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Shared Characters

Posted: Sun Dec 06, 2020 1:13 pm
by drewkitty ~..~
Share or Use the characters posted here as you see fit. Ether as NPCs or as pre-gens for games.

--------------
Player:
Character Name: Rhea Dragonkin of the house of Skyfell.
Call Name:

Level: 1 (+1)
Experience:
Next Up:

Money: 138 gp
Trade Goods:

IQ: 18, +4% / +2 perception
ME: 15
MA: 8
PS: 12
PP: 24,+5 combat rolls
PE: 12
PB: 20, 50% charm/impress
Spd: 11

HP: 12 (+1d6/L) +3
SDC: 14
IS Points: (69%)
PPE: 166-46 (+3d6)+16
Chi: + 12
Spell Str.: 13

Class: Wizard
Race: Elf
Sex: Female
Age: 26 years old
Height: 6ft-2”
Weight: 160 lb.

Saving Throws
Coma/Death:
non-lethal poisons/toxins (16):
lethal poisons/toxins (14):
diseases (14):
Spell magic (12-16 depending): +1
Ritual magic (16): +1
Faerie magic (16): +1
Circle magic [all](16): +1
ward magic (14): +1
Possession (contested rolls):
Psionics (15):
insanity (12):
horror Factor: +4
perception (target number):
pain (16):
soul Drinking (14):
Harmful drugs (15):
Extreme Heat/Cold (13):
Electrocution (14):

Basic Data: pb: 20 (50%), MA: 8, HP/SDC: 15/14 , PPE: 136 , Chi: +12, Psi: no, magic: yes, possessed: no, Healthy: no, Weird Aura: yes

Physical Appearance: an elf girl 6 ft-2in tall with flaming red hair, wearing a deep deep blue purple hooded cloak over a travel dress. She wears a Smallsword along her left waist, with a knife. She rides a normal riding horse, has along with her an unhooded Red Kite.

H2H: MA
No. Of Attacks per melee: 2. (+2 throw attacks)
Damage: +
Strike: +7
Parry: +8
Dodge: +8
Pull: +8
Roll: +8
Initiative:
Disarm: +7

Armor:
Soft Leather: AR: 10, SDC: 20

Weapon Proficiencies
KF’s Targeting/Missile Weapons (+1 to hit*, +2 to damage*, +2 throw attacks*, can attempt to throw anything as a weapon)
—Thrown: +2 to hit, +2 damage
—slung: +1 to hit
—bow/xbow: +1 to hit
—Spear: +2 to hit
Sword: +2 Strike, +2 Parry, + Throw, +1d6 Damage.

Weapons
Knife: 1d6 SD
Small Sword: (thrust 1hand) 1d8+2 SD, +1 throw, +1 init, +1 Parry, (CoWA&C pg 85 & reff pg 5)

Character Building
Special Abilities (94%)
Defined Talent (78%): bonuses two related skills: Prin. of Magic & spell scroll conversion
Prodigy: Decipher magic*, sense magic*, cloud of slumber*, globe of daylight*, tongues*, and 1d4 (3) L1***, + 1d4+2 (4) L2****, +1d4+3 (3) L3***, +1d4+1 (3) L4***,+1d4 (4) L5****, +1 L6 (3)*** (mod'ed use from MoM1)
Wizard Bonuses
+1 vs Magic @ levels 3,6,9,12,15
+4 vs HF*
+1 to spell str. @ levels 2*,4,8,12,15
Base PPE: 3d4x10+20 (130)
Level up PPE: 3d6 per level
See & Use LL
LL Drifting: float or walk through the air at spd 10, is relaxed & doesn’t fatigue
LL rejuvenation: relaxing on LL while absorbing enegy to heal self. once per 24 hours. After 10 min., heals 2d6 HP&2d6 SDC.
Magical prof. & limitations (4, & 4 decreasing)
Prof.
✑Granted memories(d) (“remembered” as if from a past lives): 6, +10% & IQ: #1 Knife thrower’s Targeting, #2 H2H MA, #3 wilderness survival, #4 land navigation, #5 Prowl, #6 palming
✑Cast by thought alone: does not need to use incantations or gestures to cast magic.
✑Highly Efficient(d): reduce spell cost by 20%.
✑Mystical linage: +10% to figure out new, modified or existing magic, & +10% to the research skill.
Limitations
✒︎Vulnerable to Silver: silver weapons do double damage to Rhea
✒︎Life Draining magic(d) : magic spells cost 25% less PPE, but using 25 PPE causes 2 HP damage
✒︎Nightmares (as if reliving a past life horror): 1d4 nights a week will be woken in the middle of the night by one.
✒︎Flawed sight: Sees the magic auras around her as if normal sight, had trouble seeing normal light. In broad daylight she has no ‘real trouble seeing normally (200 yards). But has trouble seeing normally in/into shadows or candle light, @ 4 feet away what she sees things dimly out to 12 feet away where she can’t see anything normally unless they are brightly lit. Living and magical beings have the brightest auras while rocks and air have the weakest. Magic spells brighten the caster’s aura giving hints to what is about to be cast. Once the spell takes effect Rhea can readily read what sort of spell it is. Curses and un-death magics each will have its own signature.
Deck of Fate ( 08, 19, 65, 97) before Rhea started adventuring
Faerie (86 only one, 06) Switch Genders: same stats and clothes fit differently.
Angle: +1 exp. level
Taunt: nothing but a card with a raspberrying fool picture.
Fruit: coconut (4) Left overs: 4d4 pearls (14)

Spells
1 Decipher magic
1 sense magic
1 globe of daylight
1 Mystic Mark: touch (3) Instant-Perm. N/P for normal objects. a name or sigil
1 Cloud of Smoke
1 Increase Weight

2 Cloud of Slumber
2 Cleanse
2 Seasickness 100 ft (5) 1 min./Level, standard, nauseous from any movement even the sight of rolling waves or the smell of fish.(MoM1)
-75% spd, -2 combat rolls, -12% all skills, sudden movement or unpleasant smells will 1-60% bring a bout of vomiting. Vomiting attack: lose init, -4 parry & dodge. Reduce penalties & duration by half if not on the water or no where near the ocean or water (out of LoS & ear shot of the sound of waves).
2 Static Charge: self or other living by touch (5) 1 melee/L, 1d4+1 SD/L, none. discharges into 1st touch (LoB)
2 Extinguish Fire
2 (L2) Weightlessness

