
  202.  
  203. Good Teams benefit from the following special rules
  204.  
  205. i) Good Spells: Can use up to Rank 4 *good* spells in competitions; they are limited to Rank 1-3 spells for non-good spells. The default limit is rank 3 for all teams.
  206.  
  207. ii) Good Gear: The number of magic items each member can have is increased from 3 to 5, these two additional items must be *good* magic items.
  208.  
  209. iii) Heroic Spirit: Twice per match a good team can have a single 'dead' team member recover. This decision is in the hands of the team leader and must be made within 1 minute of the team members 'death' (or within 1 minute of the team leader learning of their death). This cannot be used to revive those recruited (see below).
  210.  
  211. iv) Aggressive Recruitment: If the good team takes an enemy adventurer captive they can opt to recruit him. A recruited foe is on the good teams side and must work for them to the best of his ability. A good team can only recruit a maximum of two foes per match and this only lasts until the end of the match.
  212.  
  213. Training Facilities
  214. The Club has the following training facilities
  215.  
  216. Clubhouse
  217. The Clubhouse has a wide variety of supplies and equipment and can be used to train any class, but offers no specific benefits.
  218. The Clubhouse is large enough for 10 students at once to train in.
  219.  
  220. Clubhouse Purchases
  221. None
  222.  
  223. Club Experience points
  224.  
  225. Experience points for the club are gained as a whole; training points are tracked for each girl individually.
  226.  
  227. Club XP can be spent upon any girl in the club.
  228.  
  229. Players can spend XP, or indicate a preference for girls in the club to develop certain abilities and the QM will handle the math. These girls are still gaining their powers so it’s not unexpected that they might develop certain powers in a very short time frame.
  230.  
  231. Club XP
  232. Total 307
  233. Spent 285
  234.  
  235. Spent on which members
  236. Amara 0
  237. Anlanesa 18
  238. Caen 0
  239. Calluna 23
  240. Chame 22
  241. Cleya 20
  242. Evrumine 16
  243. Janrael 16
  244. Kittrane 16
  245. Lucinda 19
  246. Nataline 29
  247. Nevyn 38
  248. Phaysis 15
  249. Safire 15
  250. Syphoebeus 17
  251. Tisania 17
  252.  
  253. Other
  254.  
  255. Ward Progress: 25%
  256. Current Ward Rank: Standard
  257.  
  258. The List
  259. The Headmaster has given you the following list of girls he thinks might do well in your adventurers club. He has scribbled a few notes on each girl in his elegant flowing handwriting.
  260.  
  261. Amara (13)
  262. Tiefling Soulborn
  263. Don’t let her in alchemy lab without supervision!!!
  264. Good with mechanical stuff
  265.  
  266. Rani (17)
  267. Fairy Soulborn
  268. Smallest girl in the school
  269. Don’t worry – very hard to kill
  270.  
  271. Cheng Xing (16)
  272. Some sort of eastern cat-demon Soulborn
  273. A new arrival to the school
  274. Doesn't have many friends yet
  275.  
  276. Caen Kaylin (16)
  277. Dullahan Soulborn
  278. She's a very nice girl, truly
  279. Loses her head sometimes
  280.  
  281. Anlanesa
  282. Anlanesa is 16 years old and is a Elemental (ice) Soulborn.
  283. Anlanesa is an energetic and happy girl
  284.  
  285. Appearance
  286. Anlanesa has pale blond hair that’s almost white in colour, deep blue eyes and pale skin.
  287. She has a lithe build and B-cup breasts. She overheats very easily and has a note from the school authorities allowing her to wear summer wear (or less) in any weather or season. She is 5ft 6inches tall.
  288.  
  289. Past
  290. Anlanesa was raised by her father, a former Soulbound, and her mother, a mage. She lived much of her life on the move but was quick to make new friends. She had a happy upbringing and only ended up at Egwen Girls Convent because her parents heard that it was the best place for her to learn about her powers and the best place to meet other girls like herself.
  291.  
  292. Stats
  293. Strength – 12 (+1), Giant Form 20 (+5)
  294. (t)Agility – 9 (-1), Giant Form 7 (-2)
  295. Constitution – 12 (+1), Giant Form 20 (+5)
  296. (p)Intelligence – 12 (+1)
  297. (t)Willpower – 10 (+0)
  298. (p)Fellowship – 12 (+1)
  299.  
  300. Hit points 11 (base 7)
  301. Giant Form 40 (base 11, Giant 25)
  302.  
  303. Arcane Energy 20 (base 10, Arcane Reserve 10)
  304.  
  305. Melee Weapon:
  306. Battle-Axe 1d20+5 (1d8+1)
  307. Unarmed 1d20+1 (1d6+1)
  308. (Giant Form)
  309. Battle-Axe 1d20+9 (1d8+5)
  310. Unarmed 1d20+5 (1d10+5)
  311.  
  312. Ranged Weapon:
  313. none
  314.  
  315. Armour
  316. Light Armour (DR 2)
  317. Shield (+2 to defences)
  318. Natural (DR 3)
  319. Total DR 5
  320. (Giant Form)
  321. Natural (DR 6)
  322. Total DR 8
  323.  
  324. Other
  325. Bracer of Fire Eating: half of fire damage taken is converted to healing.
  326.  
  327. Defence
  328. Melee 15 (-1 agility, +2 shield, +4 Axe Training)
  329. Ranged 11 (-1 agility, +2 shield)
  330. (Giant Form)
  331. Melee 14 (-2 agility, +2 shield, +4 Axe Training)
  332. Ranged 10 (-2 agility, +2 shield)
  333.  
  334. Expertise Skills
  335. None
  336.  
  337. Combat Skills
  338. Axe Training 2: +4 to combat rolls using axes
  339.  
  340. Social Skills
  341. None
  342.  
  343. Other Skills
  344. None
  345.  
  346. Combat Feats
  347. None
  348.  
  349. Other Feats
  350. none
  351.  
  352. Natural Powers
  353. Anlanesa has the following natural powers:
  354.  
  355. Cold Nature: Anlanesa has resistance 40 to cold damage. She takes 50% extra damage from fire attacks.
  356.  
  357. Freezing Touch
  358. By touching (or hitting) someone, Anlanesa applies a -1 penalty to their Agility. Multiple uses of this power stack. Warming or heating the target negates this powers effect, otherwise it lasts until the end of the encounter.
  359. Anlanesa can also use this ability to cool or freeze things by touching them.
  360.  
  361. Ice Giant
  362. Anlanesa can use a large volume of water or ice to increase her size.
  363. In this form Anlanesa appears naked, but no details can be seen.
  364. Rank 1 – Anlanesa increases to 10ft in height and gains the following: +8 to Strength and Constitution; -2 Agility; damage reduction increases by 3; 25 bonus hit points; unarmed damage increases from 1d6 to 1d10. Costs 2 Arcane Energy
  365.  
  366. Innate Magic Powers
  367. Anlanesa can learn the following spells without needing the appropriate ranks in the relevant spellcasting powers (i.e. Druid Magic, Bard Magic etc).
  368. Control Weather (snow/ice only), Major Planar Binding (ice-themed creatures only), Minor Planar Binding (ice-themed creatures only), Planar Binding (ice-themed creatures only), Polar Ray,
  369.  
  370. Anlanesa has learnt the following spells
  371. Cone of Cold, Frostblade, Ice Shield (R), Wall of Ice
  372.  
  373. Slam: Anlanesas unarmed attacks deal 1d6 damage.
  374.  
  375. Tough Body: Due to her icy body Anlanesa has natural damage reduction 3
  376.  
  377. Class Abilities
  378. Anlanesa has the following class abilities:
  379.  
  380. Training Points
  381.  
  382. Barbarian 3
  383.  
  384. Barbarian 10/20
  385.  
  386. Anlanesa is a Sorcerer
  387.  
  388. Arcane Reserve
  389. Anlanesa can store more arcane energy than others.
  390. Rank 1 – Anlanesa gains 10 extra Arcane Energy
  391.  
  392. Sorcerer Magic 1: You can learn and use basic sorcerer spells, base spell cost of these spells is 1 Arcane Energy.
  393. Available Spells
  394.  
  395. (R) Cantrips: host of minor useful powers including but not limited to – weak magic attacks, create light, create noise, weak telekinesis, arcane mark
  396. Knock: Opens locked or sealed door.
  397. Protection from Arrows: Subject resistant to ranged attacks.
  398. Resist Energy: Resistant to specified energy type.
  399.  
  400. Experience
  401. XP Spent (17)
  402. Willpower 10 (4)
  403. Cone of Cold (3)
  404. Wall of Cold (2)
  405. Ice Giant 1 (6)
  406. Axe Training 1 (2)
  407.  
  408. TP Spent (22)
  409. Constitution 12 (1)
  410. Hit Points +4 (4)
  411. Axe Training 2 (1+1XP)
  412. Sorcerer Magic 1 (3)
  413. Arcane Reserve 1 (5)
  414. Cantrips R (1)
  415. Frostblade (1)
  416. Ice Shield (1)
  417. Ice Shield to (R), (2)
  418. Resist Energy (1)
  419. Protection from Arrows (1)
  420. Knock (1)
  421.  
  422. As a young Elemental (ice) Soulborn, Anlanesa has the following stat limits
  423. Strength 20
  424. Constitution 18
  425. Agility 18
  426. Intelligence 16
  427. Willpower 16
  428. Fellowship 16
  429.  
  430. Calluna
  431. Calluna is 13 years old and has some sort of connection to a distant type of outsider.
  432.  
  433. Appearance
  434. Calluna has light brown skin and brown hair and eyes. She has prominent fangs, leading some to think she is a vampire. She has four long black tentacles that she usually hides under her clothes.
  435. Calluna has a curvy build and B-cup breasts.
  436.  
  437. Past
  438. Calluna is a war orphan found wandering in the aftermath of a battle, no one is sure where she comes from, or what sort of Soulborn she is.
  439.  
  440. Stats
  441. (t)Strength – 8 (-1)
  442. (p)Agility – 14 (+2)
  443. (t)Constitution – 10 (+0)
  444. (p)Intelligence – 14 (+2)
  445. Willpower – 14 (+2)
  446. Fellowship – 13 (+1)
  447.  
  448. Hit points 14 (base 12)
  449.  
  450. Arcane Energy 15 (base 14)
  451. Conjuration Reserve 7
  452.  
  453. Melee Weapon:
  454. Unarmed 1d20-1 (1d3-1)
  455. Shortsword 1d20+2 (1d6-1)
  456. 4 Tentacles 1d20-3 (1d3-1)
  457.  
  458. Ranged Weapon:
  459. none
  460.  
  461. Armour
  462. Light (DR 2)
  463. Total DR 2
  464.  
  465. Defence
  466. Melee 16 (+2 agility, +4 shortsword)
  467. Ranged 12 (+2 agility)
  468.  
  469. Willpower Rolls
  470. Casting Conjuration Spells +6
  471.  
  472. Expertise Skills
  473. None
  474.  
  475. Combat Skills
  476. Shortsword Training 2: +4 combat rolls using shortswords
  477. Two-Weapon Fighting 1: Calluna gains a +2 to hit when using two weapons, representing the chance of at least one of her attacks hitting. On a natural d20 roll of 19 or 20 both attacks hit (if she beats the targets defence) dealing double damage.
  478.  
  479. Social Skills
  480. None
  481.  
  482. Other Skills
  483. Athletics 1: +2 to climbing, jumping, swimming, athletic feats
  484. Stealthy 2: +4 to rolls to sneak
  485.  
  486. Combat Feats
  487. None
  488.  
  489. Other Feats
  490. none
  491.  
  492. Natural Powers
  493. Calluna has the following natural powers:
  494.  
  495. Blood Drinking
  496. Calluna can drink the blood of a restrained or helpless creature, dealing 3 hit points of damage and 1 point of constitution damage/round.
  497. Calluna heals a number of hit points or arcane energy (her choice) equal to half of the hit point damage + constitution damage she deals.
  498. Her bite is mildly pleasurable.
  499.  
  500. Innate Magic Powers
  501. You can learn the following spells without needing the appropriate ranks in the relevant spellcasting powers (i.e. Druid Magic, Bard Magic etc).
  502. Cause Fear, Dispel Magic, Endurance, Grace, Protection from Good/Law, Strength, Teleport
  503.  
