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