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Feral Necromancer Character Sheets

Jan 10th, 2015
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  1. Character Sheet: Vlad Tepish
  2.  
  3. Stats:
  4. Intelligence 6
  5. Strength 2
  6. Stamina 1
  7. Agility 1
  8. Charisma 3
  9. Perception 1
  10.  
  11. Schools of Magic:
  12. Necromancy IX
  13. Shamanistic Magic IX
  14. Illusion II
  15. Draconic Magic V
  16. Enchantment I
  17.  
  18. Skills:
  19. Alchemy 3
  20. Awareness 3
  21. Channeling 2
  22. Diplomacy 5
  23. Deception 0
  24. Intimidation 1
  25. Linguistics 2
  26. Stealth 2
  27. Tactics 1
  28. Basketweaving 1
  29. Healing 0
  30. Research 1
  31. Ritual 2
  32. Unarmed 2
  33. Tutoring 2
  34.  
  35. Perks:
  36. First Impressions II
  37. Researcher
  38. Evoker
  39. Reasoned Argument
  40. Accepted by the Humanoid races- Re-roll critical failures when using diplomacy with humans, dwarves, elves and other traditionally 'good' races.
  41.  
  42.  
  43. Spells:
  44.  
  45. Rituals:
  46.  
  47. Call Element (Storm, Earthquake, Lightning, Frost): You perform an intricate ritual to call the spirits of the nature to affect the world. It takes 2 hours to perform the ritual, and when you do, the element of your choice is called and as far as your eye can see the effect occurs. This spell will have situational modifiers and damage only, but those can be significant. Casting Time: 2 Hours
  48.  
  49. Desecrate Land: You perform a profane ritual to make the land more welcoming of the undead and more hostile to the living. It takes at least 24 hours to complete, but is permanent unless dispelled by a much more powerful mage. While in the area, you can control 10 more minions and all rolls against the living gain a +2 bonus. It might provide further situational benefits and disadvantages. Casting Time: 24 Hours
  50.  
  51. Reanimate Land: You include further ritual in your desecration spell, killing most plants in the area of the ritual and bringing them back to a sort of undeath. In addition to normal desecration bonuses, living and undead creatures you have not designated as allies may take injury and losses as brambles, vines and falling trees work against them. Casting Time 30 hours.
  52.  
  53. Illusory army: You can, as a continuous ritual, make your army appear to be double the size. While obviously transparent up close, this might very well have tactical benefits. Casting Time: 20 minutes
  54.  
  55. Totems: You can make your evocations permanent by using totems. While the specifics vary from spell to spell, on average you trade in some of the power of the evocation for making it permanent and affecting an area of effect of 100m diameter. For example, a totem of Drain Life would siphon some energy from living beings in a sphere of 100m diameter around it, transferring it to you, rather than dealing potentially lethal damage. Casting Time: 20 minutes+ carving
  56.  
  57. Imbue Element (Earth, Frost, Lightning, Wind): Usually used as part of a crafting check, you can imbue items with elemental affinity and power. The use is contextual and varied. Casting Time: 5 minutes per item
  58.  
  59. Imbue Undead: As above, but with your minions. Casting time: 5 minutes per unit of undead.
  60.  
  61. Send Dream: This relatively short, 15 minute ritual allows you to send a message to anyone you know as they sleep. They know that the message was no mere dream and will remember it perfectly. Casting Time 15 Minutes
  62.  
  63. Send Nightmare: A very similar ritual to Send Dream, but instead of a message you send phantom terrors that will torment the target for 1d20 nights after you send it, leaving them exhausted, paranoid and out of focus. Casting Time 20 minutes.
  64.  
  65. False Life: You can make your minions appear alive. They are still obviously undead to magical senses, and they do not have a heartbeat. They can breathe on command. Casting time 3 hours.
  66.  
  67. Create Soul: As a ritual, you can create a soul to be bound by your bind spirit spell. This can be used for alchemical homonculi and similar uses. Casting time 16 Hours
  68.  