  504. Calluna has learned the following spells
  505. Blink, Cure Light Wounds, Darkness, Dimension Door, Detect Magic
  506.  
  507. Extraplanar Body: Calluna can move parts of her body...somewhere else. She must keep at least part of herself on this plane – at minimum a hand, foot, a foot-long part of a tentacle, or her head. It may be possible to leave behind other body parts.
  508. Calluna suffers no damage or discomfort when using this power.
  509. When using this power she can move normally, but only the parts of her on this plane can act. Using this power to move body parts from one plane to another is an action – she cannot do it fast enough to dodge an attack for example (yet). Dimensional Anchor and similar block this power – returning all of Calluna to the material plane without harming her. See Invisible and similar cannot detect use of this power, nor Detect Magic. True Sight can but using it may be harmful to the viewer.
  510. When using this power Calluna benefits from a +1 to +5 bonus to defences, based upon how much of her is present on the material plane.
  511.  
  512. Far Summons
  513. With a little extra effort Calluna can call things from far away, that are more familiar to her.
  514. This applies to any Conjuration spell that she can cast that summons creatures (or anything else capable of acting).
  515. By spending 2 extra Arcane Energy when she casts the spell, all of the creatures summoned gain the following:
  516. Two extra eyes, granting a +2 bonus to all sight-based perception checks.
  517. Two extra limbs: Extra arms allow them to make slam attacks or hold more weapons, extra legs increase their speed, tentacles can be used to grapple etc. Calluna can control which limbs they have, but not their exact abilities
  518. Unnatural Physique: Critical hits and sneak attacks have a 25% chance of dealing no additional damage
  519. One extra movement mode of Callunas choice: swim, climb, burrow, fly or space-stepping (ignore barriers less than six-inches thick when moving). Those with a swim speed can breath underwater.
  520. One of the following drawbacks: Ravenous (stop to feed upon fallen foes); Blood-Drinker (must drink blood to use any magical powers, or benefit from magical healing); Horrifying (all who see them gain penalties, including allies, but not the creatures, or Calluna); Abomination (take extra damage from divine and primordial magic); Insane (tend to misinterpret orders given); Aggressive (will attack anything that attacks them, regardless of orders). Calluna picks the drawback when she summons the creature, though she doesn't really get why 'Horrifying' is on the drawback list.
  521. Conjurer Adept Spell (and similar) multiply these bonuses as normal. The more Calluna masters her summoning spells, the stranger her summons look. At Adept Spell the summons no longer possess a drawback
  522. This applies to any Conjuration spell that she can cast that summons creatures (or anything else capable of acting).
  523.  
  524. Overcome Anything
  525. By spending 3 Arcane Energy Calluna can turn a natural roll of 15-19 into a 20.
  526.  
  527. Tentacles
  528. Calluna has 4 tentacles that are 6ft long. She can use then as normal limbs, though they are slightly clumsy and suffer a -2 penalty to attacks made with them.
  529. Using Extraplanar Body her Tentacles are completely retractable.
  530.  
  531. Warform
  532. When Calluna gets angry her whole form twitches and writhes, as if trying to transform, but then nothing happens. Perhaps this will change in time.
  533.  
  534. Weird
  535. Calluna gets a +5 bonus to Willpower rolls to resist mind-affecting spells and powers.
  536. She is rarely freaked out or surprised.
  537.  
  538. Class Abilities
  539. Calluna has the following class abilities:
  540.  
  541. Barbarian Class
  542. Calluna is a Barbarian
  543. Calluna increases all Barbarian training point gains by 50%
  544.  
  545. Druid Class 1/10
  546.  
  547. Rogue Class
  548. Calluna is a Rogue
  549. Calluna increases all Rogue training point gains by 50%
  550.  
  551. Sorcerer Class
  552. Calluna is a Sorcerer
  553. Calluna increases all Sorcerer training point gains by 50%
  554.  
  555. Wizard Class
  556. Calluna is a Wizard
  557. Calluna increases all Wizard training point gains by 50%
  558.  
  559. Conjuration Specialisation 2
  560. Calluna is more effective at using spells from the school of Conjuration.
  561. Calluna can learn Conjuration spells up to Rank 2.
  562. Calluna has a Conjuration Reserve listed under her Arcane Energy, this can be spent only upon Conjuration spells, but otherwise works like Arcane Energy. This is equal to ¼ of her total arcane energy, per rank in Conjuration Specialisation
  563. Calluna increases her Willpower modifier by twice her rank in School Specialisation, when casting spells from her school.
  564. Conjuration spells are marked (Conj)
  565.  
  566. Wizard Magic 1: You can learn and use basic wizard spells, base spell cost of these spells is 1 Arcane Energy.
  567.  
  568. Available Spells
  569. (R) Cantrips: host of minor useful powers including but not limited to – weak magic attacks, create light, create noise, weak telekinesis, arcane mark
  570. Resist Energy: Resistant to specified energy type.
  571. Shield: (self only) damage reduction equal to light armour.
  572. Summon Angel 1: This spell functions as the spell Summon Least Creature but you summon a single Angelic Lantern (tiny flying ball of light) or a low rank angel (typically as capable as a beginning paladin [archon], or priest [eladrin]).
  573. Summon Elemental 1: This spell functions as the spell Summon Least Creature but you summon a single elemental of up to 6ft in size.
  574.  
  575. Wizard Magic 2: You can learn and use novice wizard (conjuration) spells, base spell cost of these spells is 2 Arcane Energy.
  576. (Conj) Summon Angel 2: This spell functions as the spell Summon Least Creature but you summon a single lower rank angel (typically as capable as a normal paladin [archon], or priest [eladrin], with physical and mental ability scores 2 higher than mortals and access to Rank 1 [archon] or Rank 1-2 Priest Spells [eladrin]) or two angels outlined under Summon Angel 1.
  577. (Conj) Summon Elemental 2: This spell functions as the spell Summon Least Creature but you summon a single elemental of up to 12ft in size.
  578.  
  579. Training Points
  580.  
  581. Druid 1
  582.  
  583. Other
  584. Mr Pogostus
  585. Calluna has a 12-inch-long carnivorous fish called Mr Pogostus. Mr Pogostus can breathe in air and water. He can fly – swimming through the air.
  586.  
  587. Experience
  588.  
  589. XP Spent (23)
  590. Agility 14 (4)
  591. Intelligence 14 (2)
  592. Willpower 14 (2)
  593. Shortsword Training 2 (3)
  594. Hit Points +2 (2)
  595. Dimension Door (2)
  596. Cure Minor Wounds (1)
  597. Summon Elemental 2 to R (4)
  598. Far Summons (3)
  599.  
  600. TP Spent (27)
  601. Strength 8 (1)
  602. Athletics 1 (1)
  603. Stealth 2 (2)
  604. Two-Weapon Fighting (1)
  605. Wizard/Sorcerer Magic 1 (3)
  606. Arcane Energy +1 (1)
  607. Summon Angel 2 (2)
  608. Summon Elemental 2 (2)
  609. Blink (1)
  610. Cantrips R (1)
  611. Shield (1)
  612. Resist Energy (1)
  613. Summon Angel 1 (1)
  614. Summon Elemental 1 (1)
  615. Conjuration Specialization 2 (8)
  616.  
  617. Calluna has the following stat limits
  618. Strength 16
  619. Constitution 22
  620. Agility 14
  621. Intelligence 14
  622. Willpower 24
  623. Fellowship 24
  624.  
  625. Chame
  626. Chame is 14 years old and is a Mimic Soulborn
  627. Jokester and trickster, loves taking people by surprise
  628.  
  629. Appearance
  630. With her shapeshifting powers Chame can look as she pleases.
  631. She normally looks like a 5ft 5inch girl with a chubby, curvy build, and constantly changing hair and eye colours, hair length, and cup size.
  632.  
  633. Past
  634. Chames past seems to change as much as her appearance, as Chame alternates between sob story and comedic upbringing.
  635. The truth is slowly emerging. Chame’s father gave in to a mimics cannibalistic impulses and tried to eat her when she was younger. Her mother stopped him and likely died.
  636.  
  637. Stats
  638. (t)Strength – 8 (-1)
  639. (p)Agility – 16 (+3)
  640. (t)Constitution – 8 (-1)
  641. (p)Intelligence – 14 (+2)
  642. Willpower – 8 (-1)
  643. Fellowship – 8 (-1)
  644.  
  645. Hit points 7 (base 5)
  646.  
  647. Melee Weapon:
  648. Unarmed 1d20-1 (1d3-1)
  649.  
  650. Ranged Weapon:
  651. Light Crossbow 1d20+15 (1d8+2)
  652.  
  653. Armour
  654. Natural (DR 4)
  655. Total DR 4
  656.  
  657. Defence
  658. Melee 15 (+3 agility, +2 dodge)
  659. Ranged 15 (+3 agility, +2 dodge)
  660.  
  661. Equipment
  662. Crossbow of Paralysis: Bolts fired from this crossbow paralyse the target for several minutes, Con roll negates – target can make a new roll each round.
  663.  
  664. Expertise Skills
  665. None
  666.  
  667. Combat Skills
  668. Crossbow Training 5: +10 to combat rolls using crossbows
  669. Sneak Attack 4: deals +16 extra damage to flanked or surprised foes. Reduced penalty to target locations against flanked or surprised foes.
  670.  
  671. Social Skills
  672. Deception 2: +4 to lying, disguise
  673.  
  674. Other Skills
  675. Stealthy 5: +10 to rolls to sneak
  676.  
  677. Rolls
  678. Deception +13
  679. Disguise +13
  680. Stealth +13
  681.  
  682. Combat Feats
  683.  
  684. Dodge
  685. You are skilled at avoiding being hit in a fight.
  686. Dodge 1: You add +2 to your melee and ranged defence.
  687.  
  688. Other Feats
  689. none
  690.  
  691. Natural Powers
  692. Chame has the following natural powers:
  693.  
  694. Morphic Body: Due to her shapeshifting powers, Chame has damage reduction 4.
  695.  
  696. Mimicry: Chame can shapeshift to appear to be any person or object between the size of a few inches to up to 10ft tall or long. Her mass also changes, from a few grams, up to 1 ton.
  697. Chame gets a +10 bonus to Deception checks made as part of this shapechange.
  698. Chame can freely mix and match features and parts, appearing however she wants.
  699. Chame can change her chemical composition, though the last time she became something explosive, she ended up in the infirmary for two weeks.
  700. Chame remains aware of her surroundings no matter her form.
  701.  
  702. Sticky: One of Chames favourite tricks is making herself adhere to people or things – she loves the look of frustration on peoples faces. A Strength check DC 14 + Chames Constitution modifier is required to remove her from whatever she is stuck to.
  703. Chame can use this ability to move freely on any solid surface, such as ceilings or walls.
  704.  
  705. Class Abilities
  706. Chame has the following class abilities:
  707.  
  708. Chame is a Rogue
  709.  
  710. Experience
  711. Training Points
  712.  
  713. Rogue 2
  714.  
  715. XP Spent (26)
  716. Agility 16 (3+2TP)
  717. Intelligence 14 (4)
  718. HP +2 (2)
  719. Deception 2 (2+1TP)
  720. Stealth 2 (6+6TP)
  721. Crossbow Skill 5 (7)
  722.  
  723. TP spent (15)
  724. Dodge 1 (4)
  725. Sneak Attack 4 (2+2XP)
  726.  
  727. As a young Mimic Soulborn, Chame has the following stat limits
  728. Strength 18
  729. Constitution 18
  730. Agility 16
  731. Intelligence 14
  732. Willpower 14
  733. Fellowship 14
  734.  
  735. Cleya
  736. Cleya is 16 years old and is a Beholder Soulborn
  737.  
  738. Appearance
  739. Cleya is 4ft 9 inches tall, has short black hair and three eyes. The third eye is located in her forehead and is twice the size of her other eyes. She normally keeps it closed but when opened it has a weird, alien-looking pupil. Her head seems a little too large for her body, she has A-cup breasts.
  740.  
  741. Past
  742. Cleya is a war orphan who was sent to the Shtell Northern Mage Guild as a child. She grew up around wizard students and old wizards.
  743. Cleya had no friends her own age and as such is a very serious girl who has trouble relating well to others.
  744.  
  745. Stats
  746. (t)Strength – 8 (-1)
  747. Agility – 11 (+0)
  748. Constitution – 12 (+1)
  749. (p)Intelligence – 16 (+3)
  750. (p)Willpower – 20 (+5)
  751. (t)Fellowship – 6 (-2)
  752.  