3 Breath without Air
3 Energy Blot
3 Negate Poison/Toxin

4 Seal
4 Spell Strike: the shorter of 300ft/LoS (6) instant, standard -5, Created by Rhea Dragonkin, a noble wizard with flawed sight that causes her to see the world mostly though magic's, people's and object's auras; this spell is cast at a magic user to break up the spell they are in the process of casting. Unless the targeted magic user saves vs magic, the spell the magic user is forming, is broken up and One PPE is lost with he break-up.
This spells effectiveness is limited by the distance the mage can see magic or see auras. (If there were no Aura LoS limitations it would have a range of 100 yards). With normal experienced magic users, the main limit by the range of the spells they use to see magic or to see auras.<<invented magic topic, fairly recent addition>>
4 Cure Minor Disorders

5 Mend Cloth
5 Silver Shards: 80ft+5ft/L (15) instant, dodge. 5d6 to non-were creatures & double to were-folk. can be a foot or five feet wide, if the caster moves the hand they manifest forth from. hits everything in the 80ft path unless blocked or dodged. (R5, Children of the Moon part 2)
5 Heal Wounds
5 Spirit Attack: 30 ft (15) instant, none, can be used on sn with physical form, Astral beings/ travelers, Dreamstream, and some spells or psychic manifestations (living magic). doing 1d4x10 damage to the target’s HP, or if no HP, then to its PPE. The user must know (or very fine guess) where the target is to use this spell. The automatic hit of this spell is always paired with a physical or visual manifestation. In other words it can’t be cast in secret. The physical or visual manifestation is unique to the user. (TtGD)

6 tongues
6 Erase Mystic Mark
6 recall familiar: 1 mile per level (40) instant teleportaion, none. Teleports the mage’s familiar into the mage’s arms. (R21)
6 Somebody Else’s Problem: Self &/or other by touch AoE: 100 ft or LoS (20) 20 min/L, standard -2, This spell causes the caster or other to be disregarded by people as if the char is somebody else's problem to deal with. This effects all people with in line of sight so long as the hero does not do anything to make that person's problem. Even when a person does save vs the effects of this spell, the spell's effect is only don’t effect that one person. <<Invented magic topic, closer to the beginning>>

Skills ( +4 %)
Spell Scroll Conversion (+20): 8+2—34
Recognize Enchantment: 35+5—44
Recognize Magic: 20+5—29

Noble Family Skills (3, +10%, page 86, Magic: science &/or medical)
-Principles of Magic (+10+20): 70+2—104
-Brewing (+10):
—success: 25+5—44
—quality: 30+5—49
-Holistic Medicine (+10+10):
—diagnose: 30+5—54
—treatment: 20+5—44

Class Skills
Nat Lang: Elvish—98%
Lang (+20): eastern human: 40+5—69
Lang (+20): western human: 40+5—69
Lit (+15): western human: 30+5—54
Lit (+15): Elvish: 30+5—54
Lore Magic (+20):
—general knowledge : 25+5—54
—Rec. wards, circles & runes: 15+5—44
—Rec. Enchantment: 10+5—39
Lore: Demon and monster (+15): 25+5—49
Basic Math (+20): 45+5—74
WP: sword
h2h basic****(over-written by h2h MA from granted memories)

Class Related Skills (8, +1 @ L’s 3,6,9,12)
-Special: Read Auras: 30+5 —34
-Dancing (+5): 30+5—44
-Public speaking(+5): 30+5—44
-cooking(+5): 30+5—44
-anthropology(+10): 20+5—39
-Fishing (+5): 30+5—44
-Enhanced Meditation: (med state for 20-80 min. (2d4x10), recovers +1d6 HP, +1d6 SDC +2d6x10 PPE, refreshed & alert at end: +1 to init & perception) can only try once/day/Level: 40+5—49
-Focused Magic: Scope (Doubles range or AoE with +50% spell cost, -5% vs PoM roll per level above the current level of mage): vs PoM %

Secondary Skills (4, +2 @ L’s 2,5,7,10,13)
- Reading/Literary studies (+2 IQ*)
-Court Etiquette: 30+3—37
-Fencing (+1 S&P**, +1d6 damage*)
-Horsemanship (gen.): (bonuses while riding: +1P&D, +1d4 damage, charge attack with pole-arm/lance: +1d6,
—ride/care/breed/quality: 35+5—44
—breed/train/race/avoid dismounting/horse attack: 20+5—29
2 1st aid: 30+5—34
2 Lore: Religion: 30+5—34

Granted Memories Skills (6, +10% & IQ)
- Knife thrower’s Targeting/Missile Weapons +1 to hit, +2 to damage, +2 throw attacks, can attempt to throw anything as a weapon
-juggling: 35+5—54
-H2H MA**
-wilderness survival: 30+5—49
-mystic herbology: 20+5—39
-land navigation: 30+4—48

Familiar
Red Kite: Murycon
HP&SDC combined: 20
Size: 24-26 inches. APM: 3.
Damages: (dive attacks do double damage)
Tallons: 1d4+1
Bite: 1d6
Nat Abilities: Fly: 77, 110 in 2d4x10 bursts, 220 in dives (150 mph dives). glide/prowl: 70%
exceptional vision: can see rabbit ears at two miles
UV vision/nightvision: 300ft
track: by smell: 66%, by sight: 80%
Shared Sight:(-15) 3 minutes per day per level. By closing eyes and concentrating. No “actions”. the Familiar can see through its master’s eyes similarly. (MoM1)
Restoration (-15): if damaged critically /death restored back to heath/life w/in a week. if takes damage less then -SDC+HP. (R21)
Human IQ (-5): 2d6+7 (12). (TtGD)
Long Life (-5): lives as long as the mage. (TtGD)
Breath Weapon (-2): Acid Breath: 1d6 damage. (TtGD)
Breath Weapon (-2): Lighting Breath: 1d6 damage. (TtGD)
Breath Weapon (-2): Silver Shards Breath: 1d6 damage. (TtGD)

