Stevyn

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Game: Rock'Em Sock'Em Revolution

Stevyn[edit]

Character Sheet

  • HP: 10/10
  • XP: 0
  • Wealth: 0
  • Dominion: 0
  • AC: 1 (3-2)
  • Goal: Set Nezdohva ablaze. (Not literally. Well, literally.)

Words[edit]

  • Earth
  • Journeying
  • Sun

Facts[edit]

  • Refugee from Ancalia
  • Civil Architect and aspiring artist
  • Squired for a knight


Abilities[edit]

  • Earth: Heroes with the Earth Word may set either their Strength or Constitution scores to 16, depending on whether they emphasize the strength of load-bearing stone or the hardness of solid rock. If the chosen score is already 16 or higher, they may set it to 18 instead.
  • Journeying: Heroes with the Word of Journeying always know exactly where they are, never lose their way to a known destination, and may treat travel as if it were as restful and nourishing to them as sound sleep and a good meal.
  • Sun: Heroes with the Sun Word may shed daylight at will up to 200 feet, cannot be blinded or their vision impaired by darkness or mists, and have an invincible defense against fire damage. Their vision is sufficiently powerful to pierce blindfolds or survive even the physical removal of their eyes.

Gifts[edit]

Earth[edit]

Lesser[edit]

  • Obduracy of Stone (Constant):Your natural armor class is 3, and you have an invincible defense against harm by stone implements, earth, or burial. You need not eat, drink, or breathe, as you are as self-sufficient as the stones which your divine powers command.

Greater[edit]

  • Builder of Mountain Peaks (Action): Each round, create, modify, or destroy a stone or earth structure of up to 20 x 20 x 20 foot size within your normal line of sight. The structure can be quite intricate and elaborate, to the limit of your own creative skills. You can create normal earth or stone as part of this process. Creatures made entirely of earth or stone within the area may be completely controlled, with worthy foes allowed a Spirit save to resist.

Journeying[edit]

Lesser[edit]

  • Dust At Your Heals (On Turn): Commit Effort. You and those with you cannot be caught by pursuers as long as you keep traveling. Your group will always be moving faster than them regardless of their speed until you halt your movement.

Greater[edit]

Sun[edit]

Lesser[edit]

  • Hope of the Dawn (On Turn): Commit Effort. You and allies within your general area gain a Morale of 12 and an invincible defense against magical emotional influence. Allied NPCs gain +1 hit die and +1 to hit. Those in sight of you have an instinctive awareness of your wishes, though they are not compelled to obey.
  • Body of Burning LIght (On Turn): Commit Effort. Your brilliance makes you almost impossible to target, by creatures who operate by means of vision. While you shine, your natural AC is 3 against creatures with sight. Your weapons or unarmed attacks count as a magical weapon with a range of 200 feet, and do a minimum of 1d10 damage. Your corona counts as natural sunlight for those creatures susceptible to such radiance.

Greater[edit]

Gear[edit]

  • Longbow
  • Light armour
  • Dueling Saber

Combat[edit]

  • Longbow (+2 to-hit, 1d8+1 damage)
  • Saber (+2 to-hit, 1d6+1 damage)
  • Fray dice (1d8)