  69. Destroy Soul: As a ritual, you can destroy a soul of a creature, leaving it a husk, still living, but completely void of personality, intellect and awareness. This can be used as a particularly cruel punishment, or to create empty vessels for possession. Casting time 8 hours
  70.  
  71. Dominate Land: This elaborate ritual allows you to control all of the spirits of a particular area to effects ranging from subtle to explosive. Not a drop of rain, nor a gust of wind, nor a rumble of ground happens in this area without your say, and you can order the spirits to go berserk, likely damaging the land and destroying all within. Casting time 1 hour.
  72.  
  73.  
  74. Evocations:
  75. Raise Undead: See Types of Minions section.
  76.  
  77. Drain Life: You attack at a medium (~20ft) range with your magic. If successful, the attack harms the opponent for [Intelligencex 1.5], and heals you for the damage dealt.
  78.  
  79. Bind Spirit V: you can bind spirits of the dead to an inanimate object, allowing them to retain their memories, but these cannot be turned into zombies or skeletons. You can return all the senses to the spirit, provided their vessel has eyes, mouth etc and can allow them to talk. Their vessels can gain agile levitation, so long as they are inside skulls or skull-shaped objects.
  80.  
  81. Inflict Disease: Much like beasts and men you have learned that diseases are alive and that they die. And what is dead you can raise. A much more subtle evocation than Drain Life, you can cast it on someone and they would not know it until they fell over dead. It inflicts a dire illness that few can survive in the long term. A skilled mage or healer might figure out the magical nature of the affliction, but by then it would likely be too late.
  82.  
  83. Plague: Your inflict disease spell can now become virulent, likely decimating whole tribes without clue of your intervention. The spell can be detected by skilled healers and spellcasters. People with very high stamina might survive, but not unscathed.
  84.  
  85. Curse: You can permanently reduce one of the stats of an enemy to -1. Additional effects possible with high success.
  86.  
  87. Control Plants:With a gesture you can turn terrain to you advantage or against your enemy's. You can have plants grow, move and constrict at a very advanced rate, allowing you to always be in superior terrain, if you are willing to cast the spell.
  88.  
  89. Mirror image: You have 50% chance to avoid physical attacks if you cast the spell as a part of an action.
  90.  
  91. Fear: Cause fear in your enemies. Different NPCs will react differently to this spell, even on a success.
  92.  
  93. Vampiric Touch: With a touch, you drain the ability of one enemy. The enemy has to be a natural creature. You reduce their highest stat to a zero. If this stat is also higher than your own equivalent, you also gain a buff to that stat up to the level the creature possessed. Both the buff and the damage last for 1d100 hours
  94.  
  95. Wild Shape: Transform in any natural animal that you have personally seen. You will take on their physical attributes, while maintaining most of your mental faculties.
  96.  
  97. Paralyzing Gaze: By the simple act of looking someone in the eye and channeling some magic you can make them stand perfectly still for as long as you keep eye contact. You are still free to act as usual, but they have a chance to escape if you directly attack them.
  98.  
  99. Incite Emotion: focusing your will, you can incite one emotion present in your target, for example turning a mild annoyance into rage, sadness into despair or similar. You cannot create emotions completely absent from your target with this spell. A successful roll will be unnoticeable, with the target believing that the emotion is an outcome of their reasoning.
  100.  
  101. Astral Projection: You remove your soul from your body and enter the astral realm. Astral realm is the plane of thought, and as such is similar, but not identical to the material realm (the world). While in your astral form you can move at the speed of thought, are impervious to harm, invisible and intangible. You cannot interact with your surroundings except to project your voice, which requires a DC 22 shamanism roll.
  102.  
  103. Storm of the Elements: In a dozen seconds you focus your mind and unleash and enrage all of the elemental spirits in the vicinity, creating a storm of massive force and impact. Even in the most temperate climates ice, water, wind and earth will tear at your enemies, and the stranger the location, the greater the effect. Necromancy bonus: you add life-draining necromantic energy to the storm. Anyone in the area of effect takes at least [intelligence] damage, modified by elemental resistances and weaknesses.