Equipment:
Chuna-Cloth Cloak, hooded: deep-blue purple with red trim: AR: 9, SDC: 15.
Given to Rhea after her accident after her father saw it that she would walk into things without noticing them. Combined with her desire to travel, he felt she needed it more than he did.
two sets of clothing
Hooded cloak8 (see above)
boots of good quality
soft leather gloves
belt
bedroll
backpack
medium sized purse (leather bag with cover flap)
2 small sacks
water skin
parchment, 3d6 sheets (12)
100 page notebook
3 crow quills
two bottles of ink (black both)
graphite sticks, 1d4 (3)
chalks sticks, 1d4 (3)
candles 1d4 (1)
Holy Symbol: of Anari (elvish goddess of fertility and magic): pendant: lantern with a candle in it: made out of steel from a great sword.
Small mirror
tinder box
———————
◇Flint&steel (2 gp)
◇riding horse (see M&A) & tack, (from family) : age: 2 years. M&A
◇Saddle bags of Freshness: keeps plant matter fresh if inside. (from family)
◆underthings of the environment (blue silk underthings)--keeps the wearer dry and at a comfortable temp so even on the hottest or coldest climates. Dose not protect against heat/fire/cold/wet magic above 4th level nor vs. major natural events. (same basic idea as the Environmental tent in the PF2 main page 258)
◆contraceptive silver bracelet--protects against both conception and disease (diseases are blocked form transmission through bodily contact & exchange of fluids.) Cursed: each time this item is put on Rhea’s gender switches.
◆Blanket charmed with ‘Comforter’ (from mother)

Background: Rhea Dragonkin of the house of Skyfell. Rhea is from a cadet branch of the House of Skyfell. And Is closer to being last in line for being head of the family then to being at the middle of the line. Having no reasonable chance of inheriting anything and only outlook for marriage being merchants or officers. Rhea was trained to be a wizard from a young age to follow their branch’s speciality. As it happened rhea turned out to be a prodigy in the use of magic. Out stripping the normal training regiment.
It was due to her squeamishness over spilling blood intentionally, even though she was also trained with the sword to be able to defend herself, refused to learn how to make and use a blood caldron. The first time she observed her instructor use if she was struck unconscious. Since then she has known things she didn’t learn and abilities she didn’t have before the accident, and has had several impediments. While she couldn’t hide her flawed sight, Rhea has hidden the rest of the changes that happened that day from everyone. However, her personal maid might of guessed she is hiding something. Thou her guesses are tending to be social/emotional matters, rather than abilities and limitations.
Before setting out on her journey her father gave her the choice of using a family heirloom, a deck of fate. Proving her luck in drawing two fairly good cards, and only one cursed card.
Rhea set off in the company of a family retainer to find a company travelers to join. At that time the retainer would return to the family manor.

Rhea Has always wanted to explore the world she lived on. Was it the stories her father, uncles and aunties told her during her childhood or was it just her natural disposition, who knows. Even thou her sight has been altered her desire to travel has not been altered.

Rhea doesn't like to be in large gathering of nobles, where she has to be overly controlled because it would reflect badly on the family's political goals. But can't be as uninhibited as the commoners when they celebrate, for the same concerns as with noble. But she find she is more relaxed when around commoners.

Notes:
-Court Etiquette: 30+3—R79
-Special Abilities: mod'ed from the Lon star tables so non-humans only get one when the % would give normal humans two.
-Enhanced Meditation: (med state for 20-80 min. (2d4x10), recovers +1d6 HP, +1d6 SDC +2d6x10 PPE, refreshed & alert at end: +1 to init & perception) can only try once/day/Level: 40+5— (R30)
-Focused Magic: Scope (Doubles range or AoE with +50% spell cost, -5% vs PoM roll per level above the current level of mage): vs PoM % (R30)
-5 Silver Shards:. R5
-Cards of Fate: R13
-Comforter(Invocation) <<invented magic topic, fairly recent addition>>
Level: 5 Type: Invocation Range: Touch Duration: Permanent Saving Throw: None PPE Cost: 12
Effects: This spell endows a blanket or pillow with a mild standing empathic projection charge. The item feels warm to the touch(though it doesn’t show any actual change in temperature) and gives off an aura of love, safety, and comfort. Those suffering from depression will have a +2 to save vs Insanity, and have untroubled sleep(+2 save vs empathic projection and nightmare-inducing powers/spells), as long as they are touching the item. A favorite spell of nurturer-style tailor and hedge mages.
-Saddle bags of Freshness:. R8 page 36
-Mystic Herbology (R:england page 22)
-Special: Read Auras: 10+4—14
This skill at it's base gives the character (assuming their sight is bent in the same way) the same basic information as the psionic power and the magic spell see/sense aura. With a successful skill roll the character will glean more information about the char is looking at. Such as if the person or creature is using alter aura or not. Or having a granular idea about how much ISP or PPE the person has. Or a more accurate idea of the person's level experience.
Mind block powers will make that person being looked at seam to be a black void & the character can not read anything about the person (people) that are hidden by the power.

Re: Shared Characters

Posted: Thu Dec 17, 2020 11:05 am
by Omnibane
Firstly wow that's a heck of a level 1 character.
I am confused by the vulnerability to silver and the manifest silver aoe attack.
Can you list the source material so I can get a better understanding? Thx

Re: Shared Characters

Posted: Fri Jan 01, 2021 1:53 pm
by drewkitty ~..~
Player:
Character Name: Findegil Arminas
Call Name: Telumehtar

Level: 1
Experience:
Next Up:
Money:
Credits:
Trade Goods:

IQ: 15
ME: 24, +5 vs. psi/+7 vs. insanity
MA: 11
PS: 22, +7 damage
PP: 24, +5 combat rolls (except init)
PE: 13
PB: 12
Spd: 20

HP: 13 +1d6(3). ,+1d6/L
SDC: 16+20+15
IS Points:(19%) 24+2d6(9) ,+1d6/L
PPE: 14
Chi: +13

Class: Imperial Janassary (ex-? Do they really retire or escape?)
Race: human
Sex: Male
Age: 24
Height: 5’-5”
Weight: 189 lb.