  753. Hit points 7 (base 7)
  754.  
  755. Arcane Energy 23 (base 15)
  756.  
  757. Melee Weapon:
  758. Unarmed 1d20-1 (1d3-1)
  759.  
  760. Ranged Weapon:
  761. none
  762.  
  763. Armour
  764. none
  765. Total DR 0
  766.  
  767. Defence
  768. Melee 10 (+0 agility)
  769. Ranged 10 (+0 agility)
  770.  
  771. Equipment
  772. Wand of Curses: This wand allows the user to debilitate and demoralise their foes.
  773.  
  774. Cause Fear; As the spell (1 charge)
  775. Curse: Target suffers a -5 penalty to all d20 rolls and defences, Willpower roll reduces this to 2. Multiple curses do not stack (1 charge)
  776. Insanity: As the spell (2 charges)
  777. This wand has 10 charges; 3 Arcane energy can be substituted for 1 charge
  778.  
  779. Expertise Skills
  780. None
  781.  
  782. Combat Skills
  783. None
  784.  
  785. Social Skills
  786. None
  787.  
  788. Other Skills
  789. Magic Knowledge 2: +4 to all magic knowledge checks
  790.  
  791. Combat Feats
  792. None
  793.  
  794. Other Feats
  795. none
  796.  
  797. Rolls
  798. Magic Knowledge checks +7
  799.  
  800. Natural Powers
  801. Cleya has the following natural powers:
  802.  
  803. Levitate: Cleya can levitate up 50ft high. This is not full flight and she cannot move horizontally, only vertically
  804.  
  805. Third Eye
  806. Cleya can use Dispel Magic once per round when her Third Eye (in her forehead) is open. Every round her Third Eye is open, Cleya *must* target an individual or area with Dispel Magic. If she does not direct it consciously, a target is chosen at random. She can close it at will.
  807.  
  808. Manifest Eyestalks
  809. With a normal action Cleya can grow a single eyestalk. A foot-long inch-thick flexible limb grows out from anywhere on her head, shoulders or neck.
  810. The eyestalk can see normally, and use a single magical ability, chosen when it is grown.
  811. Cleya can retract the eyestalk with a normal action.
  812. Cleya can have a maximum of 4 eyestalks manifested at any one time. As long as she has at least one manifested she has all-round vision.
  813. An eyestalk can use its ability once per round, in addition to Cleyas normal actions. The ability fires a ray that must hit its target (ranged attack), if it misses, the ability has no effect.
  814. The eyestalks Cleya can manifest are:
  815.  
  816. Cause Fear: As the Spell
  817. Charm Person: As the spell
  818. Enfeeblement: As the Spell
  819. Flame Spray: As the Spell
  820. Flame Strike: As the spell
  821. Identify: As the spell
  822.  
  823. Cleya can manifest the same type of Eyestalk more than once. The appearance of the eye denotes the power it can use (i.e. Cause Fear eyestalk has a creepy-looking eyeball, Flame Spray has one that has a tiny flame for a pupil etc).
  824.  
  825. 2 Additional Eyestalks
  826. Every time this is purchased, the maximum number of eyestalks Cleya can manifest rises by 1, to a maximum of 8
  827.  
  828. Class Abilities
  829. Cleya has the following class abilities:
  830.  
  831. Wizard
  832. Cleya is a Wizard
  833. Training to be an Enchanter
  834.  
  835. Wizard Magic 1: You can learn and use basic wizard spells, base spell cost of these spells is 1 Arcane Energy.
  836. Available Spells
  837.  
  838. (R) Cantrips: host of minor useful powers including but not limited to – weak magic attacks, create light, create noise, weak telekinesis, arcane mark
  839. Magic Missile: highly accurate, single target, low damage attack
  840. Protection from Arrows: Subject resistant to ranged attacks.
  841. Resist Energy: Resistant to specified energy type.
  842. See Invisibility: Reveals invisible creatures or objects.
  843. Shield: (self only) damage reduction equal to light armour.
  844. Speed: (self only) triples movement speed
  845. Tongues: Speak any language.
  846.  
  847. Wizard Magic 2: You can learn and use basic wizard spells, base spell cost of these spells is 2 Arcane Energy.
  848. Available Spells
  849.  
  850. Dimension Door: Teleport short distance.
  851. Fireball: Area damage fire spell.
  852. (R) Stoneskin: high damage reduction.
  853. Water Breathing: Subjects can breathe underwater.
  854.  
  855. Training Points
  856.  
  857. Wizard 2
  858.  
  859. Experience
  860.  
  861. XP Spent (20)
  862. Willpower 18 (6)
  863. 2 Additional Eyestalks (6)
  864. Growing Powers (Flame Strike, Identify 8)
  865.  
  866. TP Spent (45)
  867. Willpower 20 (6)
  868. Arcane Energy +8 (8)
  869. Wizard Magic 2 (9)
  870. Cantrips (R) (1)
  871. Protection from Arrows (1)
  872. Magic Missile (1)
  873. Resist Energy (1)
  874. See Invisibility (1)
  875. Shield (1)
  876. Speed (1)
  877. Tongues (1)
  878. Dimension Door (2)
  879. Fireball (2)
  880. Scrying (2)
  881. Stoneskin (2)
  882. Stoneskin to (R, 4)
  883. Water Breathing (2)
  884.  
  885. As a young Beholder Soulborn, Cleya has the following stat limits
  886. Strength 16
  887. Constitution 20
  888. Agility 18
  889. Intelligence 20
  890. Willpower 20
  891. Fellowship 20
  892.  
  893. Evrumine
  894. Evrumine is 13 years old and is a Minotaur Soulborn
  895. Hates being called a *cow*, hates being reminded of her family name.
  896.  
  897. Appearance
  898. Evrumine is 5ft 10 inches tall and has an athletic build. She has long shaggy red-brown hair and a pair of 3-inch long horns coming out of the sides of her head. Her long fringe usually obscures her large brown eyes; she has C-cup breasts and a pronounced Torrow-aristocrat accent.
  899.  
  900. Past
  901. Evrumine is the daughter of a semi-famous soldier: Commander Josiah Hydram. A young scion of a powerful noble family of Torrow; he distinguished himself as a warrior, leader and strategist in the Last War, and was one of the few Soulbound to have the spirit removed without serious side-effects.
  902. With the political tide turned against the Soulbound the then Captain Hydram underwent a radical change of heart and is now a staunch opponent of everything Soulbound related.
  903. Evrumines childhood was a happy one, until the day her father disowned her: telling her she was no longer his daughter, and that she had no claim to the family name.
  904.  
  905. Stats
  906. (p)Strength – 16 (+3), Rage 20 (+5)
  907. Agility – 10 (+0)
  908. (p)Constitution – 14 (+2)
  909. Intelligence – 8 (-1)
  910. (t)Willpower – 6 (-2)
  911. (t)Fellowship – 6 (-2)
  912.  
  913. Hit points 39 (base 14, Pride of Minos 20)
  914.  
  915. Melee Weapon:
  916. Unarmed 1d20+5 (1d3+3)
  917. Axe 1d20+11 (1d8+3)
  918. (Rage)
  919. Unarmed 1d20+11 (1d3+9), ignore 2 points of DR
  920. Axe 1d20+17 (1d8+9), ignore 2 points of DR
  921.  
  922. Ranged Weapon:
  923. none
  924.  
  925. Armour
  926. Natural (DR 4)
  927. Total DR 4
  928. (Rage)
  929. DR 8
  930.  
  931. Defence
  932. Melee 18 (+0 agility, +2 Melee Combat, +6 Axe Training)
  933. Ranged 10 (+0 agility)
  934.  
  935. Equipment
  936. Cloak of Invisibility: As the spell
  937.  
  938. Expertise Skills
  939. Melee Training 1: +2 to all melee combat rolls
  940.  
  941. Combat Skills
  942. Axe Training 3: +6 to combat rolls using axes
  943.  
  944. Social Skills
  945. None
  946.  
  947. Other Skills
  948. Athletics 2: +4 to all climbing, jumping or swimming rolls
  949. Stealthy 1: +2 to rolls to sneak
  950.  
  951. Combat Feats
  952. None
  953.  
  954. Other Feats
  955. none
  956.  
  957. Rolls
  958. Strength rolls to avoid being moved +6
  959. Will Rolls vs fear or pain +0
  960. Athletics rolls +7
  961.  
  962. Natural Powers
  963. Evrumine has the following natural powers:
  964.  
  965. Charge: Evrumine deals double damage on a charge
  966.  
  967. Pride of Minos
  968. Minotaurs are proud and stubborn creatures, unwilling to submit
  969. 2 - Increases HP by 20; +4 to rolls to save against fear or pain and rolls to resist being moved against your will; Increases Natural DR by 2.
  970.  
  971. Tough Body: Evrumine has natural damage reduction 2
  972.  
  973. Wrath of Minos
  974. Minotaurs are ferocious berserkers
  975. 1 - Strength increases by 4 when Raging; Increases DR gained when Raging by 2; Ignore up to 2 points of DR with your attacks when raging.
  976.  
  977. Class Abilities
  978. Evrumine has the following class abilities:
  979.  
  980. Favoured Class (Barbarian)
  981. Evrumine is a Barbarian, she increases training points she gains for the listed class by 100%.
  982.  
  983. Frenzied Attack: the Barbarian keeps up a relentless flurry of attacks.
  984. When making me a melee attack whilst raging, the barbarian can make two attacks.
  985.  
  986. Rage: the Barbarian can fly into a frenzy, becoming stronger and tougher
  987. Rank 1 – the Barbarian gains +4 to hit and damage, her damage reduction increases by 2, but suffers 1 hit point of damage per round whilst raging. the Barbarian does not attack allies in a rage.
  988.  
  989. Training Points
  990.  
  991. Barbarian 4
  992.  
  993. Experience
  994.  
  995. XP Spent (30)
  996. Constitution 14 (2+2TP)
  997. Intelligence 8 (1)
  998. Hit Points +5 (5)
  999. Melee Training 1 (4)
  1000. Rage 1 (5)
  1001. Pride of Minos 2 (8)
  1002. Wrath of Minos 1 (5)
  1003.  
  1004. TP Spent (17)
  1005. Strength 16 (2)
  1006. Agility 10 (2)
  1007. Axe Training 3 (3)
  1008. Athletics 2 (2)
  1009. Stealth 1 (2)
  1010. Frenzied Attack (4)
  1011.  
  1012. As a young Minotaur Soulborn, Evrumine has the following stat limits
  1013. Strength 18
  1014. Constitution 16
  1015. Agility 14
  1016. Intelligence 12
  1017. Willpower 14
  1018. Fellowship 14
  1019.  
  1020. Janrael
  1021. the Angels Daughter
  1022. Janrael is 16 years old and is an Angel Soulborn (Solar).
  1023.  
  1024. Appearance
  1025. Janrael has pale white skin and long metallic golden hair. She is 6ft in height with an athletic build and C-cup breasts.
  1026.  
  1027. Past
  1028. Janrael is one of the very few Soulborn descended from angels. And the only one from a high-ranking angel she is aware of.
  1029. Both of Janraels parents died in the Last War.
  1030. Janrael initially attended a prestigious inner-city school for Soulborn. As a part-angel she was seen as far more socially-desirable than many of the other girls; there were noble families attempting to bargain with school administrators to secure an arranged marriage for their sons to Janrael as soon as she was enrolled.
  1031. However her popularity bred petty jealousies and hatred among the other students and Janrael was targeted by pranks and bullying.
  1032. With a low tolerance for evil acts at the best of times, Janrael fought back. Eventually she was thought to be violent and unstable, and was transferred to Egwen.
  1033.  
  1034. Stats
  1035. (p)Strength – 17 (+3)
  1036. Agility – 13 (+1)
  1037. (t)Constitution – 12 (+1), Angelic Toughness 15 (+3)
  1038. (t)Intelligence – 12 (+1)
  1039. (p)Willpower – 19 (+4)
  1040. Fellowship – 14 (+2)
  1041.  
  1042. Hit points 29 (base 9, Angelic Toughness 20)
  1043.  
  1044. Arcane Energy 24 (Base 14, Angels Magic 10)
  1045.  
  1046. Melee Weapon:
  1047. Brilliant Energy Longsword 1d20+7 (1d8+4) – ignores non-magic DR
  1048. Unarmed 1d20+5 (1d3+3)
  1049.  