  104.  
  105. Dragonbreath (Elements: Acid, Draining, Ice): The most archetypical ability of draconic creatures, their breath is actually generated entirely by magic, and is not biological as some have supposed. Upon learning this ability you can expel an entirely unnatural amount of acidic vapour from your mouth, covering a large cone in front of you with the potent magical attack. You deal [4x intelligence] damage to all enemies affected. Due to your ability with Shamanism and Necromancy you have gained new breath attacks.
  106.  
  107.  
  108. Types of Minions:
  109.  
  110. Zombies and Skeletons- Cost: 1 Unit. Your basic minions, skeletons and zombies function as your foot-soldiers. Not very dangerous on their own, but they have the advantage of numbers, while retaining some skill with weapons and tactics. Can be enchanted with elemental power, with the imbue element spell.
  111.  
  112. Undead animals- Cost: 1/4th unit for human sized animal. Higher cost for larger and more dangerous animals, lower for smaller ones. While of small use outside of combat, animals can serve as cheap fodder in mass combat. With higher levels of shamanism, even massive creatures can be raised at a cost much smaller than humanoid undead.
  113.  
  114. Phantasms- Cost: 3 Units. These barely tangible and barely visible creatures are incredibly hard to damage. While not as deadly as base undead, phantasms can be impossible to kill without magic, and are much more intelligent than most other types of undead.
  115.  
  116. Blackguard- Cost: 5 Units/Special. The officers of your armies, Blackguard are undead with full control of their faculties and intellect. They also possess some curious necromatic powers. Instead of paying for a Blackguard as per usual minion, you can also relinquish control of it, allowing it to operate entirely independently. If such a Blackguard were to betray you, they will use all of their magical enchantments, but would still be in a perfect position to backstab you.
  117.  
  118. Treant- Cost: 10 Units/15 Units for Treant Blackguard. By channeling a massive amount of necromantic and shamanistic magic into a fully grown tree you can create a treant to fight for you. These massive creatures are nearly impossible to take down using conventional weaponry. They are rather slow to move, but once they get there they are a terrible force on the battlefield.
  119.  
  120. Inventory:
  121. Runecrafted Chain Mail Armour of Mana
  122. Shortsword of Acid
  123. Staff of Scorching (Fireblast 3x day, utility fire unlimited charges, melee weapon, walking stick with a skull on the end)
  124. Leather and Fur clothing (negligible bonus to defense)
  125. Bronze Dagger
  126. Sword of the Blackguard (Might be the finest sword currently in use in setting. Gives a straight +1 in any melee combat regardless of other modifiers. Deals 4+Strength damage on a hit.
  127. Carved antler of a greater spirit
  128.  
  129.  
  130. Character Sheet: Melandie
  131.  
  132. Stats:
  133.  
  134. Strength 3
  135. Agility 4
  136. Stamina 1
  137. Intelligence 2
  138. Charisma 1
  139. Perception 5
  140.  
  141. Skills:
  142.  
  143. Heavy Weapons 2
  144. Acrobatics 4
  145. Archery 1
  146. Awareness 4
  147. Stealth 3
  148. Endurance 2
  149. Tactics 1
  150. Crafting 1
  151.  
  152. Perks:
  153.  
  154. Acrobatic
  155. Eye For Detail
  156. Exploit Weakness
  157.  
  158. Traits:
  159.  
  160. Berserker rage: Whether by choice or by the overwhelming emotion of the battlefield Melandie enters a berserker rage. While enraged she rolls 2d20 instead of 1d20 for any combat rolls, and can only use aggressive tactics. While this greatly enhances her offensive power, it should be noted that a natural one is much more likely to occur in 6d20s than in 3d20s and thus the chances of injury are higher. Natural ones, however, do not reduce her offensive potential, in effect taking the natural one as her resistance roll and the highest total roll as her offensive roll.