Saving Throws
Psionics (12):+5
insanity (12):+7
horror Factor:

Basic Data: pb: 12, MA: 11, HP/SDC: 16/51, IS Points: 33 , PPE: 14 , Chi: +13, Psi: yes, magic on him: yes, possessed: no, Healthy: yes

Physical Appearance:

H2H: MA
No. Of Attacks per melee: 3 Damage: +7 Strike: +6 Parry: +8 Dodge: +8 Pull: +8 Roll: +8 Initiative: +5 (+2 Archery) Disarm: +5

Weapon Proficiencies
Sniper (+2 strike on aimed shot)
WP shield
WP sword
WP Archery: Rate of Fire: +2 . effective range bonus: +30 ft/level. +4 Strike, +5 Parry w/ bow. +2. Damage. +1 Throw, auto crit strike on 18+ & DB on Nat 20.
WS Adv. Archery (totaled to above)
WM Master Archer (Totaled to above), strike the bulls eye: +3 strike aimed shot.
WP Knife

Weapons
D. Long sword: 2d6+ 4 SD * +1 strike
D.Knife: 1d6+4 SD & +1 strike
Lg Sheild bashing: 2d6+3 SD (need 20 PS or -2 strike)
Saber oAH: Blade: 6d6+4 SD, gaurd punch: h2h+5d6 SD ( both do normal damage to V&WP) +2 init, +3 S, +7 P. 190 SDC
Saber’s scabard (Blunt): 6d8+4 SD (does normal damage to V&WP), +2 init, -1 S, +2 P, -1 thrown. 210 SDc.
Zombie Blade (Smallsword): Parries as normal, otherwise the phantom blade does no damage.
PS 22 Composit Recurve bow (“Chinese” see weapons comp.): ER: 330 ft. 2d6+7 SD.
Bottomless Quiver (max holds 128 arrows) only weighs as much as 20 arrows.
throwing knives x2: 1d6 SD

Character Building
+1 vs HF @Ls 2,4,6,7,8,10,11,13,15
+3 init*, +1 strike*, +1 APM*
SDC: +20*
Minor Psychic
Human special traites (90):
-(28)Alert and Quick Response: +2 init*, +5% to detect ambush & palming skills
-(18) Excellent memory: +5% to 4 skills (the character’s favorites, +5% to land nav.* (IV&I*, Intel.*, Camo.*, cooking*)
2-4 personal weapons (choice, even magic ones)
-Crystal ring: Charm: love: opposite gender finds him extremely attractive & receptive to suggestions, same sex will find him impressive, trustworthy and worthy of respect. 12 IS points per 24 hours
- magic small sword: Zombie Blade: seee below in notes. *
-The Saber of Armoth Helkamar (saber&scabard set)*
-Rechargeable Idrantine circlet: 100 IS point payload.

Psionic Powers (2 from one of the groups other then super)
-Clairevoiance
-Total Recall

Skills
Class Skills

Spoiler:
climb/Scale Walls (+10): 40+5—50
—Rappelling: 35+5—45
Running (+4d4 spd*, +1 PE*, +1d6 SDC*)
Swimming: 40+5—40
Forced March: (maintain 60% of spd attribute for x5 normal, together with others)
Body Building& Weight Lifting (+2 PS*, +10 SDC*)
Basic Math (+15): 45+5—60
Nativ Lan: elvish—98
lang western human (+10): 40+5—50
Military Etiquette (+30): 35+5—65
Intelligence (+15+5): 30+5—50
Land Nav. (+10+5): 30+4—45
Wilderness Survival (+10): 30+5—40
WP shield
WP sword
WP Archer & Targeting
WS Adv. Archery
WM Master Archer
H2H MA
Class Related Skills (2 mil. 2 espi/phys. 4 others @ L1, +1 @ Ls 3,6,9,12)
m Camouflage (+15+5): 20+5—40
m Field Armorer (+15): 30+5—45
e Sniper (+2 strike on aimed shot)
p Prowl: 25+5—**
-Adv. Prowl: Stealth: auto prowl as long as unsuspected, vs active search: 50+3—50 (+10% if done with stealthy gear)
-Imitate Voices and Impersonation: (+10+5)
—Changing to a regional Vocal pattern and word choices: 36+4—51
—Changing to Match a targeted Subject’s voice and speech patterns: 16+4:—34
—Impersonating for a Regional Disguise: 16+4—31
—Impersonating a Specific Occupation: 12+4—27
—Impersonating a specific Person: 10+4—25
-1st aid (+5): 45+5—50
-disguise(+10): 25+5—35
Secondary Skills (4 @ L1, +2 @ Ls 4,8,12)
-Cooking (+5): 30+5—35
-WP knife
- Fishing: 30+5—30 (every 20 min)
-Horsemanship (general)(+10): (bonuses while riding: +1P&D, +1d4 damage, charge attack with pole-arm/lance: +1d6,
—ride/care/breed/quality: 35+5—35
—breed/train/race/avoid dismounting/horse attack: 20+5—20



Equipment:
Long sword (2d6+4 SD &+1 strike)
Dwarvish knife (1d6+4 SD &+1 strike)
Large Shield (bashing: 2d6+3 SD PS 20 needed or -2 strike)
three WP matching weapons: (“chinese”) bow, two throwing knives
magic item from being ‘on assignment’: bottomless quiver.
Backpack,
sacks
bedroll,
Plate and Chain ( AR: 15, SDC: 160 )

Background:Findegil was raised by the elves that found him as a babe. They found him crawling about in the brush near what looked like a bandit attack on a caravan that killed everyone in it except for the baby. It was miraculous that the wildlife hadn’t already moved in and devoured the babe and the rest of the bodies. (unknown to the elves that found him there was a warding that drove away all wildlife from the area so the bandits could make a clean get away.

Notes:
R30 Adv. Archery:
Spoiler:
+5 ft/L to effective range, +1 RoF, +2 S, +1 P, +1 init, Crit. Strike on nat 18-20.