  1050. Ranged Weapon:
  1051. none
  1052.  
  1053. Armour
  1054. Light Armour (DR 2)
  1055. Natural (DR 6)
  1056. Total DR 8
  1057.  
  1058. Defence
  1059. Melee 15 (+1 agility, +2 melee combat, +2 longsword)
  1060. Ranged 11 (+1 agility)
  1061.  
  1062. Expertise Skills
  1063. Melee Training 1: +2 to all melee combat rolls
  1064.  
  1065. Combat Skills
  1066. Longsword Training 1: +2 to all combat rolls using longswords
  1067.  
  1068. Social Skills
  1069. None
  1070.  
  1071. Other Skills
  1072. None
  1073.  
  1074. Combat Feats
  1075. None
  1076.  
  1077. Other Feats
  1078. Consecrate Spell: A spell modified with this ability gives off a small surge of positive divine magic and is more difficult for evil creatures or demons to resist.
  1079. If the spell deals damage, half that damage (rounded down) results from positive divine power and applies itself as holy damage.
  1080. This adds two additional Arcane Energy to the spell's cost.
  1081.  
  1082. Natural Powers
  1083. Janrael has the following natural powers:
  1084.  
  1085. Half-Solar Damage Resistance: Janrael has damage reduction 5; this is ignored by unholy weapons and spells/powers that deal unholy damage
  1086.  
  1087. Angels Magic: Your mystical powers are particularly strong.
  1088. Rank 1 - You add +2 Willpower, and gain 10 extra Arcane Energy, you reduce the XP cost of learning new spells by 1.
  1089.  
  1090. Angelic Toughness: The character is far tougher than normal
  1091. Rank 1 - +4 bonus to Constitution, +20 HP, has DR 1
  1092. Vulnerability: This damage reduction this is ignored by unholy weapons and spells/powers that deal unholy damage
  1093.  
  1094. Angelic Regeneration: Janrael heals faster than normal
  1095. Rank 3 - Heals 1 hit point per 10 minutes.
  1096. Vulnerability: This healing cannot heal damage from unholy weapons, or evil spells; she heals at the normal rate from such attacks.
  1097.  
  1098. Class Powers Synergy
  1099. Certain class powers function differently for you. This does not grant you access to these powers, only changes the effects if you do gain them.
  1100. (Paladin) Sanctuary: Raises the DC for demons to enter by 5.
  1101. (Paladin) Smite: deals 1.5 times normal damage against demons.
  1102.  
  1103. Detect Evil
  1104. Janrael is constantly aware of evil within 300ft of her. She can detect and discern between the following types of evil: evil magic (magic cast by evil mages, priests etc); evil spells (spells that are inherently evil); evil innate magic abilities (used by evil creatures); evil creatures (those with innately evil natures, no matter their personal morality); evil people (people with evil alignments); evil actions (actions taken which are classified as *evil*); evil thoughts (planning or strongly considering evil actions).
  1105. This ability is constant and Janrael cannot turn it off.
  1106. It is magic and is treated as such for the purposes of countering, blocking etc.
  1107. Janrael suffers from synaesthesia; She interprets the evil she detects as physical sensations. Most low-level evils feel like insects walking on her skin. Powerful evil is physically painful to her.
  1108.  
  1109. Innate Magic Powers
  1110. Janrael can learn the following spells without needing the appropriate ranks in the relevant spellcasting powers (i.e. Druid Magic, Bard Magic etc):
  1111. Bless, Dispel Magic, Dimensional Anchor, Endure Elements, Remove Curse, Remove Disease, Remove Fear, See Invisibility, Speak with Dead
  1112.  
  1113. So far Janrael has learned the following spells:
  1114. None
  1115.  
  1116. Spell Access (Priest)
  1117. Janrael can learn the listed type of magic without needing to be a member of that class. If Janrael is a member of that class, she gains a 1 point discount on any spells and ranks in spellcasting purchased.
  1118.  
  1119. Janreal can develop the following powers up to rank 5: Angelic Regeneration, Angelic Brilliance, Angelic Charm, Angels Magic, Angelic Might, Angelic Speed, Angelic Toughness.
  1120.  
  1121. Class Abilities
  1122. Janrael has the following class abilities:
  1123.  
  1124. Fighter 8/20
  1125.  
  1126. Priest 3/20
  1127.  
  1128. Janrael is a Wizard
  1129.  
  1130. Wizard Magic 1: You can learn and use basic wizard spells, base spell cost of these spells is 1 Arcane Energy.
  1131.  
  1132. Available Spells
  1133. (R) Cantrips: host of minor useful powers including but not limited to – weak magic attacks, create light, create noise, weak telekinesis, arcane mark
  1134. Protection from Chaos/Evil/Good/Law: +2 to Defence and Will checks to resist magic (doubled vs mind-control).
  1135. Speed: (self only) triples movement speed
  1136. Tongues: Speak any language.
  1137.  
  1138. Wizard Magic 2: You can learn and use novice wizard spells, base spell cost of these spells is 2 Arcane Energy.
  1139.  
  1140. Available Spells
  1141. Arcane Sight: Magical auras become visible to you.
  1142. Detect Scrying: Alerts you of magical eavesdropping.
  1143. Dimensional Anchor: Bars extradimensional movement.
  1144. Dimension Door: Teleport short distance.
  1145. Dispel Magic: Cancels magical spells and effects.
  1146. Magic Circle against Chaos/Evil/Good/Law: As protection spells, but area.
  1147. Righteous Weapon: You summon a weapon of magical force that flies towards your foe and attacks, before disappearing in an explosion of magical energy. Deals damage to target and lesser damage to those nearby, deals holy damage.
  1148. Stoneskin: high damage reduction.
  1149. (Conj) Wall of Fire: Burning wall harms those who cross it.
  1150.  
  1151. Training Points
  1152.  
  1153. Priest 2
  1154.  
  1155. Experience
  1156. XP Spent (16)
  1157. Constitution 12 (2)
  1158. Intelligence 12 (2)
  1159. Angelic Toughness 1 (6)
  1160. Angelic Magic 1 (6)
  1161.  
  1162. TP Spent (38)
  1163. Willpower 17 (3)
  1164. Melee Combat Training 1 (4)
  1165. Longsword Training 1 (2)
  1166. Consecrate Spell (3)
  1167. Wizard Magic 2 (9)
  1168. Cantrips (R) (1)
  1169. Protection from Alignment (1)
  1170. Magic Circle against Alignment (1)
  1171. Tongues & Speed (1)
  1172. Dimensional Anchor (2)
  1173. Arcane Sight (2)
  1174. Dispel Magic (2)
  1175. Righteous Weapon (2)
  1176. Stoneskin (1)
  1177. Dimension Door (1)
  1178. Detect Scrying (1)
  1179. Wall of Fire (1)
  1180.  
  1181. Stat Limits
  1182. As a young Angel Soulborn (Solar), Janreal has the following stat limits
  1183. Strength 26
  1184. Constitution 22
  1185. Agility 22
  1186. Intelligence 22
  1187. Willpower 24
  1188. Fellowship 24
  1189.  
  1190. Kittrane
  1191. the Balors Daughter
  1192. Kittrane is 17 years old and is a Demon (Balor) Soulborn.
  1193. Hates being called *Kitten* or any cat-related puns. Has a temper.
  1194.  
  1195. Appearance
  1196. Kittrane is a tall, muscular girl. She is 6ft 6inches tall and is a B-cup. Kittrane has a reddish tinge to her skin, and has long red hair, of a deep crimson, almost blood-red. She normally ties her hair back. Kittrane is normally violating the schools dress code by wearing short-sleeved tops to show off her muscled arms.
  1197.  
  1198. Past
  1199. Kittrane doesn’t like to talk much about her past.
  1200. According to some of the other girls however, her mother was a Soulbound who lost her battle for control and turned into a monster; her father was an ex-soldier adventurer who used to take Kittrane with him on his travels.
  1201.  
  1202. Stats
  1203. (p)Strength – 20 (+5)
  1204. Agility – 14 (+2)
  1205. (p)Constitution – 18 (+4)
  1206. (t)Intelligence – 12 (+1)
  1207. Willpower – 14 (+2)
  1208. (t)Fellowship – 12 (+1)
  1209.  
  1210. Hit points 20 (base 10, Toughness 5)
  1211.  
  1212. Arcane Energy 16 (base 10)
  1213.  
  1214. Melee Weapon:
  1215. Unarmed 1d20+7 (1d3+5)
  1216. Inferno Axe 1d20+14 (2d6+8+2d6 fire)
  1217.  
  1218. Ranged Weapon:
  1219. Crossbow 1d20+8 (1d8)
  1220.  
  1221. Armour
  1222. Natural (DR 5)
  1223. Leather Armour of Durability (DR 12)
  1224. Total DR 17
  1225.  
  1226. Defence
  1227. Melee 20 (+2 agility, +2 Combat Training, +6 Greataxe Training)
  1228. Ranged 12 (+2 agility)
  1229.  
  1230. Equipment
  1231. Inferno Axe: This two-handed battleaxe offers a +1 bonus to hit and damage and deals 2d6 extra fire damage on every attack. Once per day it can be used to create a Wall of Fire (as the spell). Drawback: It deals 1d6 fire damage to the wielder per round it is used in combat, and when a Wall of Fire is created. Kittrane does not take this damage when she is using Burning Body. Items can be upgraded later.
  1232. Leather Armour of Durability: Grants damage reduction 12.
  1233.  
  1234. Expertise Skills
  1235. Melee Training 1: +2 to melee combat rolls
  1236. Ranged Training 1: +2 to all ranged combat rolls
  1237.  
  1238. Combat Skills
  1239. Crossbow Training 2: +4 to combat rolls using crossbows
  1240. Greataxe Training 3: +6 to combat rolls using greataxes
  1241.  
  1242. Social Skills
  1243. None
  1244.  
  1245. Other Skills
  1246. None
  1247.  
  1248. Combat Feats
  1249. Cleave
  1250. You are able to deal additional damage and hit multiple foes when using two-handed weapons (including polearms).
  1251. 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.
  1252. 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.
  1253. Cleave 1: You deal +2 extra points of damage with applicable weapons and can hit two adjacent foes with a single attack.
  1254.  
  1255. Toughness
  1256. You are able to take more punishment before being out of the fight.
  1257. Toughness 1: You gain 5 extra hit points.
  1258.  
  1259. Other Feats
  1260. none
  1261.  
  1262. Natural Powers
  1263. Kittrane has the following natural powers:
  1264.  
  1265. Balor Soulborn Damage Resistance: Kittrane has damage reduction 5; this is ignored by holy weapons and spells/powers that deal holy damage
  1266.  
  1267. Fire Resistance
  1268. Kittrane has Fire Resistance 15
  1269.  
  1270. Innate Magic Powers
  1271. Kittrane can learn the following spells without needing the appropriate ranks in the relevant spellcasting powers.
  1272. Dominate Person, Flame Strike, Slay Living
  1273.  
  1274. Kittrane has learned the following spells:
  1275. Dispel Magic, Fireball, Teleport (self only), True Seeing, Unhallow
  1276.  
  1277. Burning Body
  1278. When Kittrane is angry or in a fight, her body bursts into flame. Anyone in close physical contact with her (i.e grappling or attempting to restrain her) takes 1d8 fire damage reach round.
  1279.  
  1280. Kittrane can develop the following powers up to rank 5: Demonic Regeneration, Demonic Might, Demonic Speed, Demonic Toughness.
  1281.  
  1282. Kittrane can develop the following powers up to rank 2: Demonic Brilliance, Demonic Charm, Demonic Magic
  1283.  
  1284. Kittrane can take any Demonic Form abilities except Subtle changes
  1285.  
  1286. Class Abilities
  1287. Kittrane has the following class abilities:
  1288. Kittrane is now a Fighter
  1289.  
  1290. Sorcerer 19/20
  1291.  
  1292. Training Points
  1293.  
  1294. Sorcerer 1
  1295. Fighter 1
  1296.  
  1297. Experience
  1298. XP Spent (11)
  1299. Strength 20 (3+3TP)
  1300. Constitution 18 (3)
  1301. Hit Points +5 (5)
  1302. Fireball (2)
  1303. Teleport (self only, 3)
  1304.  
