Sylvan, Arcanist, Mage
Strength |
Dexterity |
Constitution |
Intelligence |
Perception |
Charisma |
9 |
11 |
10 |
14 |
10 |
12 |
Movement: 6
Experience: 17 [30 Spent]
Taint: 0
Renown: 1
Skills:
Linguistics (Low Sylvan, Draconic, Ysterion Dialect, Imperial Dwarven), Literacy, Arcana, History, Weapon Skill (Simple), Magewright, Nobility, Spellcraft (Necrymancy, Infyromancy, Nethyrmancy), Defence, Stealth
+1 BD: Arcana (Arcanology), Stealth
Abilities and Traits:
- Spellbook Arcana
- Sylvan Traits
- Size (Medium)
- Sylvan Grace: +1 to move speed
- Sylvan Senses: Superior Senses +1 (Hearing, Touch, Taste, Magesense)
- Blind
- Blessing of the Half Moon-1 Awareness (discern), +1 Athletics
- Perk:
- Blindfighting [II] No +2DD penalty on Awareness checks that would normally take one due to lack of sight, no +2DD penalty on melee attacks due to concealment of enemies as other senses compensate. Passing an appropriate Hearing check may be required to target ranged enemies.
Equipment: 10/9
- Weapons
- MQ Staff (Skull Motif: +1 Necrymancy) (Stats as per Quarterstaff) Weight 2
- Dagger (Any Style)
- Armour
- MQ Leather Lamellar Skirts (L- 2EBP 4S, No Spellcasting Negatives) Weight 1
- Ironwood Splintmail Jacket (BA- 3EB 4P 5S, No Spellcasting Negatives) Weight 4
- Leather Cap (1SE) Weight 1
- Other Equipment
- Deaths Head Ring (Sigil), MQ Silver Scythe Badge (Features: Rahani Moon decal)
- MQ Clothing [+1 Stealth]
- Satchel [Spellbook, Quill and Ink, 5 Sheets of Parchment, Document Case, Component Pouch] Weight 1
- Backpack [Component Pouch, Waterskin, Bedroll, 5x Rations, Winter Cloak, Dagger] Weight 1
- Magic Items:
- Silver Ring w/ Fire Crystal (Contains Effrit Essence: Infernal Animation Spell)
- Solid Water Charm
- Dark Shimmering Cloak (+1BD to Stealth)
- Adamantine Ring w/ Ironwood Spear Icon (Ring of Spellpower: Repair Undead)
Head: 1SE
Body: 3EB 4P 5S
Arms: 3EB 4P 5S
Legs: 2EBP 4S
9 Platinum Dragons
15 Gold Drakes
1 Silver Swords
8 Copper Slaves
Magic:
Memorised: 14/14
- Dismiss C
- Protection C
- Detect Infernal Influence C
- Zendarion's Disruption C
- Detect Undead C
- Gentle Repose C
- Detect Magic C
- Perceive Interference C
- Comprehender C
- Levitation C
- Flare C
- Vampire (3d6), Vial of the casters blood (consumed)
- Falselife (3d6), scrap of decaying flesh worth 1 sword (consumed)
- Infernal Animation (3d6), special prepared statuette of the creature you wish to summon, worth 1 sword (consumed)
- Components:
- 6x Vials of blood
- 1x Statuettes (wolf)
- 2x Scraps of decaying flesh
- 3x Hives of bees
- 2x Scraps glamour cloth
- 1x Vial glamour dust
- Astrymancy
- "Detect Magic: Cantrip
- Whilst concentrating you can feel the presence of magic around you in your Charisma bonus of metres. You know the precise location of magical fields, and their school of magic. This only works for ongoing magical fields (duration effects) and semi permanent and permanent enchantments, it does not affect scrying, divine magic, or spells that have no duration, though spells that go off during concentration will have auras that flare brightly. Whilst using this spell, your Magesense checks will inform you of the school of magic of spells, and your Detect Magic DoS on your concentration check can be added to Magesense checks.
- Perceive Interference: Cantrip
- Whilst concentrating you can perceive if extra dimensional magic (scrying, true sight, infernal possession etc, divine magic, other normally undetectable magic) is effecting you or someone or something within your charisma bonus of metres.
