Exploring the Halls of Arden Vul: Bookbinder

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Bookbinder[edit]

A bookbinder by trade, he taught himself to read and even cast spells from the tomes he was restoring.

  • Imperial Goblin Elementalist/Healer L4
  • Background: Artisan
  • Class Ability: Arcane Tradition - Elementalist
  • Class Ability: Arcane Tradition - Healer
  • Languages: Archontean, Goblin, Mithric

~*~

  • Traits: irritable, lewd, disloyal
  • Secondary Skill: bookbinding
  • Alignment, Alignment Goal: Evil, inflict harm on another for personal gain

~*~

  • XP: 12

Attributes[edit]

  • Strength 07 (-1)
  • Intelligence 16 (+1)
  • Wisdom 06 (-1)
  • Dexterity 18 (+2)
  • Constitution 11
  • Charisma 11

Skills[edit]

  • Heal-2
  • Magic-2
  • Craft-1
  • Exert-0
  • Know-0
  • Notice-0
  • Sneak-0
  • Stab-0

Foci[edit]

  • Imperial Goblin-1: Gain Exert and Sneak as bonus skills. You can see clearly in the dark out to 60', and can Notice new construction, sliding walls, or sloping passages as an easy test (Difficulty 6). Gain a +1 bonus to your hit die at each level. You are too small to effectively use two-handed melee weapons or large bows.
  • Impervious Defense-1: Whether through uncanny reflexes, remarkable luck, supernatural heritage, or magical talent, you have natural defenses equivalent to high-quality armor. You have an innate Armor Class of 15 plus half your character level, rounded up. The benefits of this Focus don’t stack with armor, though Dexterity or shield modifiers apply.

Conflict[edit]

  • HP: 19 (half damage from magical/intense flame/frost)
  • System Strain: 11
  • AC: 19
  • Initiative Bonus: +2

Basic Attack Bonus:

  • Melee Attack Bonus: +0
  • Ranged Attack Bonus: +0

Weapons:

  • dagger, attack +2, 1d4+2, Shock 1/AC 15 (not when thrown), throw 30/60, subtle, throwable, precisely murderous (execution attacks), Enc 1
  • elemental blast, attack +8, 1d6+6 damage, 200'

Saving Throws[edit]

  • Physical: 12
  • Evasion: 10
  • Mental: 12
  • Luck: 12

Spells[edit]

  • Spells/day: 2
    • Spells cast: 0
    • Prepared: 4 (the coruscating coffin, elemental favor, the excellent transpicuous transformation, imperceptible cerebral divulgence)
  • Effort-Elementalist: 4
  • Effort-Elementalist committed:
    • Active: 0
    • Scene: 0
    • Day: 0
  • Effort-Healer: 4
  • Effort-Healer committed:
    • Active: 1 (tireless vigor)
    • Scene: 1 (stirges)
    • Day: 0

Elementalist Arts[edit]

  • Elemental Resilience - You are unharmed by mundane extremes of cold or by heat less than that of a furnace. You suffer only half damage from magical or extremely intense flame or frost attacks.
  • Elemental Sparks - You can conjure petty amounts of flame, water, ice, stone, or wind, sufficient to do small tricks, chill drinks, light candles, or do other minor things. Conjured substances last no longer than a scene, and conjured water cannot lastingly quench thirst. This art cannot actually be useful in solving a problem or overcoming a challenge more than once per game session.
  • Elemental Blast - Commit Effort for the scene as a Main Action to hurl a blast of some elemental force at a visible target within fifty feet per character level. The attack is made with Magic as the combat skill, Int, Cha, or Dex as the attribute, and a bonus to hit equal to your character level. It is not hindered by melee foes. On a hit, the attack does 1d6 damage plus your character level and attribute mod. The blast may have collateral effects on objects in the case of hurled fire or a torrent of pressurized water, but any conjured matter vanishes at the end of the round.
  • Steps of Air - Commit Effort for the scene as an On Turn action and target a visible ally; for one round per caster level, the target can fly at their usual movement rate. If the art ends while they are still in the air, they descend harmlessly to the ground. This art may also be used as an Instant action to negate falling damage for any single target.

Healer Arts[edit]

  • Healing Touch - Commit Effort for the scene as an Instant action; for the rest of the scene, you may heal 2d6 damage plus your Heal skill (2d6+6) to a touched ally as a Main Action. This healing adds 1 System Strain to the target each time it is applied.
  • Empowered Healer - add your level to any healing
  • Swift Healer - Your Healing Touch ability is improved, and may be used as an On Turn action once per day per character level, though not more than once per round on any given target.
  • Tireless Vigor - Commit Effort; while it remains Committed your need to eat, drink, breathe, or sleep does not grow further. You may exert yourself tirelessly and regenerate 1 lost hit point per hour.

Spells Known[edit]

  • L1:
    • Aqueous Harmony - The elementalist and up to a dozen allies are charmed with powers of water-breathing, a tolerance for the pressure and cold of the deeps, and the ability to see through water as if it were well-lit air. Ensorceled beings may move freely while in the water at their usual movement rate and their attacks and projectile weapons are not hindered by the medium, nor are their possessions soaked or damaged. The spell lasts for one hour per caster level, but will not naturally end so long as a subject is still at least partially submerged. Only the caster or magical dispelling can stop it under those circumstances.
    • Elemental Favor - The elementalist makes a direct appeal to a non-magical mass of earth, stone, water, flame, or air no larger than a ten-foot cube. At the end of the round, the mass will move or reshape itself within that space as the elementalist requests, maintaining its new form until the end of the scene. If its new shape is one that is stable without magical help, it can be told to remain in it after the spell is finished.
    • The Coruscating Coffin - A thaumic discharge is focused on a single visible creature within one hundred feet per caster level, wreathing them in a lethal mantle of crackling energy. The target suffers 1d8 damage per caster level, with a Physical save for half. NPC targets with only 1 hit die will inevitably be slain regardless of the damage done. The spell cannot be blocked by non-magical intervening barriers, provided the caster can see the target with their unaided vision.
    • The Excellent Transpicuous Transformation - The mage chooses up to one visible willing target per caster level provided they are within 100 feet, though afterwards the targets can separate freely. The targets and all they wear or carry become perfectly transparent. Missile attacks against invisible foes are largely impossible, and melee attacks against them usually suffer a -4 penalty to hit rolls. The spell lasts for up to an hour per caster level, but it breaks if a subject performs some violent motion, such as running, attacking, or casting a spell. Once broken for one subject, it breaks for all.
    • Imperceptible Cerebral Divulgence - The mage focuses on a visible living creature within 100 feet per caster level. For the rest of the scene, they immediately receive an impression of the target’s surface thoughts and interests, understanding them regardless of any lack of a shared language. The caster may ask one question of the target’s memories per caster level, but doing so risks breaking the spell; the target can make a Mental save before answering each question and the spell ends if the save is successful. These questions can only query memories, not compel any exercise of judgment or extrapolation. This spell is very subtle in its casting, and can be invoked without any visible gestures or audible incantations.

Equipment[edit]

Readied (3/3):

  • daggers (2)
  • healer's pouch

Stowed (Backpack, 6/7):

  • writing kit and 20 sheets paper
  • rations, 1 week
  • waterskin

Stashed (where): --

Wealth:

  • Coinpurse: 80 sp
  • Factor (which factor): --

Hired Help[edit]

Retainers: -- Mercenaries: -- Specialists: --

Notes[edit]