  1305. TP Spent (23)
  1306. Greataxe Training 3 (4)
  1307. Crossbow Training 2 (2)
  1308. Arcane Energy +6 (6)
  1309. True Seeing (3)
  1310. Dispel Magic (2)
  1311. Unhallow (3)
  1312.  
  1313. As a young balor Soulborn, Kittrane has the following stat limits
  1314. Strength 28
  1315. Constitution 26
  1316. Agility 24
  1317. Intelligence 24
  1318. Willpower 24
  1319. Fellowship 24
  1320.  
  1321. Lucinda De La Hallowthwaite
  1322. Lucinda or *Lucky* as she prefers is 15 years old, and is a demon Soulborn (Succubus)
  1323.  
  1324. Appearance
  1325. Lucinda has brilliant red hair and vibrant green eyes. She seems to glow with health and life. She is 5ft 5inches tall and is a D-cup, she has noticeable hips.
  1326. Lucinda is often rather forgetful when she dresses for the day; her blouse often has several buttons undone, and her thigh-high socks leave more than the permitted three-finger gap between those and her skirt.
  1327.  
  1328. Past
  1329. Lucinda claims to have grown up the spoiled daughter of a rich and successful spy. Her attendance at Egwen she attributes to *baseless rumours about whose pillow I was sharing at my old school*. This story doesn’t quite ring true.
  1330.  
  1331. Stats
  1332. (t)Strength – 9 (-1)
  1333. Agility – 12 (+1)
  1334. (t)Constitution – 9 (-1)
  1335. Intelligence – 13 (+1), Gestalt 16 (+3)
  1336. (p)Willpower – 16 (+3), Gestalt 19 (+4)
  1337. (p)Fellowship – 16 (+3), Gestalt 19 (+4)
  1338.  
  1339. Hit points 8 (base 5)
  1340.  
  1341. Arcane Energy 47 (base 11, Gestalt 36)
  1342.  
  1343. Melee Weapon:
  1344. Rapier 1d20+5 (1d6+1)
  1345.  
  1346. Ranged Weapon:
  1347. none
  1348.  
  1349. Armour
  1350. None
  1351. Total DR 0
  1352.  
  1353. Defence
  1354. Melee 15 (+1 agility, +4 Rapier Training)
  1355. Ranged 11 (+1 agility)
  1356.  
  1357. Expertise Skills
  1358. None
  1359.  
  1360. Combat Skills
  1361. Rapier Training 2: +4 to combat rolls using rapiers
  1362.  
  1363. Social Skills
  1364. None
  1365.  
  1366. Other Skills
  1367. None
  1368.  
  1369. Combat Feats
  1370. None
  1371.  
  1372. Other Feats
  1373. none
  1374.  
  1375. Natural Powers
  1376. Lucinda has the following natural powers:
  1377.  
  1378. Note: Due to her link to Fenra, Celya and Eyja, Lucinda counts as a regular Succubus Soulborn and a Dathki Soulborn for the purpose of learning Innate Spell-like abilities and Demonic Magic, Demonic Intelligence and Demonic Charm.
  1379.  
  1380. Disarming Kiss
  1381. For three rounds after being affected by Lucinda’s Drain Energy ability the target suffers a penalty to all Will rolls to resist Lucinda’s powers and abilities equal to Lucinda’s Fellowship modifier.
  1382.  
  1383. Drain Energy
  1384. By kissing a person, Lucinda can drain a targets energy. The target of her kiss loses a number of hit points equal to Lucinda’s Fellowship modifier.
  1385. Lucinda adds the same number to her Arcane Energy.
  1386. Targets of this ability can choose to lose Arcane, Divine or Primordial Energy instead of hit points.
  1387.  
  1388. Innate Magic Powers
  1389. Lucinda can learn the following spells without needing the appropriate ranks in the relevant spellcasting powers (i.e. Druid Magic, Bard Magic etc).
  1390.  
  1391. (Succubus)
  1392. Alter Self, Charisma, Charm Person, Contagion, Desecrate, Detect Good, Detect Thoughts, Discern Lies, Dominate Person, Feeblemind, Hold Person, Magic Circle Against Good, Perfect Beauty, Protection From Good, Remove Paralysis, Sleep, Tongues, Undetectable Alignment, Unearthly Beauty, Unhallow
  1393.  
  1394. (Dathki Succubus) – see classes and races pastebin
  1395.  
  1396. Lucinda has learned the following spells
  1397. Charm Person, Darkness, Modify Memory, Probe Thoughts, True Seeing
  1398.  
  1399. Ectoplasmic Servant (Rank 1): Create animal or humanoid mass of translucent energy that can serve you, has limited combat abilities. Additional XP can be spend to upgrade this spell.
  1400. Psychic Blast (Rank 1): Purely mental attacking spell that bypasses non-magical damage reduction
  1401. Telekinesis (Rank 2): Move objects with a weight of up to Will x10 pounds, plus 25 pounds per extra point of arcane energy spent
  1402.  
  1403. Mental Gestalt
  1404. Due to a magical mishap involving a Dominion Stone, Lucinda shares her mind with three others: Fenra, Celya and Eyja, three Dathki Succubus Soulborn.
  1405. Their minds are linked and overlapping, but they are still separate people to an extend, they can however draw upon the same pooled experience and knowledge.
  1406. This has the following effects
  1407. If one of them has a skill or feat, they all have it.
  1408. If one of them knows magic or can cast a spell or an innate spell-like ability, they can all use it.
  1409. They can communicate mentally with one another. The maximum range of this ability is unknown. It is not known what could block this communication, though magic probably can.
  1410. All four gain a +3 bonus to Willpower, Fellowship and Intelligence.
  1411. They all draw from the same pool of arcane energy, the amount listed on Lucindas sheet reflects this total.
  1412. They can train together and rapidly increase the rate at which they learn. Lucinda increases all training points received by 100%
  1413.  
  1414. Favoured Class (Sorcerer)
  1415. When qualifying for the listed class Lucinda needs to spend one-half the usual experience points.
  1416. If Lucinda is a member of the listed class, she increases training points she gains for the listed class by 100%.
  1417.  
  1418. Lucinda can develop the following powers up to rank 2: Demonic Brilliance (succubi), Demonic Regeneration, Demonic Might, Demonic Speed, Demonic Toughness, Demonic Magic (succubi).
  1419.  
  1420. Lucinda can develop the following power up to rank 5: Demonic Brilliance (dathki succubi), Demonic Charm, Demonic Magic (dathki succubi), Shapeshifting
  1421.  
  1422. Lucinda can take any Demonic Form abilities
  1423.  
  1424. Class Abilities
  1425. Lucinda has the following class abilities:
  1426.  
  1427. Training Points
  1428.  
  1429. Bard 4
  1430.  
  1431. Lucinda is a Bard
  1432. As Lucinda is a bard, she increases training points she gains for bard by 100%.
  1433.  
  1434. Bardic Inspiration 2: Improve an allies chances of success. When an ally attempts a d20 roll, you may spend 1 arcane energy to grant them a bonus on that roll. They must be able to hear you.
  1435. Rank 2 – the bonus granted is +4
  1436.  
  1437. Break Them Down
  1438. You can apply your Bardic Inspiration bonus as a penalty to a single foes next d20 roll.
  1439.  
  1440. Bardic Magic 1: Spells cost 1 Arcane Energy to cast
  1441. Available Spells
  1442. Laughter: Subject loses actions.
  1443. Image: Creates minor illusion.
  1444. Animate Rope: Makes a rope move at your command.
  1445. Message: Whispered conversation at distance.
  1446. Sleep: Puts creatures into magical slumber.
  1447. Ventriloquism: Throws voice.
  1448.  
  1449. Lucinda is a Sorcerer
  1450.  
  1451. Sorcerer Magic 1: You can learn and use basic sorcerer spells, base spell cost of these spells is 1 Arcane Energy.
  1452.  
  1453. Spells Known
  1454. (R) Cantrips: host of minor useful powers including but not limited to – weak magic attacks, create light, create noise, weak telekinesis, arcane mark
  1455. (E) Identify: Determines properties of magic item.
  1456. Splendor: Subject gains bonus to Fellowship.
  1457.  
  1458. XP Spent (16)
  1459. Agility 12 (1)
  1460. Intelligence 13 (2)
  1461. Willpower 16 (5)
  1462. Rapier Training 2 (2)
  1463. Ectoplasmic Servant (1)
  1464. Psychic Blast (1)
  1465. Bardic Inspiration 2 (4+2TP)
  1466.  
  1467. TP Spent (26)
  1468. Hit Points +3 (3)
  1469. Break Them Down (4)
  1470. Bardic Magic 1 (3)
  1471. 6 rank 1 spells (6)
  1472. Sorcerer Magic 1 (3)
  1473. 3 rank 1 spells (3)
  1474. True Seeing (3)
  1475.  
  1476. As a young succubus soulborn, Lucinda has the following stat limits
  1477. Strength 18
  1478. Constitution 18
  1479. Agility 18
  1480. Intelligence 20
  1481. Willpower 18
  1482. Fellowship 24
  1483.  
  1484. Nataline
  1485. Nataline is 16 years old and is a Pharoc (reincarnate)
  1486.  
  1487. Appearance
  1488. Nataline has a classic aristocratic beauty: flawless pale skin, long black hair and hazel eyes and a face that would make an artist weep that he could not capture its glory with mere paints.
  1489. Nataline moves with a slow, refined grace and many girls at Egwen cry themselves to sleep wishing Nataline would notice them.
  1490.  
  1491. Past
  1492. Nataline is not the daughter of a Soulbound, she *is* a Soulbound. One of the last created, and perhaps the youngest when she was made Soulbound, Nataline isn’t sure what manner of creature is bound within her.
  1493. The guild mages are likewise unsure, their best guess is that it is a human-like creature from a civilisation that predates the Empire...by thousands of years.
  1494. Natalines father was one of the mages who created Soulbound and he faced the judgement of Heaven when she was very young, she does not remember her mother.
  1495.  
  1496. Stats
  1497. (t)Strength – 9 (-1)
  1498. Agility – 12 (+1)
  1499. (t)Constitution – 14 (+2)
  1500. Intelligence – 13 (+1)
  1501. (p)Willpower – 18 (+4), Angels Magic 22 (+6)
  1502. (p)Fellowship – 16 (+3)
  1503.  
  1504. Hit points 28 (base 8, Angelic Toughness 20)
  1505.  
  1506. Arcane Energy 30 (base 10, 20 Arcane Energy)
  1507.  
  1508. Divine Energy 16 (base 16)
  1509.  
  1510. Melee Weapon:
  1511. Unarmed 1d20-1 (1d3-1)
  1512.  
  1513. Ranged Weapon:
  1514. none
  1515.  
  1516. Armour
  1517. Angelic Toughness 1
  1518. Total DR 1
  1519.  
  1520. Defence
  1521. Melee 11 (+1 agility)
  1522. Ranged 11 (+1 agility)
  1523.  
  1524. Expertise Skills
  1525. None
  1526.  
  1527. Combat Skills
  1528. None
  1529.  
  1530. Social Skills
  1531. Commander 3: +6 to ordering foes to surrender, giving orders to allies
  1532. Negotiator 2: +4 to diplomacy, negotiation, and persuasion
  1533.  
  1534. Other Skills
  1535. History Knowledge 2: +4 to all history knowledge checks
  1536.  
  1537. Combat Feats
  1538. None
  1539.  
  1540. Other Feats
  1541. none
  1542.  
  1543. Natural Powers
  1544. Nataline has the following natural powers:
  1545.  
  1546. Ankh
  1547. Nataline enjoys a 1 XP discount on all priest abilities.
  1548.  
  1549. Supernatural Beauty: Nataline adds +5 to all Fellowship checks and if she learns Bardic Inspiration she increases her Bardic Inspiration bonus by 2.
  1550.  
  1551. Wedja
  1552. Angels Magic: Your mystical powers are particularly strong.
  1553. Rank 2 - You add +4 Willpower, and gain 20 extra Arcane Energy, you reduce the XP cost of learning new spells by 2.
  1554.  
  1555. Angelic Regeneration: Nataline heals faster than normal
  1556. Rank 2 - Heals 1 hit point per hour.
  1557.  
  1558. Angelic Toughness: Nataline is far tougher than normal
  1559. Rank 1 - +4 bonus to Constitution, +20 HP, has DR 1
  1560.  