  161.  
  162. Masterwork Artificial Leg: This alchemical leg allows Melandie to run faster and be more agile when performing actions that require swift feet. It grants +1 to any such check, and with her natural agility almost every chase by her will end with her catching up to her prey.
  163.  
  164. Inventory:
  165.  
  166. Bloodthirsty Runeblade: This powerful blade hums with an almost intelligent power. Deals 3+[Strength]+Battles berserker rage used in (3) damage on hit.
  167.  
  168. Good quality bow (2+agility dmg) , a set of two battleaxes (2+ strength dmg.), garb of leather and spidersilk.
  169.  
  170.  
  171. Character Sheet: Lathrien
  172.  
  173. Stats:
  174.  
  175. Strength 4
  176. Agility 6
  177. Stamina 3
  178. Intelligence 3
  179. Charisma 3
  180. Perception 2
  181.  
  182. Skills:
  183.  
  184. Awareness 2
  185. Seduction 1
  186. Diplomacy 2
  187. Discipline 5
  188. Evocation 2
  189. Research 1
  190. Ritual 3
  191. Stealth 4
  192.  
  193. Perks:
  194. Athletic
  195. Fast
  196. Sneak
  197. Graceful
  198. Deathly Still I
  199. Spiritual Communion I
  200. Trance I
  201.  
  202.  
  203. Traits:
  204.  
  205. Vampire Body: Lathrien does not age. His physical stats are significantly improved, and there is some improvement in his mental stats. He can stop his breathing and even his heartbeat and so his stealth skill improves dramatically. Together with his Vampiric agility his stealth is now superb.
  206.  
  207. Vampiric Magic: Not magic in its truest sense, but rather the effects of his curse that function similarly to how his magic does. Will significantly improve with age and practice.
  208.  
  209. 1. Hypnotic Gaze: Looking into the eyes of your victim you can make them extremely suggestible. They will refuse commands that are wholly against their nature, but little else.
  210. 2. Darksight: The vampire does not need any light to see as clearly as in day. Darkness has no effect on awareness or combat rolls.
  211. 3. Blood Bond I: The vampire can telepathically communicate with his sire and spawn. At rank II The Vampire can always find their sire and spawn. At rank III the Vampire's spawn have to roll a DC 22 Discipline check, or obey all of his commands.
  212. 4. Unearthly Charm: All mundane creatures are more suggestible in the presence of the Vampire and should the Vampire choose to activate this ability all Diplomacy, Deception and Intimidation checks made against any target but himself by any character including himself gain a +2 magical bonus.
  213.  
  214. Magic:
  215.  
  216. Necromancy 4: As Vlad
  217. Shamanism 3: As Vlad
  218. Illusion: 6
  219.  
  220. Rank 1 As Vlad
  221.  
  222. Rank 2 As Vlad
  223.  
  224. Rank 3: Bend Shadows: As an Evocation, the character can empower or dispel shadows in a moderately-lit area. When empowered, he gains +1 to any stealth rolls made. When dispelled, he gains +1 to any awareness rolls made to noticed stealthed targets, and disables some Stealth and Agility perks.
  225.  
  226. Rank 4: Phantasmal Assailant: As an evocation, the character can conjure forth an illusive phantom to assault one target. This phantom appears entirely real and terrifying to the target, and with a successful Evocation roll, all further attacks against the target have their DC reduced by 4. Furthermore, on a critical hit, the target is instantly slain, unless it has any ranks in the Discipline skill or the Strong Willed Intelligence perk, in which case they take damage equal to half of their wounds.
  227.  
  228. Rank 5: Dispel Illusion: This spell is an evocation when used against evocations or instantaneous effects, and a ritual when used against rituals and ongoing effects. Upon a successful casting of the spell, the character can dispel all the effects of an Illusion spell of any rank lower than his maximum. The spell immediately ceases to function and reality returns to normal.
  229.  