R30 Master Archer:
Spoiler:
Auto Cirt. Strike on 18+, DB on nat 20, +5 ft/L to effective range, +1 RoF, +2S, +2 P, +1 throw, +2 damage, +1 init, +1 special ability: Bull’s eye Shot: +3 Strike aimed shot
- +1 S @ L’s 4,6,11
- +1P @ L’s 5,8,15
- +1 damage @ L’s 2,7,14
- +1 APM @ L’s 6,11
- +1 init @ L’s 3,9,13

arminas—royal tower
Findegil—star hair
Zombie Blade: a Smallsword: this phantom blade magic item
Each stab inflicts the target with the Drug “Strelus”(Dreamland. zombie)(WEPG169). It is a phantom blade, inflicting no damage other than drugging whatever it hits. Has three charges per day. Psychics and magic users can rechange the day with 30 PPE or 60 IS points.

The Saber of Armoth Helkamar (saber&scabard set) (see the non-magical weapon challanage topic using the name of this weapon)
Spoiler:
sword Damage: 6d6+4, does normal damage to Vamps & Were-persons, silver gilding (plating)
Hilt (punching) damage: Punch +5d6, does normal damage to Vamps & Were-persons, silver gilding (plating)
Init: +2
Strike: +3
Parry: +7
SDC: 190, for when attacked intentionally.

Scabbard Totals
Damage: 6D8+4,does normal damage to Vamps & Were-persons, silver gilding (plating) of the banding.
Init: +2
Strike: -1
Parry: +2
Thrown: -1
SDC: 210, for when attacked intentionally.

Re: Shared Characters

Posted: Mon Jan 18, 2021 8:57 pm
by drewkitty ~..~
Player:
Character Name: Xeiall
Call Name:
Arcanist Level: 4
Experience: 34,856
Next Up: 40k, 60k, 80k, 110k, 150k, 200k, 275k, 350k, 450k, 600k, 800k
Psi-crafter Level: 1
Experience: (start@L4)
Next Ups with primary class.
Money: (a bag full of gold coins…hasn’t really counted it)
Trade Goods:

IQ: 17, +3% / +1 perception
ME: 17, +1 vs. psi/+1 vs. insanity
MA: 19, 55% trust/intimidate
PS: 18, +3 damage
PP: 16,+1 combat rolls
PE: 18, +6 % vs coma/death/ +2 magic&poison
PB: 12
Spd: 21

HP: 104, SDC: 205, (MDC: 309), Horror Factor: 17, Nat. AR: 14, IS Points: 56, PPE: 390, Chi: +36
Class: Arcanist & Psi-Crafter
Race: Lizard Mage, Sex: female, Age: 42, Height: 6-10, Weight: 238 lb.

Saving Throws
Coma/Death:+6%
non-lethal poisons/toxins (16):+2
lethal poisons/toxins (14):+2
diseases (14):+2
Spell magic (12-16 depending):+6
Ritual magic (16):+6
Faerie magic (16):+6
Circle magic [all](16):+6
ward magic (14):+6
Psionics (12) major:+1
insanity (12):+1
horror Factor: +8
perception (target number):+1
Basic Data: pb: 12, MA: 19 (55%), HP/SDC///MDC: 104/205///309, IS Points: 56 , PPE: 390 , Chi: +36, HF: 17Psi: yes, magic: yes, possessed: no, Healthy: yes, aura is bright and shiny

Physical Appearance: looks to be tall reptilian humanoids with silver and gold scales and glittering green eyes. Eyes having a young look to them.
—Neckless Human Looks: Blond human female, 5’7” (HF negated)

H2H: racial, No. Of Attacks per melee: 5 (3 by magic)
Damage: +3, Strike: +4, Parry: +4, Dodge: +4, Pull: +4,Roll: +4, Initiative:+2
Moves
Claws: 2d6+ps, Bite 1d6+ps
Weapon Proficiencies
WP sword (+fencing): +4 S&P
WP blunt (staff): +2 S&P.
Archery: RoF: 3. Strike bonus: +2
WP Targeting and missile weapons: +1 thrown/slung bonus, bonus to other ranged AWs: +
Armor: Soft Leather: AR: 10, SDC: 20.
Weapons
Feathered Dragon’s Fang: long sword: 2d6 SD,
—Throw Static Shock (2 PPE): 10 feet (S: only h2h&PP) to jump like shocked (1 IS point), no damage, spell caster save vs spell disrupted(10).
—Zapped: (2 IS points), 2D6 SD, save vs Electrocution (14) or be stunned for their next attack.
(Scythian) bow: ER: 390 feet, damage: 2d6 sd. Length: 4 ft.
-ankamba arrows: +50 ft effective range (line sigil item)
knife x4

Character Building
is CoM: chi= PEx2
Has two classes, only magic and scholar classes available never become Men at arms or clergy classes.
PPE: 5d6x10 and class PPE
HP: PE+60+2d6 per level
MDC: using the HP+SDC formula
IS Points: MEx2; +1d6+2/L
keen vision
sharp hearing
warm blooded
+3 to magic circle and ward spell str.
Saves as a Major psi
Has all sensitive & physical powers and four healing powers, along with super psi powers of bio-manipulation, bio-regeneration and 2 others
LM exp. mod: uses the megaHero exp table.

Arcanist stuff:
PPE: 6d6 (23) , +1d6/L
Recovers base PPE in 24 hours, 50% in 12 hours.
(using the Defined Talent trait in the RLS book as template to convert a +20% to physical skills bonus) Fencing. Sword. Staff. knife
(transforms +20% to not needing only to pass the PoM skill roll for MS Focus requierments)

Crafter stuff:
PPE: 6d6(33)+PE
IS points: 2d6x10+ME
Background: Comes from a family without any Artisan heritage

Psionic Powers (LM)
sensitive: all
physical: all
healing: -healing touch, -suppress fear, -lust for life, -bio-regenerate
super : bio-manip., bio-regen, -electrokinesis, -mind bolt

Psionic powers (c)
Total Recall. Object Read, Telekinetic Crafting, Flow Metal

Arcanist Abilities
Sense Magic: 120 ft (no cost) always on. near or far. can not pinpoint.
Rec. magic enchantments: 50+5—78 (item or person w/magical properties, or being influenced by magic, including charms and/or possession)