  1561. Nataline can develop the following powers up to rank 2: Angelic Might, Angelic Speed, Angelic Toughness.
  1562. Nataline can develop the following powers up to rank 5: Angelic Regeneration, Angelic Brilliance, Angelic Charm, Angels Magic
  1563.  
  1564. Seneb
  1565. Spell Access (Sorcerer)
  1566. Nataline can learn the listed type of magic without needing to be a member of that class. If you are a member of that class, you gain a 1 point discount on any spells and ranks in spellcasting purchased.
  1567. Nataline increases this XP discount to 5 when buying Enchant Sorcerous Item, Forge Magic Arms and Armour and Craft Other Magic Items.
  1568.  
  1569. Class Abilities
  1570. Nataline has the following class abilities:
  1571.  
  1572. Bard 5/20
  1573.  
  1574. Fighter 4/20
  1575.  
  1576. Sorcerer 3/20
  1577.  
  1578. Training Points
  1579. Bard 1
  1580. Fighter 1
  1581. Sorcerer 1
  1582.  
  1583. Priest Class
  1584. Nataline is now a Priest
  1585.  
  1586. Sorcerer Magic 1: You can learn and use basic sorcerer spells, base spell cost of these spells is 1 Arcane Energy.
  1587.  
  1588. Sorcerer Spells Known
  1589. Enfeeblement: Weakens Target.
  1590. Enlarge: creature doubles in size.
  1591. Magic Missile: highly accurate, single target, low damage attack
  1592. Shield: (self only) damage reduction and defence equal to light armour.
  1593.  
  1594. Priest Magic 1: You can learn and use basic priest spells, base spell cost of these spells is 1 Divine Energy.
  1595.  
  1596. Bless: Allies gain bonus on attack rolls and saves against fear.
  1597. Comprehend Languages: You understand all spoken and written languages.
  1598. Cure Minor Wounds: Cures 8+Will mod damage
  1599.  
  1600. Priest Magic 2: You can learn and use novice priest spells, base spell cost of these spells is 2 Divine Energy.
  1601.  
  1602. Cure Moderate Wounds: Cures 24+(Will modx2) damage
  1603. Magic Vestment: Armor or shield gains enchantment bonus.
  1604. Shield Other: You take half of subject’s damage.
  1605.  
  1606. Experience (53)
  1607. XP Spent (15)
  1608. Agility 12 (1)
  1609. Constitution 14 (3)
  1610. Willpower 17 (5) – 2 Training Points
  1611. Commander 3 (6)
  1612. Negotiator 2 (4)
  1613. History Knowledge 2 (4)
  1614. Angels Magic 2 (12)
  1615. Priest Rank 2 Spells (9)
  1616. Enfeeblement (1)
  1617. Enlarge (1)
  1618. Magic Missile (1)
  1619. Shield (1)
  1620. Angelic Toughness 1 (6)
  1621.  
  1622. Training Points Spent
  1623. Fellowship 16 (2)
  1624. Willpower 18 (3)
  1625. Cure Minor Wounds (1)
  1626. Bless (1)
  1627. Comprehend Languages (1)
  1628. Magic Vestment (2)
  1629. Shield Other (2)
  1630. Cure Moderate Wounds (1)
  1631. Sorcerer Magic Rank 1 (3)
  1632.  
  1633. As a young Pharoc, Nataline has the following stat limits
  1634. Strength 18
  1635. Constitution 18
  1636. Agility 18
  1637. Intelligence 22
  1638. Willpower 22
  1639. Fellowship 22
  1640.  
  1641. Nevyn, the Beast-girl
  1642. Nevyn is a dusky, quiet girl whom many overlook.
  1643. Nevyn is 14 years old and is an Empress Displacer Soulborn. She has the ability to bend light around herself.
  1644.  
  1645. Appearance
  1646. Nevyn has brown skin and long brown hair as well as sideburns. Her eyes are catlike in appearance and her nails are long and sharp, she has prominent fangs.
  1647. Nevyn is 5ft 4 inches but seems shorter as she often slouches. She has a lithe, athletic build and A-cup breasts.
  1648. Nevyn has four ears: two human-like ones, and two purple cat-like ones.
  1649. Nevyn has two long purple-furred catlike tails.
  1650. Nevyn has four 4ft-long tentacles emerging from her back.
  1651. Nevyn can hide the ears, tails and tentacles, if she concentrates.
  1652.  
  1653. Past
  1654. Nevyn never really knew her parents, only having a few memories of her father. She was dropped off at an orphanage and was shipped off to Egwen at the first opportunity when her nature became clear.
  1655. She dislikes talking about life at the orphanage.
  1656.  
  1657. Other
  1658. Nevyn has a pack of five juvenile Displacer-Beasts that live at the school, they are normally allowed out of their cages at specific times, to avoid them running wild and hurting anyone.
  1659.  
  1660. Stats
  1661. (p)Strength – 14 (+2), Necklace 16 (+3), Beast Form 26 (+8)
  1662. (p)Agility – 18 (+4), Necklace 20 (+5), Beast Form 22 (+6)
  1663. Constitution – 10 (+0), Beast Form 18 (+4)
  1664. (Enlarged – 10ft human/20ft beast)
  1665. Strength – 22 (+6), Necklace 24 (+7), Beast Form 36 (+13)
  1666. Agility – 16 (+3), Necklace 18 (+4), Beast Form 20 (+5)
  1667. Constitution – 14 (+2), Beast Form 22 (+6)
  1668. (t)Intelligence – 6 (-2)
  1669. Willpower – 10 (+0)
  1670. (t)Fellowship – 6 (-2)
  1671. Speed: Nevyn's movement speed is 4 times normal (60mph in human form, 160mph in beast form).
  1672.  
  1673. Hit points 12 (base 8)
  1674. Beast Form hit points 66
  1675. (Enlarged - 10ft)
  1676. Hit points 20 (base 10, size 10)
  1677. Beast Form hit points 74
  1678.  
  1679. Arcane Energy 4 (base 4)
  1680.  
  1681. Melee Weapon:
  1682. Unarmed 1d20+15 (1d3+13)
  1683. 4 tentacles 1d20+15 (1d6+13)
  1684.  
  1685. (Beast Form)
  1686. Bite 1d20+20 (1d10+18)
  1687. 4 Claws 1d20+20 (1d8+18)
  1688. 6 Tentacle Whips 1d20+20 (1d8+18)
  1689. (Enlarged – 10ft)
  1690. Bite 1d20+25 (2d6+23)
  1691. 4 Claws 1d20+25 (1d10+23)
  1692. 6 Tentacle Whips 1d20+25 (1d10+23)
  1693.  
  1694. Ranged Weapon:
  1695. none
  1696.  
  1697. Armour
  1698. none
  1699. Total DR 0
  1700.  
  1701. Defence
  1702. Melee 27 (+5 agility, +2 melee combat, +10 unarmed combat)
  1703. Ranged 15 (+5 agility)
  1704. (Beast)
  1705. Melee 28 (+6 agility, +2 melee combat, +10 unarmed combat)
  1706. Ranged 16 (+6 agility)
  1707. (Enlarged)
  1708. Melee 26 (+4 agility, +2 melee combat, +10 unarmed combat)
  1709. Ranged 14 (+4 agility)
  1710. (Enlarged Beast)
  1711. Melee 27 (+5 agility, +2 melee combat, +10 unarmed combat)
  1712. Ranged 15 (+5 agility)
  1713.  
  1714. Equipment
  1715. Nevyn's Necklace: This collar triples Nevyn's movement speed and adds +2 to her Strength and Agility
  1716. Vest (harness) of Growth: Can increase Nevyns size in any form (10 feet tall human or 20ft long beast)
  1717.  
  1718. Expertise Skills
  1719. Melee Training 1: +2 to all melee combat rolls
  1720.  
  1721. Combat Skills
  1722. Sneak Attack 2: Deals +8 extra damage to flanked or surprised foes. Has a reduced penalty to target locations of flanked or surprised foes.
  1723. Unarmed Combat 5: adds +10 to combat rolls and damage with unarmed attacks
  1724.  
  1725. Social Skills
  1726. None
  1727.  
  1728. Other Skills
  1729. Athletics 2: +4 to all climbing, jumping or swimming rolls
  1730. Investigator 1: +2 to investigative rolls, rolls to discover secrets
  1731. Stealthy 3: +6 to rolls to sneak
  1732.  
  1733. Combat Feats
  1734. None
  1735.  
  1736. Other Feats
  1737. none
  1738.  
  1739. Natural Powers
  1740. Nevyn has the following natural powers:
  1741.  
  1742. Beast Form: Nevyn can transform into a large displacer beast (10ft-long).
  1743. In this form she gets a +12 bonus to strength, +2 agility and +8 constitution, as well as 50 extra hit points and a +4 bonus to sight-based perception checks.
  1744. She appears as a large displacer beast with six tentacles, six eyes and two tails.
  1745. This costs 4 arcane energy or hit points and lasts until ended.
  1746. Nevyn gains 4 claw attacks, a bite attack and two extra tentacle-whip attacks.
  1747. Bite 1d10; claw 1d8; tentacle whip 1d8
  1748.  
  1749. Blinking
  1750. Nevyn can blink in and out of reality, making it hard to hit her. Any melee or ranged attack directed at her has a 50% miss chance. She also takes half-damage from area attacks.
  1751. Dimensional Anchor and similar effects block this ability.
  1752. Nevyn can suppress this ability by concentrating.
  1753.  
  1754. Command Lesser Kin
  1755. Nevyn can control Displacer-Beasts. This acts like a Charm Person spell that can only affect Displacer-Beasts. Nevyn gains a +10 bonus to the Willpower roll to affect them.
  1756.  
  1757. Pounce
  1758. Nevyn is more in-tune with her own instincts. Nevyn gains a +5 to hit and damage when she charges; Nevyn can use all of her attacks at the end of a charge; Nevyns speed is doubled whilst charging; Nevyn can jump across obstacles as part of a charge. This costs 1 arcane energy.
  1759.  
  1760. Class Abilities
  1761. Nevyn has the following class abilities:
  1762. Favoured Class (Rogue)
  1763. Nevyn is a Rogue, she increases training points she gains for the listed class by 100%.
  1764.  
  1765. Deadly Strike
  1766. Any attack against a foe unaware of the rogues presence, is automatically a critical hit, if it is successful.
  1767.  
  1768. Nevyn is a Monk
  1769.  
  1770. Monks Speed
  1771. You move faster than normal.
  1772. Rank 1 – your movement speed is 1.3 times normal.
  1773.  
  1774. Training Points
  1775.  
  1776. Monk 2
  1777. Rogue 2
  1778.  
  1779. Experience
  1780. XP Spent (28)
  1781. Agility 18 (4) – includes 2TP
  1782. Willpower 10 (2)
  1783. Hit Points 8 (4)
  1784. Beast Form (6)
  1785. Pounce (6)
  1786. Stealth 2 (4)
  1787. Athletics 2 (2)
  1788. Investigator 1 (2)
  1789. Command Lesser Kin (free)
  1790.  
  1791. TP Spent (25)
  1792. Agility 17 (4)
  1793. Strength 14 (4)
  1794. Stealth 1 (2)
  1795. Unarmed Combat 5 (6)
  1796. Melee Training 1 (4)
  1797. Monks Speed 1 (3)
  1798.  
  1799. As a young empress displacer soulborn, Nevyn has the following stat limits
  1800. Strength 22
  1801. Constitution 22
  1802. Agility 22
  1803. Intelligence 22
  1804. Willpower 22
  1805. Fellowship 22
  1806.  
  1807. Phaysis
  1808. Phaysis is 15 years old and is a Nightmare Soulborn
  1809.  
  1810. Appearance
  1811. Phaysis has skin as black as the night sky and her eyes are red – flames lick from her eyes when she is angry.
  1812. Phaysis’ hair is orange and when she is excited or doing something physically difficult her hair bursts into flame.
  1813. Phaysis is 5ft 10 inches tall in her human form and 6ft 11 inches tall in centaur form. She has B-cup breasts and prefers thick heavy clothes as she suffers from the cold.
  1814. Phaysis has a tall lanky athletic build.
  1815. She has long wild hair
  1816.  
  1817. Past
  1818. Phaysis is a war orphan raised by followers of Yselm who sent her to Egwen when they couldn’t handle the fiery, emotional young girl.
  1819. Phaysis resents being sent to *boarding school* but understands why she was sent away – she did set the house on fire after all.