- Infyromancy:
- Dismissal: Cantrip
- Attempts to dismiss a conjured creature in your service. Creature must pass a Charisma check – casters charisma bonus to stay materialised. If they pass however and stay on the plane, woe be to you, for this Cantrip can no longer dispel them.
- Protection: Cantrip
- You designate the spell against some mystical force, entity or simple non mortal creatures (daemon, djinni, vampires etc) or a mortal creature (though you must possess some object of them or theirs). They cannot approach or attack you until they pass a Charisma check – your Charisma bonus. This spell can be made into a circle with chalk and time enough to draw the circle and prepare it properly (1 hour). Doing so allows you to orient the circle inward (to keep things in) or outward to keep things out and has a diameter of your charisma bonus. Increase the difficulty of their checks by +1 dice if you know the creatures true name.
- Detect Infernal Influence: Cantrip
- Whilst you concentrate you can detect malefic influence in the area, or in others within 10x your perception bonus. This means you can detect whether people are possessed or ongoing binding rituals, or daemons or the like.
- Infernal Animation:
- 3D6
- Specially prepared statuette [1 sword- Consumed]
- Summon creature up to medium size from a statuette. Creature lasts for minutes equal to Charisma bonus. Has statistics equal to the normal creature, plus damage reduction of +2 in all locations, though counts as having a Taint bonus of 5 and therefore takes significant holy damage.
- Kynomancy:
- Levitation: Cantrip
- Slowly ascend or descend whilst concentrating. Your levitation speed is your CHA bonus but you can’t run or increase this speed by movement effects. You can move sideways should you desire.
- Necrymancy:
- Zendarion's Disruption: Cantrip
- Deals Cha Bonus damage to one undead. Touch to hit.
- Detect Undead: Cantrip
- Detect Undead Reveals undead and their various ‘energy strengths’ within Cha bonus x 10m of the caster.
- Gentle Reponse: Cantrip
- Halts decomposition for Cha bonus of days on a dead creature.
- Vampire:
- 3D6
- Vial of the casters blood [Consumed]
- On touch the caster deals their charisma in necrotic damage (dos to hit increases) and regains half back in healing, reducing their fatigue, but not bloodloss or ability score damage. Alternatively the caster may store this energy as necromanctic power, and gain a bonus dice per 5 points of damage to their next necrymancy spell.
- Falselife:
- 3D6
- Scrap of decaying flesh [1 sword- Consumed]
- The touched target has fatigue up to the Casters CHA bonus temporarily restored for CHA hours. Like frenzy, you must track your actual fatigue for when the spell ends you may well pass out or even worse, die.
- Pyromancy:
- Flare: Cantrip
- Cha bonus of fire damage in a plume of flame. Emits bright light that can be seen for a while around. Creatures hit within CHA bonus metres of the effect opposed Dodge to the caster or become blinded for a round. Range is Perception.
- Tychnomancy:
- Comprehender: Cantrip
- You can pit your spellcraft check against the difficulty of a code or cypher in a language you understand. If you have already attempted or subsequently attempt a Literacy (Cyrpography) check then you add both DoS.
Minions
Efreeshani: Bound Flame Spirit
Strength |
Dexterity |
Constitution |
Intelligence |
Perception |
Charisma |
10 |
12 |
10 |
10 |
10 |
12 |
Skills: Defence, Athletics, Acrobatics, Arcana (Magesense +2).
Traits:
- Unnatural Physiology
- Ethereal Resistance (4v all but Cold Iron, Force or Phase, 8v Fire.)
- Fly (8)
- Dulled Senses
- Ethereal (+2DD to be hit)
- Made of Flame (D6 fire damage to attackers on successful hit, +DOF if failed hit)
Abilities:
- Flaming Attacks: Natural attacks deal SB+D6 fire damage.
- Daemonic Breath: 3d6 to cast. Cha Bonus spray. Creatures in the spray take 6+6+Dos fire damage.
Fluff:
Was sent out by his cult in order to uncover illegal magic items and spells. Intends to return to his cult and divulge the secrets of his travels, but only when he finds something worth his return.
After having his eyes brutally gorged out by Drakes, he has spent many months learning to fight without his eyes, and honing his magical skills with the guidance of his cult.
Upgrades:
- Blindfighting (I) - GM Awarded
- Blindfighting (II) - GM Awarded
- Defense [15]
- Spellcraft (Nethyrmancy) [15]
- Stealth [15]