Arcanist Spells ( L1: 5, L2: 4, L3: 6, L4: 4, L5: 3, L6: 3, L7: 2, L8: 4, L9: 3, L’s 10-15 & SoL none to start)
L1 blinding Flash, Cloud of Smoke, see the invisible, Sense (SN) evil, Sense PPE
L2 befuddle, levitation, climb, Cleanse
L3 Breath w/o Air, Negate Poison/Toxin, Paralysis: Simple, Light Healing
L4 Blind, Cure minor disorders, Energy Field, Fire bolt
L5 Escape, Eyes of Thoth, SH Speed
L6 Tongues, Words of truth, Compulsion
L7 Second Sight:, Invulnerability (limited):
L8 Negation (of Magic) , Locate: .
L8 Meta.: elf: self or other by ritual (35) 20 min per level, none. Shape-change into an elf. to change to a specific person the mage needs a good picture of a person to change into and this only just adds +20 to disguise skill. retains their own voice, memory skills and attributes.
L8 Vector Inversion Field: within 10 feet (35) 1 min/L, none. Inverts the vectors of all physical movement through the defined are of the field. The field can be just around the caster & another or another by touch or the wall 10 ft square. The wall can be formed to the caster’s will into different shapes.
L9 Temporary Insanity: , Protection Circle: Simple: , Havoc:

Skills ( + 3%)
Racial Skills

language: elf
read runes—98
rec. wards—53
rec enchantment—50+2—59
rec magic items—62+2—71
rec precious metal & stones—83
Knows all power words & magic symbols
Lore geomancy (+20): 25+5—63

Arcanist Class Skills
Spoiler:
Principles of Magic: 70+4—85
Read Magic: 80+3—92
Lang/lit native lang: elf: 98
Basic Math: 98
Lore: Demon & Monster (+30): 35+5—83
Lore Ghost and fairies (+30): 35+5—83
lore Geomancy & Lines of Power (+30): 30+5—78
Lore: Religion (+30): 30+5—78
Research (+30): 50+5—98 (98)
sci geology (+20): 40+5—78
sci adv math (+20): 40+5—78
sci anthropology (+20): 35+5—73
tech writing (+20): 34+4—66
tech art drawing (+20): 40+5—78
language English (+20): 55+5—93
language Roman (+20): 55+5—93
language western human (+20): 55+5—93
language eastern human (+20): 55+5—93

skill prog physical (+20):
Archery*
prowl (+10): 46+8—83
fencing: (+2 to Strike* & Parry*)
Acrobatics (+10 prowl*, +2 roll*,+1 PS*&PE*,+1d4(1) PP*, +1d6(5) SDC*)
⦿ sense of balance: 60+5—78
⦿ walk Tightrope or high wire: 60+5—78
⦿ climb rope: 80+2—89
⦿ climbing: 40+4—55
⦿ Back Flip: 60+5—78
leap +2 ft/L Up: 4+2+2+2=10. across: 5+2+2+2=11
fearless of heights

skill prog Magic Focus (2) (+20):
MS: Focus: Scope: double area or range, or increase both by 50%. w/ successful PoM roll.
MS: Focus: Burst Casting: spells are cast at half the time cost so it ends up doubles spells per melee round. w/ successful PoM roll.


Psi-Crafter Class Skills
Spoiler:
Psionic Item Crafting skill: 30+5—33

Language: southern human: —43
Art —58
Metalworking—633
Engraving —48
Sewing —38
General Repair & maintenance—43
WP Targeting and missile weapons

Crafter Class Related Skills (8, +2 level 3, +1 at levels 3, 6, 9, 11, 13 & 15.)
- fishing —43
- Locate Secret Compartments —23
- Public Speaking —43
- Forgery—28
- Cooking—43
- dancing —43
- Sign Language (palladium) —38
- Cryptography —28

Secondary Skills (Arcanist: 10@+5% & Psi-Crafter 5, +2 skills at levels 4, 7, and 12)
a Land nav:
a WP Sword
a WP Blunt
a Basic Electronics: —48
a Geology: —48
a adv. Math: —75
a escape artist: —38
a basic mechanics: —48
a swimming: —48
a history of earth:—55

c 1st aid: — 33
c Brewing:
—success: —28
—quality:—33
c Wilderness Survival: —33
c Juggling: —38
c Card Shark: —27


Equipment:
Choker of Metamorphisis into human: set to a blond female of relative maturity of the wearer. Activates when worn & constant while worn. This transformation negates HF.
and other tools and equipment for traveling and work.

Background:
Xeiall grew up alone….well not alone but with her human foster parents in a modern country. But she never known anyone else like herself. Xeiall doesn’t remember if she awoke from a sleep or hatched on the world she grew up on. Her earliest memories are of living in the countryside with her human parents exploring their estate. To her playing with magic was natural part of growing up. When she was able to understand the need for secrecy her parents gave her a magic item that made her look like her parents…human. It was with this she started her socializing with other humans and their children. At first she didn’t want to, but going to school with other children tended to be more fun than not. This was she was more physically able than the human children. So they all wanted her on their team for sports. She didn’t understand their mating rituals….even thou she was living in the middle of them. Her thoughts then was that even they didn’t know them ether, and where trying them out as the plunging through them. Sometimes she was the only girl in the room that having a grand old time cause she wasn’t worrying about the mating ritual aspects of the parties and was just having fun. It was during the summer solstice after her 20th name day when it happened. She was helping her parents with a ritual that used up and dispersed the extra energy in the ley lines around their estate. Was it someone’s mis-step or was there an unknown element Xeiall did not know. However, during the ritual the very thing the ritual was suppose to prevent happened. A tear in the fabric of reality opened up and they were fighting a multitude of purple tentacles that pushed their way into the world. This wasn’t the first time Xeiall participated in the ritual, but it was the first time she was standing as the Keeper of the circle. In her role as the protector of the circle she was the only one able to move about freely. Taking up the House’s sword Xeiall did battle with magic and sword to drive the monster back through the tear in reality, while the others sought to close the rip. It was during the battle with the invader that something resinated in Xeiall. The monster had been driven back but Xeiall was being dragged into the tear by some force. Xeiall was for one of the few times genuinely afraid. It was a moment after this the tear changed, like it was going somewhere else….and closing. Glancing back at where her parents stood, understanding they had done what they had done what they could, changing the the destination of the tear. Suddenly Xeiall leaped forward and into the tear.