  1820.  
  1821. Stats
  1822. Strength – 14 (+2), Equine/Centaur 18 (+4)
  1823. Agility – 14 (+2), Equine/Centaur 12 (+1)
  1824. Constitution – 14 (+2), Equine/Centaur 16 (+3)
  1825. Intelligence – 11 (+0)
  1826. Willpower – 11 (+0)
  1827. Fellowship – 11 (+0)
  1828.  
  1829. Hit points 21 (base 12, Toughness 5)
  1830. Equine/Centaur HP 22
  1831.  
  1832. Primal Energy 10 (base 10)
  1833.  
  1834. Melee Weapon:
  1835. Spear 1d20+12 (1d8+2)
  1836. Equine
  1837. 2 Hoof Attacks 1d20+4 (1d4+4)
  1838. Centaur
  1839. Spear 1d20+14 (1d8+4), and
  1840. 2 Hoof Attacks 1d20+4 (1d4+4)
  1841.  
  1842. Ranged Weapon:
  1843. Longbow 1d20+10 (1d8+2)
  1844. Centaur
  1845. Longbow 1d20+9 (1d8+3)
  1846.  
  1847. Armour
  1848. Medium Armour (DR 4)
  1849. Total DR 4
  1850.  
  1851. Other
  1852. Cloak of Fiery Wings: Wearer can turn it into wings at will, can be used to fly at twice land speed, or deal 1d6 fire damage to all foes in melee combat.
  1853.  
  1854. Defence
  1855. Melee 28 (+2 agility, +2 melee combat, +10 spear training, +2 spear, +2 dodge)
  1856. Ranged 14 (+2 agility, +2 dodge)
  1857. Equine/Centaur
  1858. Melee 27 (+1 agility, +2 melee combat, +10 spear training, +2 spear, +2 dodge)
  1859. Ranged 13 (+1 agility, +2 dodge)
  1860.  
  1861. Expertise Skills
  1862. Melee Training 1: +2 to all melee combat rolls
  1863. Combat Skills
  1864. Longbow Training 4: +8 to combat rolls using longbows
  1865. Spear Training 5: +10 to combat rolls using spears
  1866.  
  1867. Social Skills
  1868. None
  1869.  
  1870. Other Skills
  1871. None
  1872.  
  1873. Combat Feats
  1874.  
  1875. Cleave
  1876. You are able to deal additional damage and hit multiple foes when using two-handed weapons (including polearms).
  1877. 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.
  1878. 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.
  1879. Cleave 1: You deal +2 extra points of damage with applicable weapons and can hit two adjacent foes with a single attack.
  1880.  
  1881. Dodge
  1882. You are skilled at avoiding being hit in a fight.
  1883. Dodge 1: You add +2 to your melee and ranged defence.
  1884.  
  1885. Rapid Shot (currently unuseable)
  1886. You are able to fire a flurry of arrows (or throw a hail of thrown weapons) to great effect.
  1887. You need to have Ranged Combat Training at a level equal to or greater than Rapid Shot to use it.
  1888. Rapid Shot 1: On a ranged attack you can fire 1 extra arrow (or use an extra thrown weapon) to deal an extra +3 damage
  1889.  
  1890. Toughness
  1891. You are able to take more punishment before being out of the fight.
  1892. Toughness 1: You gain 5 extra hit points.
  1893.  
  1894. Other Feats
  1895. none
  1896.  
  1897. Natural Powers
  1898. Phaysis has the following natural powers:
  1899.  
  1900. Alternate Form: Phaysis can switch between her humanoid, equine or centaur forms at will, each transformation taking a few seconds. In Equine or centaur form she is the size of a large horse and gains a boost to strength and constitution, but takes a penalty to agility. In equine or centaur form Phaysis can carry up to two human-sized riders, but dislikes being ridden.
  1901.  
  1902. Enter Dreams: By touching a sleeping person, Phaysis can see what they are dreaming about and alter the dream to be what she wants, Willpower roll to resist.
  1903.  
  1904. Fire Resistance: Phaysis has Fire Resistance 10.
  1905.  
  1906. Nightmares Steps: In Equine or Centaur form, Phaysis can walk and run on smoke or water, as if it were solid ground.
  1907.  
  1908. Class Abilities
  1909. Phaysis has the following class abilities:
  1910.  
  1911. Paladin
  1912. 4/20
  1913.  
  1914. Ranger Class
  1915. Phaysis is a Ranger
  1916. As Phaysis is a ranger, she increases training points she gains for ranger by 100%.
  1917.  
  1918. Crowd Control
  1919. You gain an extra melee attack when facing three or more foes in melee.
  1920.  
  1921. Druid Magic 1: Spells cost 1 Primal Energy to cast
  1922.  
  1923. Spells known
  1924. Cure Minor Wounds: Cures 4+Will mod damage
  1925. Light: Object shines like a torch.
  1926.  
  1927. Training Points 0
  1928.  
  1929. Paladin 2
  1930.  
  1931. Experience
  1932. XP Spent (27)
  1933. Agility 12 (1)
  1934. Constitution 12 (1)
  1935. HP +4 (4)
  1936. Melee Combat 1 (4)
  1937. Longbow Training 4 (5) - 1TP
  1938. Spear Training 5 (6) - 1TP
  1939. Crowd Control (4)
  1940. Toughness 1 (3)
  1941.  
  1942. TP Spent (20)
  1943. Strength 14 (2)
  1944. Agility 14 (2)
  1945. Constitution 14 (1 +1XP)
  1946. Investigator 1 (1)
  1947. Cleave 1 (3)
  1948. Dodge 1 (3)
  1949. Rapid Shot 1 (3)
  1950. Druid Magic 1 (3)
  1951. Cure Minor Wounds (1)
  1952. Light (1)
  1953.  
  1954. As a young Nightmare Soulborn, Phaysis has the following stat limits
  1955. Strength 20
  1956. Constitution 18
  1957. Agility 18
  1958. Intelligence 18
  1959. Willpower 18
  1960. Fellowship 18
  1961. These are the stats in her human form, not her equine or centaur forms.
  1962.  
  1963. Safire, the living gem
  1964. Safire is 13 years old and is a half-elemental (earth).
  1965.  
  1966. Appearance
  1967. Safire has gem-like blue skin that is translucent. Upon close examination muscles can be seen and in bright light, even the outline of organs.
  1968. Safire has no hair and her eyes are simply lighter-coloured gems.
  1969. Safire is very shy and has permission from the school authorities to wear a full-body hooded robe and face-mask with eye-holes.
  1970. Safire has a slight build and A-cup breasts; she is 5ft 1 inch tall.
  1971.  
  1972. Past
  1973. Safires earliest memory is of her mother being killed, as her father, a gem-like Soulbound, was dragged away by rough-looking dwarves. She was later told that his body was *used* to make various magical gems.
  1974.  
  1975. Friends of her family smuggled her away as a child, one step ahead of hunters of rare magical artefacts. Most of Safire's life has been on the run, passed from one family to the next through a loose network of friends and distant relatives.
  1976.  
  1977. Two years ago she was captured by a group of artefact hunters and chained down in a ritual circle. She remembers begging and screaming for her life as one of the dwarves with a Kuruze accent approached her with a diamond-tipped saw and an eager expression. She blacked out as he laid the saw against her wrist.
  1978.  
  1979. The next thing she remembers is waking up in the circle as Headmaster Sarum unlocked her chains and told her she would be safe at his school.
  1980.  
  1981. Of the dwarves there was no sign. All around her was a lot of guts and blood; and following Headmaster Sarums orders were a number of red-coloured dwarf skeletons.
  1982.  
  1983. Other
  1984. Has a dolly called Princess Hellfire that resembles Kittrane, was given to her by Saint Kiodas.
  1985.  
  1986. Stats
  1987. Strength – 13 (+1), Belt of Giant Strength 19 (+4), Headband of Perfection 21 (+5)
  1988. (t)Agility – 8 (-1), Headband of Perfection 10 (+0)
  1989. Constitution – 11 (+0), Headband of Perfection 13 (+1)
  1990. (p)Intelligence – 8 (-1)
  1991. (p)Willpower – 11 (+0), Headband of Perfection 13 (+1)
  1992. (t)Fellowship – 8 (-1)
  1993.  
  1994. Hit points 4 (base 4), Headband of Perfection 5
  1995.  
  1996. Arcane Energy 20 (base 10, Arcane Reservoir 10), Headband of Perfection 21
  1997.  
  1998. Melee Weapon:
  1999. Unarmed 1d20+7 (1d8+8)
  2000.  
  2001. Ranged Weapon:
  2002. none
  2003.  
  2004. Armour
  2005. Natural (DR 5)
  2006. Stoneskin Spell (DR 5)
  2007. Total DR 10
  2008.  
  2009. Other
  2010. Belt of Giants Strength (19): Sets wearer strength to 19, if lower than this
  2011. Headband of Perfection (Least): Increases Strength, Agility, Constitution and Willpower by 2 each; adds +3 to unarmed damage
  2012.  
  2013. Defence
  2014. Melee 12 (+0 agility, +2 melee training)
  2015. Ranged 10 (+0 agility)
  2016.  
  2017. Expertise Skills
  2018. Melee Combat 1: +2 to all melee combat rolls
  2019.  
  2020. Combat Skills
  2021. None
  2022.  
  2023. Social Skills
  2024. None
  2025.  
  2026. Other Skills
  2027. None
  2028.  
  2029. Combat Feats
  2030. None
  2031.  
  2032. Other Feats
  2033. none
  2034.  
  2035. Natural Powers
  2036. Safire has the following natural powers:
  2037.  
  2038. Tough Body: Due to her gemlike nature Safire has natural damage reduction 5
  2039.  
  2040. Slam: Safires unarmed attacks deal 1d8 damage.
  2041.  
  2042. Innate Magic Powers
  2043. Safire can learn the following spells without needing the appropriate ranks in the relevant spellcasting powers (i.e. Druid Magic, Bard Magic etc).
  2044. Earthquake, Major Planar Binding (earth-themed creatures only), Meld into Stone, Minor Planar Binding (earth-themed creatures only), Move Earth, Planar Binding (earth-themed creatures only), Stone Shape, Wall of Stone
  2045.  
  2046. Safire has learnt the following spells
  2047. Stoneskin,
  2048.  
  2049. Arcane Recovery 1
  2050. Safire can absorb arcane energy much faster than normal.
  2051. Safire recovers 1 point of arcane energy per hour
  2052. Taking this power means gems made from her would have a similar power - increasing her value to unscrupulous mages.
  2053. The maximum number of ranks she can have is equal to her willpower score.
  2054.  
  2055. Arcane Reservoir 1
  2056. Safire can store far more arcane energy than normal.
  2057. When Safire is at one-half of her arcane energy or more a faint glow can be seen within her translucent body.
  2058. When her arcane energy reserve is full, she shines brightly, shedding light in a 60ft radius, unless completely concealed.
  2059. Every rank in this power allows Safire to store an extra 10 arcane energy.
  2060. Every rank also increases the ability of power-storing gems made from her – increasing her value to unscrupulous mages.
  2061. The maximum number of ranks she can have is equal to her constitution score.
  2062.  
  2063. Class Abilities
  2064. Safire has the following class abilities:
  2065.  
  2066. Monk 8/20
  2067.  
  2068. Sorcerer XP 11/20
  2069.  
  2070. Safire is a Wizard
  2071. Training to be a Transmuter
  2072.  
  2073. Wizard Magic 1: You can learn and use basic wizard spells, base spell cost of these spells is 1 Arcane Energy.
  2074.  
  2075. Available Spells
  2076. (R) Cantrips: host of minor useful powers including but not limited to – weak magic attacks, create light, create noise, weak telekinesis, arcane mark
  2077. Enlarge: creature doubles in size.
  2078. Magic Missile: highly accurate, single target, low damage attack
  2079. Protection from Arrows: Subject resistant to ranged attacks.
  2080. See Invisibility: Reveals invisible creatures or objects.
  2081. Tongues: Speak any language.
  2082.  
  2083. Wizard Magic 2: Grants access to novice spells. Base spell cost of these spells is 2 Arcane Energy.
  2084.  
