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- Rakta= Strength-[5] /Aberrance -[5/5] /Instinct-[4] /Speech-[6] / Corporeality –[5] /Insight – [8]
- Runic flesh; No need for runes when casting spells.
- High priest of Qothos; This creature can cast a random miracle of the Domain of Qothos. Takes up an action.
- Determined: +3 to perception rolls and resisting mind effects
- Theology of Law: +5 to rolls that involve religion or legal systems.
- Average weapon training (1 handed weapons); +4 to hit with 1 handed weapons
- Born warrior: This creature can survive on half the normal rations.
- Half plate armor: Reduce all physical damage taken by 1, -2 to all movement rolls
- Enchanted sword ( 5 pure damage)
- <Mage armor; (1 Aberrance) (Reduce the damage received from one attack by 3 to a min of 0) (stays for 10 min)>
- <Force arrow [3 Aberrance] (Range: Medium) (1d10 blunt damage)>
- <Mist = [1 Aberrance](Range: medium) (creates an obscuring cloud)>
- <Blood spear = [3 Aberrance and 1 corporality] (Range: Medium) (2d6 acid damage)(If damage > 9 caster suffers a lingering injury)>
- Disintegrate = [1 Aberrance] (Range: Touch) (deal 4 pure damage)
- Heal = [2 Aberrance] (Range: Touch) (Heal 3 Corporality)
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- Ghal = Strength-[3] /Aberrance -[4] /Instinct-[4] /Speech-[3] / Corporeality –[4] /Insight – [6]
- Inventory:
- Hammer 1d4 blunt damage
- Chestplate; Will reduce the damage taken from critical strikes by 2.
- Average disguise: Non-elves assume you are an tyr; elves take a DC 18 Insight roll to realize something is wrong.
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- Emilia = Strength-[3] /Aberrance -[3] /Instinct-[4] /Speech-[5] / Corporeality –[4] /Insight – [6]
- Regeneration: you can spend 1 Aberrance to regain 1 Corporeality or heal a lingering injury faster
- Ranger: +2 to Instinct/Insight rolls in woodlands, +1 damage to Beast creatures
- Animal Butcher(aprentice): Gain 1 one extra ration from killing animals.
- Bow 1d2 +1 (Range: Medium) [Can spend 1 Aberrance to add 1 damage to hits]
- Knife 1d2 damage
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- Ihlist = Strength-[2] /Aberrance -[4] /Instinct-[4] /Speech-[6] / Corporeality –[4] /Insight – [7]
- Regeneration: you can spend 1 Aberrance to regain 1 Corporeality or heal a lingering injury faster
- Born noble: +2 to rolls related to the law if had 10 min preparation.
- Heavy drinker: This creature cannot get drunk
- Bow 1d2 +1 (Range: Medium)
- Decorative sword 1d2 damage, +1 to hit
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- Hildra = = Strength-[8] /Aberrance -[1] /Instinct-[6] /Speech-[4] / Corporeality –[5] /Insight – [5]
- Missing eye; - 2 to hit
- Warhammer 1d4 + 3 (2 hands)
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- Flora
- Strength-[5] /Aberrance-[8/18] /Instinct-[6] /Speech-[5] / Corporeality – [4] /Insight – [6]
- Runic flesh; No need for runes when casting spells.
- Born illusionist: Can create and maintain illusions with less aberrance.
- Master illusionist: All pure visual spells take -3 aberrance to cast
- Forest walker: Double the walking speed of this creature in forest
- Ancient; Insight and instinct rolls can have a +5 if you have 5 min preparation.
- Unstable construct: Every 4 days you need to spend 1 aberrance or die
- Construct: you do not regenerate aberrance or corporality. This creature cannot die of old age.
- Soul scrapping (advance): can absorb the aberrance+2 from a corpse.
- Claw [Disabled due to disguise] 1d6 damage
- <Spells: This creature knows all ilusions spells and all spells that cost below 2 Aberrance>
- <Spend 1 Aberrance to animate 1 tree for 1h>
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- I never made stats for Tog or Jericho, sorry
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