The world Xeiall emerged in was forested where she left the tear. The magic around her felt more vibrant than that of her home. Laying there till she was able to gather her withs about her, Xeiall also felt an abiding sense of being home. However, this was marred by also sensing some great and very old evil sleeping somewhere. Recalling her fieldcraft enough to feed herself Xeiall traveled, looking for signs of civilization. It was three long months before she found any sign of other people. Thou to her surprise they were not humans but a group of elves that looked like they were traveling along a path in the forest. (Unknown to Xeiall, she had just found one of the main roads through the forest that she had crossed a few times without realizing it.) While Xeiall could see them clearly it seamed that the elves couldn’t see her. Hoping to find more people, Xeiall followed the elves….took the path in the direction they headed. It was a week before Xeiall started seeing signs of civilization. A fire-ring that was still warm, side paths branching off from the one she was following, even sights of cleared land with a cabin through the trees of the forest. The path, which looked more road’ish to Xeiall now with wheel ruts, came to the edge of the forest. There, past fields of wheat and other grains and other plantings, was what looked like a fortified town. The wooden wall around it. Unsure of how to approach the town, Xeiall spent the next to days investigating the town with her 2nd sight incantation for two days before just walking to the town gates, wearing her magic choker figuring it would easier if they thought she was just a lost human woman. It was here Xeiall discovered….confirmed that she was on a different world. Even though she was not fully accepted it did help that she spoke elvish fluently.

Xeiall stayed in the village of Melkor for three years, learning about what they knew about the world and training in latent abilities that had awoke in her there. The village was also a puzzle that deeply touch her sense of self. It had various crafters, wizards, and mind magic users, along with assorted students. The students came and left as their training finished. Always they left more powerful than when they came…or they found an entirely new path of power. Even thou the town was aptly named…power rising…why here? How does it happen? Even the natives don’t know the why or how of these questions. Even thou they use the effects. Even thou the only one in the village she could friend, a youngster not even out of his first decade, she doubted she’d be welcomed back if she was see as her true self. Even so, she believed there were those in the town that had seen through the transformation effects of her neckless. Her master in training, she doubted was deceived might welcome her back, but Xeiall decided she would not test this if she could avoid it. Leaving the Malkor Xeiall traveled the road out with a few others that had finished their training. Xeiall separated from their guild and the others a week later as they arrived at the first town and when their own ways.

Once away from Malkor Xeiall’s new found sensitivity let her know the directions of the old sleeping evils she had vaguely sensed when she arrived to the world. She vowed to herself that she would stay away from those places. Along with the sleeping evils, she sensed evil that was awake and grudge bearing to the north west. This was another place she devoutly hoped never to travel even near to. Not that she needed to worry about that at the moment. Xeiall’s immediate travel plans had her headed south-east to the city of Myrth by way of the city of Wisdom. Xeiall was charged by her master to deliver a letter to one of his former students in wisdom and another in Myrth since her objective when leaving Melkor was to travel to find a place of her own. And since most of the places she didn’t want to go were in the north….south she went.

Notes:
Spoiler:
MS: Focus: Scope: double area or range, or increase both by 50%. successful PoM roll. mod’ed from R30
MS: Focus: Burst Casting: spells are cast at half the time cost so it ends up doubles spells per melee round. w/ successful PoM roll. mod’ed from R30
magic spell: L8 Vector Inversion Field: wThis is a spell that Xeiall’s human foster parents taught her and their own creation. It is a unique spell and not a part of the common magic known to the magic world. Note the name of the spell. This spell is only possible to those mages with at least a high school physics education.because they would not even know how to frame the ideas behind the magic in their minds.

Psionic Item Crafting skill: 30+5 per level.
When working on creating/empowering a psionic item they are crafting, this skill is rolled once every 4 hours of the normal working day and for each hour of work after 10 hours of work on a Pattern Sigil. A failed roll means the crafter made a mistake and will have to spend another hour to fix the mistake. A crafter will have a +15% to work when crafting Single Line Sigils and a -20% when working on Matrix Sigils, and another -10% to craft Matrix Sigils with more then one power.

Telekinetic Crafting: touch, 5 IS points per hour of tunneling or 5 per minute of controlling liquified metal. This power allow the crafter to tunnel out the holes for making Matrix Sigils and to move/control the flow of small amounts (up to 1cc) of metal at one time.
Flow Metal power (new): touch, 10 IS points, 1 min per level, 1cc per level, none. This power liquifies one Cubic Centimeter of metal at room temperature. This power doesn’t work on iron alloys and enchanted metals.
-ankamba arrows: +50 ft effective range (line sigil item that uses TK to increase the effective range of the arrow. Typically +50ft and +10ft per level of the creator when made.

Feathered Dragon’s Fang: long sword: 2d6 SD, Throw Static Shock (2 PPE): The sword when activated will shoot out an invisible bolt of electricity at a target within 10 feet (h2h&PP only) that will ether cause them to jump like shocked (1 IS point, no damage, spell caster will need to save vs 10 of have their spell disrupted) or they can be Zapped (2 IS points, 2D6 SD, save vs Electrocution (14) or be stunned for their next attack.

Re: Shared Characters

Posted: Fri Jan 29, 2021 6:01 pm
by drewkitty ~..~
Player:
Character Name: Dyvin Zos (this is not his parental given name)
Call Name: Beastmaster of the ________ / Vinny / Dev
Level: 3 BeastMaster
Experience:
Next Up: (Use the Druid EXP table)
Money:
Credits:
Trade Goods:

IQ: 17, +3% / +1 perception
ME: 20, +3 vs. psi/+3 vs. insanity
MA: 11
PS: 13
PP: 20,+3 combat rolls* (add to h2h already)
PE: 20, +10% vs coma/death/ +3 magic&poison
PB: 30, 92% charm/impress
Spd: 11

HP: 57
SDC: 22
IS Points: (10%)
PPE: 34
Chi: +20

Class: Beast Master
Race: elf
Sex: male
Age: 45
Height:6’-5”
Weight:

Saving Throws
Coma/Death: +10%
non-lethal poisons/toxins (16):+3
lethal poisons/toxins (14):+3
diseases (14):+3
Spell magic (12-16 depending):+3
Ritual magic (16):+3
Faerie magic (16):+3
Circle magic [all](16):+3
ward magic (14):+3
Psionics (12):+3
insanity (12):+3
horror Factor: +4
perception (target number):+1
Harmful drugs (15):+3
Extreme Heat/Cold (13):+3

Physical Appearance: Looks to be a pretty-boy elf, well into his 5th decade, having what looks to be old battle scars.