  2085. Available Spells
  2086. Arcane Sight: Magical auras become visible to you.
  2087. Dimensional Anchor: Bars extradimensional movement.
  2088. Dispel Magic: Cancels magical spells and effects.
  2089. Detect Scrying: Alerts you of magical eavesdropping.
  2090. Dimension Door: Teleport short distance.
  2091. Dispel Magic: Cancels magical spells and effects.
  2092. Fly: Subject flies at speed of twice land speed.
  2093. Lightning Bolt: Area damage electricity spell.
  2094. Scorching Ray: Blasts the enemy with rays of fire.
  2095. Scrying: Spies on subject from a distance.
  2096. (Conj) Wall of Stone: durable rocky wall.
  2097. Water Breathing: Subjects can breathe underwater.
  2098.  
  2099. Training Points
  2100. Monk 1
  2101. Sorcerer 1
  2102.  
  2103. Experience
  2104. XP Spent (15)
  2105. Agility 8 (4)
  2106. Arcane Recovery 1 (4)
  2107. Arcane Reservoir 1 (4)
  2108. Stoneskin (2)
  2109.  
  2110. TP Spent (46)
  2111. Willpower 14 (5) – 1XP
  2112. Melee Combat Training 1 (4)
  2113. Wizard Magic 2 (9)
  2114. 6 rank 1 spells (6)
  2115. 10 rank 2 spells (20)
  2116.  
  2117. As a young half-elemental (earth; gem), Safire has the following stat limits
  2118. Strength 24
  2119. Constitution 20
  2120. Agility 12
  2121. Intelligence 14
  2122. Willpower 14
  2123. Fellowship 14
  2124.  
  2125. Syphoebeus *Phoebe*, Daughter of Storms
  2126. Phoebe is 15 years old and is a Titan Soulborn.
  2127. Phoebe is a natural warrior who loves to test herself and fight
  2128.  
  2129. Appearance
  2130. Phoebe has an athletic build, long blonde hair and silver eyes. She is 7ft 6inches tall and has D-cup breasts.
  2131. Phoebe obeys the school dress code but loves adorning herself with all sorts of ribbons and buttons – even those she really shouldn’t
  2132.  
  2133. Past
  2134. Phoebe was born to the lover of a young Soulbound who had been granted the powers of a titan.
  2135. After the forces of Heaven made their judgement of the Soulbound, the Titans crossed the oceans and made theirs...of the Titan Soulbound.
  2136. Most were killed and the titans within them freed. Some were taken for judgement, as were the mothers of the Titan Soulborn.
  2137. Phoebe and the rest of the children were taken by the titans and studied for some time, until the titans were convinced they had not stolen the essence of any of their own.
  2138. Once convinced of the children’s innocence, the titans returned them home. Some chose to stay with the titans instead – they had treated the children with kindness and respect.
  2139. Phoebe grew up much smaller and frailer than the full-blooded titan children around her, and is not used to being the largest person around. Because of this, she sometimes forgets her own strength.
  2140. The fate of Phoebe’s parents is unknown; all she knows is that the titans told her she would “likely never see them again”.
  2141.  
  2142. Stats
  2143. (p)Strength – 22 (+6)
  2144. (t)Agility – 10 (+0)
  2145. Constitution – 18 (+4)
  2146. (t)Intelligence – 11 (+0)
  2147. Willpower – 15 (+2)
  2148. (p)Fellowship – 16 (+3)
  2149.  
  2150. Hit points 13 (base 10)
  2151.  
  2152. Arcane Energy 18 (base 12)
  2153.  
  2154. Melee Weapon:
  2155. Unarmed 1d20+8 (1d3+6)
  2156. Giant One-handed Hammer 1d20+8 (2d6+6)
  2157.  
  2158. Ranged Weapon:
  2159. none
  2160.  
  2161. Armour
  2162. Natural (DR 5)
  2163. Total DR 5
  2164.  
  2165. Defence
  2166. Melee 12 (+0 agility, +2 melee combat)
  2167. Ranged 10 (+0 agility)
  2168.  
  2169. Equipment
  2170. Ring of Telepathic Bond: as the spell
  2171.  
  2172. Expertise Skills
  2173. Melee Combat 1: +2 to all melee combat rolls
  2174.  
  2175. Combat Skills
  2176. None
  2177.  
  2178. Social Skills
  2179. None
  2180.  
  2181. Other Skills
  2182. None
  2183.  
  2184. Combat Feats
  2185. None
  2186.  
  2187. Other Feats
  2188. none
  2189.  
  2190. Natural Powers
  2191. Phoebe has the following natural powers:
  2192.  
  2193. Durable: As a Titan Soulborn Phoebe is very tough and has natural damage reduction 5
  2194.  
  2195. Innate Magic Powers
  2196. Phoebe can learn the following spells without needing the appropriate ranks in the relevant spellcasting powers (i.e. Druid Magic, Bard Magic etc).
  2197. Charm Person, Flame Strike, Major Planar Binding (storm/air -themed creatures only), Planar Binding (storm/air-themed creatures only)
  2198.  
  2199. Phoebe has learnt the following spells
  2200. Air Walk, Cure Moderate Wounds, Dispel Magic, Hold Person, Invisibility, Lightning Bolt, Minor Planar Binding (storm/air -themed creatures only)
  2201.  
  2202. Oversized Weapon Skill: For some reason Phoebe can wield hammers much larger than she should be able to without suffering any sort of penalty. She can use hammers large enough that the damage is increases by 2 steps (from 1d8 to 2d6 for one-handed and from 2d6 to 2d10 for 2-handed).
  2203.  
  2204. Class Abilities
  2205. Phoebe has the following class abilities:
  2206.  
  2207. Barbarian 17/20
  2208.  
  2209. Phoebe is a Sorcerer
  2210.  
  2211. Sorcerer Magic 1: You can learn and use basic sorcerer spells, base spell cost of these spells is 1 Arcane Energy.
  2212.  
  2213. Spells Known
  2214. (R) Cantrips: host of minor useful powers including but not limited to – weak magic attacks, create light, create noise, weak telekinesis, arcane mark
  2215. Speed: (self only) triples movement speed
  2216.  
  2217. Training Points
  2218.  
  2219. Barbarian 3
  2220.  
  2221. Experience
  2222. XP Spent (11)
  2223. Constitution 18 (4)
  2224. Agility 10 (2)
  2225. Melee Training 1 (4)
  2226. Cure Moderate Wounds (2)
  2227. Dispel Magic (2)
  2228. Minor Planar Binding (Storms, 3)
  2229.  
  2230. TP Spent (23)
  2231. Hit Points +3 (3)
  2232. Arcane Energy +6 (6)
  2233. Invisibility (1)
  2234. Strength 22 (6)
  2235. Hold Person (2)
  2236. Sorcerer Magic Rank 1 (3)
  2237. Cantrips (1)
  2238. Speed (1)
  2239.  
  2240. As a young Titan Soulborn, Phoebe has the following stat limits
  2241. Strength 32
  2242. Constitution 30
  2243. Agility 18
  2244. Intelligence 22
  2245. Willpower 26
  2246. Fellowship 24
  2247.  
  2248. Tisania
  2249. Tisania is 14 years old and is a Dragon Soulborn (blue)
  2250. Tisania is very cautious around adults, as if fearing an attack.
  2251.  
  2252. Appearance
  2253. Tisania is 5ft 10 inches tall and is covered in blue scales. She has long white hair and blue eyes. Tisania has a curvy, almost plump, build and C-cup breasts.
  2254. Tisania has sharp teeth and claws and a pair of dragon-like wings, her wingspan is 10ft
  2255.  
  2256. Past
  2257. Tisanias father was a Blue Dragon Soulbound and was a cruel man, beating Tisanias mother. Her mother left when Tisanias father eventually turned his violent tendencies upon his daughter.
  2258. But he was a powerful sorcerer as well and had twisted Tisanias mothers mind to be utterly loyal and adoring.
  2259. Some part of her knew her daughter’s life was in danger so she left, but she was unable to break her magical conditioning and grew to hate Tisania, blaming her *forcing* her mother to leave the man she loved. Tisania grew up on the move, never staying in the same place for more than a few weeks.
  2260. Several times Tisanias mother tried to kill her: mostly by strangulation but once she stabbed her daughter with a knife. After each attempt she would weep and beg her daughter for forgiveness, promising her she would never let anything bad happen to her ever again.
  2261. After the last time Tisanias mother tried to kill her daughter, she threw herself off a cliff in horror at what she had tried to do. Tisania was 11 years old when her mother died and wandered alone for several days, before being found by kindly travellers and ending up at Egwen Girls Convent.
  2262.  
  2263. Stats
  2264. Strength – 12 (+1)
  2265. (t)Agility – 8 (-1)
  2266. (p)Constitution – 14 (+2)
  2267. Intelligence – 11 (+0)
  2268. (p)Willpower – 12 (+1)
  2269. (t)Fellowship – 7 (-2)
  2270.  
  2271. Hit points 6 (base 6)
  2272.  
  2273. Arcane Energy 15 (base 11)
  2274.  
  2275. Melee Weapon:
  2276. Claws 1d20+3 (1d6+1)
  2277. Spear 1d20+7 (1d8+1)
  2278.  
  2279. Ranged Weapon:
  2280. none
  2281.  
  2282. Armour
  2283. Natural (DR 2)
  2284. Total DR 2
  2285.  
  2286. Defence
  2287. Melee 17 (-1 agility, +2 melee training, +4 spear training, +2 spear)
  2288. Ranged 9 (-1 agility)
  2289.  
  2290. Expertise Skills
  2291. Melee Training 1: +2 to all melee combat rolls
  2292.  
  2293. Combat Skills
  2294. Spear Training 2: +4 to combat rolls using spears
  2295.  
  2296. Social Skills
  2297. None
  2298.  
  2299. Other Skills
  2300. None
  2301.  
  2302. Combat Feats
  2303. None
  2304.  
  2305. Other Feats
  2306. none
  2307.  
  2308. Natural Powers
  2309. Tisania has the following natural powers:
  2310.  
  2311. Breath Weapon: Tisania can breathe a bolt of lightning. This deals 2d8+ her constitution modifier damage; 20ft line.
  2312. Costs 2 Arcane Energy,
  2313. By spending extra Arcane Energy you can increase the range and damage.
  2314. Every 1 Arcane Energy spent upon range increases the range by 20ft (line).
  2315. Every 1 Arcane Energy spent upon damage increases the damage by 1d8.
  2316.  
  2317. Claws: Tisania's claws are unarmed attacks that deal 1d6 damage
  2318.  
  2319. Lightning Resistance: Tisania has electricity resistance 40
  2320.  
  2321. Tough Scales: Tisania has natural damage reduction 2
  2322.  
  2323. Wings: Tisania can fly twice as fast as her landspeed.
  2324.  
  2325. Class Abilities
  2326. Tisania has the following class abilities:
  2327.  
  2328. Fighter 15/20
  2329.  
  2330. Tisania is a Wizard
  2331. Training to be an Illusionist
  2332.  
  2333. Wizard Magic 1: You can learn and use basic wizard spells, new spells are 1XP each, base spell cost of these spells is 1 Arcane Energy.
  2334. Available Spells
  2335.  
  2336. (R) Cantrips: host of minor useful powers including but not limited to – weak magic attacks, create light, create noise, weak telekinesis, arcane mark
  2337. (R) Shining Scales: Your scales turn all the colours of the rainbow. Grants increased damage reduction and magic resistance.
  2338. Speed: (self only) triples movement speed
  2339. (R) Thunderclap: noise/light burst, highly distracting to enemies
  2340. Tongues: Speak any language.
  2341.  
  2342. Training Points
  2343.  
  2344. Fighter 1
  2345. Sorcerer 2
  2346.  
  2347. Experience
  2348. XP Spent (17)
  2349. Agility 8 (4)
  2350. Constitution 14 (3)
  2351. Intelligence 11 (2)
  2352. Willpower 12 (2)
  2353. Cantrips (R, 1)
  2354. Shining Scales (1)
  2355. Shining Scales to rapid (2)
  2356. Thunderclap (1)
  2357.  
  2358. Training Points Spent (17)
  2359. Arcane Energy +4 (4)
  2360. Melee Combat Training (4)
  2361. Spear Training 2 (3+1XP)
  2362. Wizard Magic 1 (3)
  2363. 2 rank 1 spells (2)
  2364.  
  2365. As a young dragon soulborn, Tisania has the following stat limits
  2366. Strength 22
  2367. Constitution 16
  2368. Agility 14
  2369. Intelligence 16
  2370. Willpower 14
  2371. Fellowship 16
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement