Runecaster
Dwarf, Arcanist, Prodigy
Strength |
Dexterity |
Constitution |
Intelligence |
Perception |
Charisma |
10 |
10 |
10 |
13 |
10 |
11 12 |
4, 3, 2, 4, 2, 3
Movement: 4
Experience: 60/80
Taint: 1
Renown: 4
Fatigue: -
Skills:
Linguistics (Old Dwarven, Bulkovite Dwarven, Imperial Dwarven), Literacy, Arcana, History, Weapon Skill (Simple), Streetwise, Alchemy, Magewright.
+1BD: Spellcraft (Infyromancy)
+2BD: Spellcraft (Gyomancy)
Abilities and Traits:
- Earthen Traits:
- Earthen Resistance: +1 bonus dice on saves against all toxins, poisons, gases and acids.
- Earthen Encumbrance: Earthen use 1.5 x their Strength as their bracket for carrying capacity.
- Earthen Senses: Superior Senses +1 (Touch) and +1 (Sight – when in pitch darkness only)
- Altitude Aware:// Earthen may make a Awareness (Hearing) check on Perception, as a free action, to know how far below or above sea level they are to within 3d6 +/- Degrees.
- Perk: Tattoos- Arcane Initiation +1 to cast Infyromancy
- Spellpower (+1): +1 to all ChaB or Charisma expressions when casting.
Gear: Saturation 4/5 Encumbrance: 12/15
-MQ Ironwood Full-Plate Armour Suit
(H: 4E 5BP, 6S B: 5E 6BP 7S, AL:5EBP 6S, no casting penalty) Weight 7
Head: -3E 5BP 6S
Body: -4E 6BP 7S
Arms: -4E 5BP 6S
Legs: -4E 5BP 6S
-Rune Gauntlets of Spellpower [Right: +1 Gyomancy BD, Left: +1 Infyromancy BD; 'Focus' action to activate]
-Rune Cloak of Spellpower [Mages Robes, +2 to cast Technomancy & Gyomancy] Weight 1
-MQ Silvarite Control Staff +2 to hit, +2 to parry; SB-3 Bludgeoning; 12/2 [x4 v E]; Two Handed, Reach (2), Simple, Somatic, Golem Command Wand) Weight 1
-MQ Sylvarite Hand Axe (+2 to hit, +1 to parry; SB+1 Slash; AP 1; DR11;HP3; Offhand, Simple) ,,Weight 1,
-MQ Silver Scourges Officer's Pin (Volcano complexed by a Scythe)
-MQ Clothes
-Satchel (Document Case, Components Pouch*, 4x Sheets of Parchment, Quill and Ink, Dagger, Associateship Papers (Blue Dragons), Bloodbank Chequebook) Weight 1
-Backpack [Red Crystal Spellbook, Cold Iron Box (Petrification Pyramid), Small leather Pouch] Weight 1
-Sulpher's Spellbook [Coated in Red Crystal: Gyomancy cantrips, Byomancy cantrips, Technomancy cantrips, Shape Stone, Disintergrate, Whirlwind, Command Golem, Gas Cloud, Repair, Sulpher's Swordwind (Unique Spell), Affect Weather, Windshield, Gravity, Banishment, Dominate Daemon, Wind Fortress [Unique Spell]]
Bargrisar
Crystal Shieldgolem
Strength |
Dexterity |
Constitution |
Intelligence |
Perception |
Charisma |
13 |
13 |
12 |
6 |
8 |
8 |
- Traits:
- Mindless, Painless, Bloodless, Organless
- Automaton
- Natural Armour (3B 6PSE),
- Natural Weapons (Crystal Blades, Crystal Quills)
- Skills:
- Defence,
- Weapon Skill (Simple),
- Abilities:
- Ambidextrous,
- Dual Wielder (+1),
- Duelist,
- Equipment:
- Crystal Blades +1 SB Slashing SB-2 Piercing 6/2
- Crystal Quills +1 SB-1 Piercing Range 2x STR in Metres. Reload (Half) Ammunition - Practically Infinite.