H2H: MA (frozen @ Level 7)
No. Of Attacks per melee: 4+1
Damage: +
Strike: +5
Parry: +6
Dodge: +6
Pull: +7
Roll: +6
Initiative:+3

Moves
K-kick & four others
Jump kicks (all)
crit on nat 18 & up
paired weapons

Weapon Proficiencies
WP shield: +3 P, +1 S, (doesn’t know he knows this till he uses one)
WP sword: +3 S, +3 P, +1 throw (doesn’t know he knows this till he uses one)
WP lance: (doesn’t know he knows this till he uses one)
WP knife: +3 S, +3 P, +3 throw
WP spear: +3 S, +3 P, +2 throw

Weapons
Spear (Kamayari) (2.5 meters, 2.1 kg): damage: 3d6, parry:+2 init: +2
Knife: 1d6
Armor: (seldom wears any, will not wear those made out of animal skins)

Character Building
Former L7 Paladin: has lost all his memories of his former life due to a blow to the head did more damage than the healer, priest and mage could correct. Retaining just the skills that are based in muscle memory and his milk tongue.
Beastmaster (Yin-Sloth Jungles)(PF2 mod’ed)
Priest of Nature
Using a modified Ranger skills set.
Will not wear animal skins.

Beastmaster abilities
Animal diagnosis: 60+3/L—69
Healing Touch (animals only): restores 1d8 HP then SDC. (no sentients or CoM)
Prayer for animal Resurrection: once per 24 hours, only w/in 8 hours of death, if not beheaded: 40+5—53
Prayer for cure disease: (cures or eases discomfort, only once per 24 hours): 18+6/L—33
Impervious to Poison & Venom: is immune to any from or derived from plants and animals. But not from synthetic ones.
Impervious to Disease and Allergies:
Animal Telepathy: this is just communication, as many as two per level at the same time: 50+3/L—59
Animal Kinship: animals don’t regard the beastmaster as a threat, and allows them to see the beastmaster as one of the pack/herd.
Beastmaster Familiar Link: no see/hear everything as with wizard FL, but more like friends.
—+1d6+2 HP to both sides, & +1d6 spd to the beastmaster.
—no size limit. (GM discretion)
—multiple familiar possible: +1 @ levels 1,3,6,9,12
—can only use the senses of one familiar at a time.

Skills ( +3 %)
Former class skills: Frozen @ L7
horsemanship: Pallidan: 45/40+5—78/73*
dance—73*
WP shield*, WP sword*, WP lance*, WP knife*, WP spear*, h2h ma*

Beastmaster Class Skills
Spoiler:
Native Language, Elf: 98%
lang western human (+15): 40+5—68
lang southern human (+15): 40+5—68
Animal Husbandry (+25): 35+5—73
land navigation (+10): 30+4—51
ID plants and Fruits (+10): 25+5—42
Trap and Track animals (+15)
✢ Tracking: 20+5—42
✢ Trapping: 30+5—58
Wilderness survival (+20): 30+5—63
h2h Expert**
Related Skills (8, +3 @ L’s 3,8,12. Same allowed list as ranger, in addition a WP Bow exclusion)
-detect ambush (+5): 30+5—48
-cooking (+10): 30+5—53
-Preserve Food (+10): 30+5—53
-Rope works (+10): 30+5—53
-Lit: Nat lang, Elf (+10): 30+5—53
-Gen. Repair & Maintenance (+10): 35+5—58
- Card Shark (+6): 24+4—41
-Brewing
✢ Success: 25+5—38
✢ Quality: 30+5—33
L3 (left for player)
L3 (left for player)
Secondary Skills (6, +2 @ levels 4,8,12)
-first aid: 30+5—43
-swimming: 40+5—53
-Juggling (+1 init*): 35+5—48
-Wittling and sculpting: 30+5—43
-Sign Language: 25+5—38
-Surveillance: 25+5—38


Equipment:
(basically the same as a Ranger’s if living in the wilds)

Background:
He woke up on laying on the ground with just a bedroll to lay on and a blanket for covering. Around him was lots of people in armor. Even though, he was not afraid. He might of been a bit confused if he knew there was something odd. But even thou he had no hurts, he had nothing in his head that would tel him that this was an army after a desperate fight. That was barely won out. Or to say neither side had won the battle. Coming to the conclusion that he wasn’t a part of the people around him he got up and left them behind. It was simple to leave them behind. Even thou there was talking all around him, none of it touched him. The words being meaning less of another tongue or the words were recognized but were used in a way he had no understanding of. However, beyond the words in his ears there was a calling…out there, away from the words of men and women. Out towards the rising sun, just waiting for him to find the caller. Without looking back, having no reason ;or memory of a reason; to look back, he set off to find the caller.

It was weeks and weeks before he found his caller, a white wolf caught in a cage trap. Its head fur marked with a strange but magical looking symbol that glowed even in the noon day sun. He set about freeing the wolf, but once free it bit him….it fangs piercing through his hand. the man cried out and closed his eyes for but a moment. When he opened his eye the wolf was gone, and his hand looked newly healed and scarred. Along with that there were a new idea in his head. That his name was Dyvin Zos. It was this that he started his new life…even though he didn’t know it was new.
Notes:
Spoiler:
Dyvin Zos ….license plate inspired name.
The man who became Dyvin Zos came from a moderately wealthy family of trade and the second son of the family. Along with his twin sister he was sent to a top tier military school, where he learned combat, laws and how to be an upstanding example for the populous to look up to. He was in the service of his king for 25 years, since he was 15 before it happened. During a clash between armies he was grievously wounded in battle, with his head split open. It took both the tender mercies of a physician, a priest and a wizard to heal his wounds. However, what they didn’t know was that they weren’t able to heal his memories. And when he awoke, it was like he was a new person. With only his milk tongue that remained of his old mind. He “wandered” off before someone got back to him to see if he was completely himself. Since he wasn’t there when the army started to catalog who had survived the battle, his is thought to be dead, and word sent to his family that he fell in battle.