  230. Rank 6: Hide presence: With a short ritual of five minutes, the character can hide themselves from magical detection, and further erase their scent, spiritual presence and any other means of detection aside from sight. When used in a darkened environment, only characters with the Master Watchman trait can detect the character at all. When used in a well-lit area, the character gains a +3 bonus to their Stealth check and can always roll Stealth to hide.
  231.  
  232. Inventory: Nothing really special
  233.  
  234.  
  235. Character Sheet: Bathory Tepish:
  236.  
  237. Stats:
  238.  
  239. Strength 3
  240. Agility 3
  241. Stamina 3
  242. Intelligence 2
  243. Charisma 4
  244. Perception 1
  245.  
  246. Skills:
  247.  
  248. Diplomacy 4
  249. Deception 2
  250. Healing 2
  251. Insight 4
  252. Tutoring 1
  253.  
  254. Perks:
  255.  
  256. Charming
  257. Voice of Reason
  258. A Shoulder to Cry On
  259.  
  260. Traits:
  261.  
  262. Alchemical Body: Bathory doesn't age. Furthermore, the natural capabilities of her body are at peak efficiency. She gets a reduced variant of the Athletic, Acrobatic and Healthy perks, and when she rolls a physical skill she has no training in, she receives no penalties to the DC.
  263.  
  264. Chronicler: Bathory has taken it upon her to chronicle the histories of the Alliance. Instead of rolling for the knowledge, she might instead choose to go back through her records and recover any information on the precise goings-on of the Alliance, and gain the information within 1d5 hours. If she chooses to roll, she counts as having Research 3 for the purposes of knowledge of the history of the Alliance.
  265.  
  266. Civilization Sheet: The Alliance
  267.  
  268. The Alliance:
  269. Living Population 324
  270. Multiracial, Kobolds 35%, Humans 25% Elves 15% Gnolls 15% Dwarves 10%.
  271. Undead Population: 180 Units
  272. Food Production: 10
  273. Production: 0
  274. Research: 0
  275. Standing Army: 180 Undead Units
  276. Heroes: 4
  277. Settlements:
  278.  
  279. 1. Small Settlement at the Dwarven rune-forge, 20 dwarves- the vast majority- are staying there, along with 30 total people of other races. Population 50
  280.  
  281. Notable constructions:
  282.  
  283. The Dwarven Runeforge: Can be used to produce weapons and tools of such quality that they function as if they were two technology tiers above the current one. The process is much slower, and only 10 units can be equipped per Civilization Turn.
  284.  
  285. 2. Vlad Tepish’s Hold. Population 284
  286.  
  287. Notable constructions:
  288.  
  289. Wizard’s Tower
  290.  
  291. Ancient Library: Provides two researcher slots and unlocks a selection of technologies.
  292.  
  293.  
  294. Special Abilities:
  295. Necromancer Lord: One of your leaders is a necromancer of great power. You can use his undead to produce food or constructions at ½ efficiency as compared to a normal worker. These workers require no food, nor any other amenities, aside from the necromancer being present.
  296.  
  297. Multiracial: Sharing the tricks and methods of hunting and gathering has improved your food production by 10. Furthermore, when interacting with other cultures, a diplomat of their race might have and advantage in negotiations.
  298.  
  299. Technology:
  300. Due to your access to an ancient library you have learned a smattering of technologies, which can be reproduced without the need to have their prerequisites unlocked.
  301.  
  302. Known Technologies:
  303.  
  304. Agriculture
  305. Alchemy
  306. Writing
  307. Bronzeworking
  308. Construction
  309.  
  310. Magic:
  311.  
  312. Vlad Tepish has access to Necromancy and Shamanism Epic Spells, Rank 7 Draconic Magic, and a selection of other schools of magic. These will be kept a closer track on in his personal character sheet.
  313.  
  314. Wondrous Constructions:
  315.  
  316. Dwarven Runeforge
  317. Ancient Library
  318.  
  319. Diplomacy: No other Civilizations met.
  320. Political Structure: Council of Elders led by Vlad Tepish.
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