Components*:
- Mages Robes: 10/10
- 2x Petrify
- 1x Erupt
- 2x Swordwind
- 2x Disintergrate
- 2x Summon Earth Elemental
- 1x Animate Statue
- Components Pouch: 33/35
- 2x Grav Crystals
- 5x Petrify
- 3x Swordwind
- 5x Summon Earth Elemental
- 5x Animate Statue
- 5x Disintergrate
- 5x Shape Stone
- Components Pouch: 11/35
- 6x Wind Fortress
- 1x Alter Gravity
- 1x Whirlwind
- 3x Affect Weather
Bookshelf
-Brown Leather Book: Dralgun's Geographies of the Bloodpeaks
-Metal-bound Earthen Book: The Dead Iron Tome [Heretical manifesto of the Dead Iron Cult]
-Ancient Earthen Book: History of the Bulkov Holds
-Red Crystal Golem Thesis (Copy, with personal notations)
-Dwarven Tome: Gorri's Instruction on Gyomantic Mining
-1/2 Completed Research Notebook (160/4000): Synthesising Silver and Crystal
-Battered Gyomancy Notebook: Defensive Air-Bending
Krakenhunter Officers' Quarters
-Magewright's Kit; unprocessed reagents (10x Erupt)
-Elemental Air Staff [MQ Somatic Staff] (+2 to Gyomancy, +4 to Weather spells [+2])
-Incomplete Coldsilver Golem Armour (57/300)
-3x Petrify
-1x Swordwind
-3x Earth Elemental
-4x Animate Statue
-3x Disintergrate
-5x Shape Stone
0 Platinum Dragons
90Gold Drakes
0 Silver Swords
0 Copper Slaves
Memorised Spells: 11/13
- Erupt
- Petrify
- Sulpher's Swordwind
- Infernal Animation [Includes Conjure Earth Elemental]
- Command Golem
- Shape Stone
- Disintegrate
- Gormyrs Orientation C
- Surveyor’s Blessing C
- Structural Transmutation C
- Mending C
Spellbook:
- Gyomancy:
- Gormyrs Orientation Cantrip
- Discern North, or nearest major magical field location.
- Surveyors Blessing Cantrip
- You determine the geological, climatological and biome properties of an area with a radius equal to your Charisma bonus in miles.
- Structural Transmutation Cantrip
- Remove blemishes from crystals, smooth rocks to pebbles, flatten items, remove metal impurities, etc, effects 1 weight.
- Erupt
- 4d6
- Component: specially prepared petrified drake-egg worth 2sw
- The mage makes a ranged area of effect attack with Perception range, rolling to hit scattering if failed. The attack has a diameter of the mages ChaB and inside the area of effect deals ChaB+3+DoS Slashing damage. This slashing damage is shrapnel, and uses the armours Energy Resistance, rather than it’s Slashing resistance as Damage Reduction, and does not count as magical energy
- Petrify
- 4d6
- Component: a basilisks eye or cockatrice’s feather worth 2 swords (consumed)
- Target is a creature within your Charisma in meters.They make an opposed Defence (Willpower) Constitution check to resist, if failed they are turned to stone. Gear also turned to stone.
- Sulpher's Swordwind Unique Spell
- 4D6
- Component: Vial of purple aethyrsmoke, realised into the air worth 2 sword (consumed)
- Creates a miniature whirlwind for as long as the caster concentrates. The whirlwind is placed within the perception of the caster, and has a diameter of the casters Charisma bonus and a height of 3 x the casters Cha Bonus. The caster can move the whirlwhind a speed equal to the casters Charisma bonus each turn. If a creature comes into contact with the whirlwind the have to succeed on a Defence (Mobility) Dexterity or Strength check against the casters Spellcraft check (to cast or concentration) or be sucked into the whirlwind. Once caught in the whirlwind they lose their actions for the turn. In subsequent turns they may make an action to make a Acrobatics (Flying) Strength Check opposed to the casters. Concentration check to escape the whirlwind, being placed on a random edge of the vortex at a random height (1d6 x Cha bonus of caster in metres up the vortex, reduced by 1m for each of their each DoS). Whilst in the whirlwind for each other medium object or creature creatures take CHaB+4+Dos Slashing (affecting least armoured area first) per turn, at the beginning of their turn. The vortex need not stay on the ground, but it does not pick up anymore objects or creatures if it is not on the ground. If the whirlwind stops then each object exits at a random height. The difficulty of maintaining the whirlwind is increased by +1dd for each medium equivalent object in the whirlwind over the casters Charisma bonus.
- Disintergrate
- 4d6
- Component: ancient, broken statuary (3sw)
- One creature or object disintegrate into dust on touch. Make an Opposed (Willpower) Constitution check to resist. Items are also disintegrated regardless of whether the target survives, but magical equipment gets a saving throw.
- Physical Transmutation
- 3d6
- Component: transmutation scroll (1sw)
- Affect a sphere of material equal to your CHA meters in diameter. You may use this to sculpt stone or metal into walls or doors, or punch holes through things. You may use this to disintegrate walls into dust or change the state of various compounds. This doesn't effect living creatures and cannot be used to make technology. It can only make crude state changes, not chemical or crafting changes.
- Infyromancy:
- Infernal Animation
- 3d6
- Component: a special prepared statuette of the creature you wish to summon, worth 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. These creatures count as Chaos aligned for the purposes of Holy damage, unless the caster is devoted to an Order Aligned deity.
