This is a Godbound character played by Gremlin.
BRYNJA EIRASDOTTIR, THE SNOW MAIDEN Renegade Witch-Queen Acolyte |
| Lady of Endings |
| Level: |
3 |
| Experience: |
6 |
| Languages: |
TBD |
| Goal: |
To end the rule of the Witch-Queens. |
|
|
| ATTRIBUTES |
| Strength: |
10 (+0) |
11+ |
| Dexterity: |
16 (+2) |
5+ |
| Constitution: |
13 (+1) |
8+ |
| Intelligence: |
13 (+1) |
8+ |
| Wisdom: |
14 (+1) |
7+ |
| Charisma: |
18 (+3) |
3+ |
|
|
| RESOURCES |
| Effort: |
4 |
| Influence: |
4 |
| Dominion: |
4 Earned |
|
4 Spent |
(No undead may rise in Vadstenna or the surrounding area) |
| Wealth: |
0 |
|
|
|
| FACTS |
| Origin: |
Brynja is a renegade Witch-Queen acolyte, born and raised in the Ulstang Skerries. |
| Past Career: |
After she left the Skerries but before she came into her powers, Brynja was a magical artifact hunter – a ‘tomb raider’. |
| Relationship: |
Brynja is the estranged daughter of the Witch-Queen Eira. |
| Necromancer: |
Once she became Godbound and gained dominion over Death, Brynja finished mastering mundane Necromancy to better understand how to counter its usage. |
| Well Traveled: |
Brynja has traveled Arcem extensively, both before and after becoming Godbound. |
|
|
| OFFENSE |
| Move: |
30 Feet (Run) |
| Base Attack Bonus: |
+3 |
| Melee: |
Dual Wielded Daggers (Attack +5, Damage 1d10+2) |
| Ranged: |
Thrown Dagger (Attack +5, Damage 1d6+2, Range 40 Feet) |
| |
Frost Scythe (Attack +6, Damage 1d10+3, Range Line of Sight) |
| Fray Die: |
1d8 |
|
|
| DEFENSE |
| Armor Class: |
1 |
| Base Armor: |
Unbroken Ice |
| Immunities: |
Cold, Fear & Unwanted Emotion-affecting Effects, Fire, Lies & Deception, Mortal Illusions & Disguises |
| Hit Points: |
19/19 |
|
|
| SAVING THROWS |
| Hardiness: |
12+ |
| Evasion: |
11+ |
| Spirit: |
10+ |
|
|
| WORDS OF CREATION |
| Apotheosis: |
Keep Custody of Worshippers' Souls |
| Death: |
Command undead in her presence (Action), Knows the details of what, where, and how anything died or is dying within 100 feet (On Turn). |
| Deception: |
Increased Charisma |
| Passion: |
Increased Charisma |
| Winter: |
Immune to cold and ice, Freeze objects and surroundings within 30 feet (Main Action), Conjure simple physical tools and objects out of ice within 30 feet (action). |
|
|
| DIVINE GIFTS |
| Apotheosis |
| + Receive the Incense of Faith |
Constant |
|
| + Sanctify Shrine |
Action |
|
| + Smite the Apostate |
Action |
|
|
| Death |
| + Withholding the Mercy |
Constant |
|
|
| Deception |
| + Deceiver’s Unblinking Eye |
Constant |
|
| + Liar’s Flawless Grace |
Constant |
|
| + Perfect Masquerade |
On Turn |
Commit Effort |
|
| Passion |
| + Heart of the Lion |
Constant (Instant) |
(Commit Effort) |
|
| Winter |
| + Frost Scythe |
On Turn |
Commit Effort |
| + Unbroken Ice |
Constant |
|
|
|
| LOW MAGIC (NECROMANCY) |
| Apprentice: |
Apprentice necromancers learn no magic, but become skilled in anatomical studies, the liturgies of the dead, funeral rites, and the embalming of corpses. |
| Adept: |
Adepts can detect the presence of dead bodies within a mile and know their exact conditions, become impervious to pain by deadening their flesh, call forth a necrotic nimbus around their limbs (turning them into 1d6 weapons), summon 2 HD skeleton soldiers, or cause a one foot cube of matter to decay and rot away no matter its composition. |
| Master: |
Masters of necromancy can hurl bolts of death energy (1d10), become immune to cold or freezing conditions, place a rotting affliction that slowly withers limbs and liquefies organs, create a shroud of death for a scene that damages everyone around them within 10 feet for 1d4 damage, remove their need for food, sleep, and drink for the day, create 5 HD war-draugr from a suitable corpse, or command undead to briefly obey them for a scene. |
| Archmage: |
Archmages can hurl exploding orbs of necrosis that do 2d10 damage to everything within a 20’ radius of their landing point, become immune even to magical cold, summon an 8 HD wraith, place a horrific rotting affliction on an entire group of people, or sacrifice a lesser foe's life and soul to grant the necromancer youthful vigor for a week regardless of age. |
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| EQUIPMENT |
| Mundane: |
TBD |
| Magical: |
None |
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