Lesser Elementals
Str ChaB Dex ChaB Con ChaB Int ChaB Per ChaB Cha ChaB
Traits: Dulled Senses +1 (All), Heightened Senses +1 (Magesight), Painless, Mindless,
Skills: Defence
Additional as follows (based on nearby phenomena):
- Earth: +4 Str and Con
- Natural Armour 2 v All.
- Nautural Weapons (2 x Fist SB Bludgeoning)
- Water: +2 Str, Con, Dex
- Incorporeal +1DD.
- Defence +1 (Mobility, Grapple).
- Natural weapons (2 x Fist SB-2 Bludgeoning).
- Resist Fire (2), Resist Cold (2), Resist Lightning (2)
- Air: +4 Str and Dex
- Incoproreal +2DD.
- Fly (10m) D
- Defence +1 (Grapple).
- Suffocate: deals double fatigue when strangling in a grapple.
- Resist Energy (4)
- Fire: +2 Str, Dex, Con
- Incorporeal +1DD.
- Natural Weapons (2x Fist CB+D6 Fire).
- Attackers take D6+5 Fire damage.
- Resist Fire (4), Resist Cold (2)
- Conjure Earth Elemental
- 4d6
- Component: a specially prepared crystal called a ‘Seed of the Earth’, worth 2sw
- This stunt of Infernal Animation allows the conjurer to summon an Earth elemental (or sand or stone for fluff’s sake) out of nearby rock and stone. This elemental has the following statistics and is Medium sized. If the caster wishes to make the Elemental larger they can stunt additional times. Unlike with normal stunts, the casters cannot stunt to ‘double the charisma function’ of the Earth elementals stats, they can increase two statistics by +1 per stunt, or give it another skill or appropriate ability.
Strength |
Dexterity |
Constitution |
Intelligence |
Perception |
Charisma |
Casters CHA |
Casters ChaB+2 |
Casters CHA |
Casters ChaB |
Casters ChaB+2 |
Casters Cha |
TRAITS: Natural Amour (EBPS = Casters ChaB), Natural Weapons (Fist x 2 SB), Mindless, Immune to Pain, Bloodless, Dulled Senses (+1 All), Heightened Senses +1 (Magesense)
SKILLS: Defence, Weaponskill (Simple)
- Animate Statue
- 4d6
- Component:a specially prepared crystal called ‘Heart of the Earth’ worth 2sw
- This stunt allows Infernal Animation to animate statues or petrified bodies with prejudice. Such bodies retain their physical statistics with the following changes: -2 DEX, +1 STR, +1 CON. They replace their mental statistics as follows: INT = Casters ChaB, PER= Casters ChaB+2, CHA = Casters Charisma. Such creatures retain none of their skills and abilities. They gain +2 Damage reduction as if armour against EBPS. They are Mindless, Immune to Pain and Bloodless. They have Dulled Senses (All +1) and heightened Senses Magesense (+1). They count Defence as trained, and have Weapon Skill Simple. If the statue was armed and armoured, then they gain additional damage reduction as this armour per normal. Their weapons deal -2 less damage on Slashing or Piercing attacks and lose any Penetration value. Their weapons decrease their resistance by 2. Unlike with normal stunts, the casters cannot stunt to ‘double the charisma function’ of the Statues stats, they can increase two statistics by +1 per stunt, or give it another skill or appropriate ability.//
- Technomancy:
- Mending Cantrip
- You make minor repairs on an object. The object in question regains your CHA bonus of HP.
- Command Golem
- 3d6
- Component: Command Baton 2gold
- You take over command of a Golem within your perception of metres. A golem gets to make an opposed Charisma save to resist, or if controlled by another mage they roll on that mage's Charisma.
- Rituals/ Specialist Arcane Skills:
- Create Crystal Golem [Complete]
- Synthesize Silver + Crystal [80/4000]
- Fabricate:
- Casting Roll: 5d6 Technomancy, Casting Time: 10 minutes
- Components: 1 mana and raw materials.
- Substitute a days worth of crafting checks by completing this 10 minute check. Calculate your DoS from casting this spell and then make the requisite crafting check with a single bonus dice. Add your DoS together and calculate your progress. Rinse and repeat if you need more.
Background
Wise journeyman of the Runecasters Guild, providing Alchemy and Magewright services in Thorum's Watch. Staying temporarily to study the ancient ancestor carvings; injured and his work destroyed in the Fishman attack. Now fully healed, retrieved by the Youngbloods to assist the party. Now turns his Golems and earth-magic to the protection of the Silver Scourges.
Upgrades:
Spellcraft Infyrimancy [15]
Spellcraft Infyromancy +1 [20]
Spellpower (1) [10]
Defense [15]